Gotcha!  I'm not an expert with networks :P

--- Jason Gauthier <[EMAIL PROTECTED]> wrote:
> Right :)
> 
> The IP addresses on those systems differ.
> But if you make a connection from all 5 outside of
> your network, the target
> will see 5 connection from the same IP.
> The IP the outside target will see is your Linksys
> router IP assigned from
> the ISP.
> 
> 
> -----Original Message-----
> From: Matt Foltz [mailto:[EMAIL PROTECTED]
> Sent: Tuesday, August 13, 2002 1:15 PM
> To: Jason Gauthier
> Subject: RE: Embracing But Controlling Multiplay
> 
> 
> Maybe I need to re-check the IPs of my other
> computers, but I thought each one was assigned a
> different IP address.  I have 5 Windows machines on
> a
> Linksys router ;)
> 
> --- Jason Gauthier <[EMAIL PROTECTED]> wrote:
> > Unfortunatly, If you are sharing an internet
> > connection (ie: Linux
> > Masquerading) every outbound connection looks like
> > it coming from the IP
> > address that you get from your ISP.
> > 
> > So, if you have 5 machines behind "Windows
> Internet
> > Sharing", a Linksys
> > router, or Linux firewall, the IP address source
> > will be that of the
> > assigned machines (or routers)
> > 
> > 
> > 
> > -----Original Message-----
> > From: Matt Foltz [mailto:[EMAIL PROTECTED]
> > Sent: Tuesday, August 13, 2002 1:03 PM
> > To: Jason Gauthier
> > Subject: RE: Embracing But Controlling Multiplay
> > 
> > 
> > If you compare IP address instead of actual hosts
> I
> > don't think you'd run into a problem.  As far as
> > I've
> > seen, machines on the same network will still vary
> > by
> > 1 on the last digit of the IP.
> > 
> > --- Jason Gauthier <[EMAIL PROTECTED]> wrote:
> > > What about people coming from the same network
> but
> > > sharing the same external
> > > IP address?
> > > 
> > > -----Original Message-----
> > > From: Matt Foltz
> [mailto:[EMAIL PROTECTED]
> > > Sent: Tuesday, August 13, 2002 12:15 PM
> > > To: [email protected]
> > > Subject: RE: Embracing But Controlling Multiplay
> > > 
> > > 
> > > Yeah, maybe I'm using the wrong terminology - I
> > > wrote
> > > that e-mail at 3:15 am last night.  What I mean
> is
> > > if
> > > their hostname/IP is the same (just using
> sockets
> > to
> > > rewrite it).
> > > -Matt Foltz
> > > 
> > > --- Jason Gauthier <[EMAIL PROTECTED]> wrote:
> > > > Not sure I follow here... Each connection will
> > > have
> > > > a unique descriptor, so
> > > > using this as a check for comparison will fail
> > > > everytime.
> > > > 
> > > > Can you elaborate? Perhaps you are talking
> about
> > > the
> > > > remote hostname or
> > > > something?
> > > > 
> > > > -----Original Message-----
> > > > From: Matt Foltz
> > [mailto:[EMAIL PROTECTED]
> > > > Sent: Tuesday, August 13, 2002 1:51 AM
> > > > To: Bob Gries
> > > > Cc: [email protected]
> > > > Subject: Re: Embracing But Controlling
> Multiplay
> > > > 
> > > > 
> > > > I had a brainstorm one night about ways to
> > control
> > > > multiplaying.  What I came up with was to make
> a
> > > > check_multi function which compares the
> > > descriptors
> > > > of
> > > > both players.  If identical, it fails the
> check.
> > 
> > > > Then
> > > > you would put the check into anything like
> give,
> > > > grouping, etc.  The only problem is that
> there's
> > > > still
> > > > ways around it (dropping items, softening
> mobs,
> > > > etc). 
> > > > Of course, you could take it to the extreme
> and
> > > not
> > > > let another character login if the descriptor
> is
> > > > already connected.  Just a thought.
> > > > -Matt Foltz
> > > > 
> > > > --- Bob Gries <[EMAIL PROTECTED]> wrote:
> > > > > Greetings.  I am looking for a code snippet
> > that
> > > > > instead of prevent
> > > > > multiplay, actually embraces it, but in a
> > > > controlled
> > > > > form.  I am ideally
> > > > > looking for something similar to the retail
> > form
> > > > of
> > > > > choosing a character
> > > > > (login, pass, list of character associated
> to
> > > that
> > > > > account), but I am
> > > > > willing to consider other solutions as well.
> > > > > 
> > > > > In addition, in case there is not exactly
> the
> > > code
> > > > > snippet I am looking for,
> > > > > is there an explanation of the player
> > > > authentication
> > > > > somewhere on the web?
> > > > > If so, I can put a snippet together for all
> to
> > > > > enjoy.
> > > > > 
> > > > > Take care and thank you.
> > > > > 
> > > > > 
> > > > > -- 
> > > > > ROM mailing list
> > > > > [email protected]
> > > > >
> > http://www.rom.org/cgi-bin/mailman/listinfo/rom
> > > > 
> > > > 
> > > >
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=== message truncated ===


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