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 >>
