John:

> Project Private is fine for libgweather.

Great.

> It is clear that the network games are not accidentally entered into
> by the user.  So I am fine here as well.
> 
> We probably need to do something intelligent about the passwords being
> sent over the wire unencrypted.  A release note, man page or dialog
> warning prior to send the password is sufficient.  If we will have the
> encryption ready soon then release note is sufficient.  If we won't
> have this done within a foreseeable future then we should do more.
> If this were a full case I would TCR documentation and TCA a warning
> dialog.  Since it is not and I am not willing to derail for an opinion
> please do something reasonable here.

We could simply avoid shipping the 4 games that support network
gaming features until we do Export Control to support GGZ with
encryption.  That wouldn't be a burden.  Unfortunately the 4
games that support network gaming can't be easily configured to
build without GGZ support, so simply turning off the feature isn't
so easy.

Brian


> Brian Cameron wrote:
>>
>> John:
>>
>>> OK.  So on the gweather interface we need to document the fact that
>>> the interface is not supported, placed in a demo directory or simply
>>> not ship it.  Saying that Volatile is enough is incorrect.
>>
>> In this case, we should probably make it Consolidation Private for
>> now, until it matures a bit more.
>>
>>> In terms of GGZ when one of these games is started is the user
>>> automatically logged into a server?  Or do they need to ask to be
>>> logged into a specific server?
>>
>> You need to go to "Game -> Network Game" in the menu, and then
>> actually log into the server via the dialog.  Once you log in,
>> then you can find an opponent to play with.  So you need to
>> actually log in and select an opponent before you are playing
>> a network game.  You are never automatically logged in.
>>
>> However, there is currently no way to configure the games to
>> disable this feature.  Perhaps it would be a good idea to add
>> a configuration option so that people who don't want this
>> feature can turn it off.  If we made it use GConf, then it
>> would be easy for a sysadmin to set a mandatory configuration
>> option to force the feature to be disabled for all users.
>>
>>> If I am following correctly then there are passwords that are passed
>>> over the wire in clear text because we do not have the encryption
>>> turned on yet.  Is that correct?
>>
>> I believe the only passwords are to connect to the game server
>> itself.  Michal, if a password were stolen, would a malicious
>> user be able to impersonate someone else?  What are the ramifications
>> of this?
>>
>> For example, is chatting supported between opponents who are playing
>> games?  If so, then a person could impersonate another player.  It
>> might be possible for the malicious person to apply "social networking"
>> skills to get sensitive information about who they are impersonating.
>>
>>> Brian stated that the user can have an intranet server set up.
>>> Is the intranet server automatically started?  Or does the system
>>> administrator need to configure and start it?  If they need to
>>> start it how is it started, command line, init.d, smf, ...?
>>
>> We do not yet include GGZ server software on Solaris.  So if
>> you wanted to set up a GGZ server on an internal network, you
>> would probably need to build the source code yourself, or use
>> a different OS which has the GGZ server already integrated.
>>
>> So, we do not currently support running the server on Solaris,
>> just GGZ clients.
>>
>> Brian
>>


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