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authorneodarz <neodarz@neodarz.net>2018-08-11 20:21:34 +0200
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+ <H1>[Nel] A small document for your consumption</H1>
+ <B>Vincent Archer</B>
+ <A HREF="mailto:archer%40nevrax.com"
+ TITLE="[Nel] A small document for your consumption">archer@nevrax.com</A><BR>
+ <I>Fri, 27 Apr 2001 17:15:17 +0200</I>
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+<PRE>According to Brenden Towey:
+&gt;<i> From: Vincent Archer &lt;<A HREF="mailto:archer@nevrax.com">archer@nevrax.com</A>&gt;
+</I>&gt;<i> &gt; 3) MD5 for a dynamic challenge. A good example: the server sends you the
+</I>&gt;<i> &gt; current date when you connect, and you use that date as the first
+</I>&gt;<i> &gt; bytes of the MD5 digest.
+</I>&gt;<i>
+</I>&gt;<i> Would #3 solve the login &amp; password hacking problem?
+</I>
+More or less. However, most of the hacking problems I've seen these days
+on MMOGs do not involve a spoofed server or anything else. They're all
+revolving around:
+
+1) A scam aimed at getting your login and password
+ (we have this incredible powerleveling service. Send us $30 and
+ your password and we'll have you level 50 in a month)
+
+2) A trojan (last one on EQ pretending to be an 'undetectable macro
+ program') that intercept the login/password pair when you *type them*.
+
+Still, it doesn't hurt to make a MD5 challenge. If someone can spoof
+you into believing you're talking to the server, the usual crypto layer
+that protects your connection against sniffing will not protect your
+password (something some web designers conveniently forget, saying that
+once you're using https:// urls, you can send you password in clear to
+the web).
+
+&gt;<i> &gt;serves as authentification, and the WS then updates the LS with its state,
+</I>&gt;<i> &gt;name and IP address. The WS may have a list of valid IP/port address for WS
+</I>&gt;<i> &gt;to avoid the occasional pirate server registration.
+</I>&gt;<i>
+</I>&gt;<i>
+</I>&gt;<i> Ok, I don't understand this. Why would one person or company want to do
+</I>&gt;<i> this? What's the advantage to having a login service in one location and a
+</I>&gt;<i> world service in another? Why not just co-locate all your services behind
+</I>&gt;<i> one firewall?
+</I>
+Bandwidth/Lag/Security issues.
+
+Bandwidth is the first, and usually the less important one. But when you
+start talking multiple OC12 links for your bandwidth consumption, you
+quickly have limits on where you can locate your worlds. It is a lot easier
+to negociate several locations with OC4 for each than say &quot;I need a place
+with two OC12&quot;.
+
+Lag is another one. All the world is not the states... tell it to the Aussies
+who ranted and screamed till they finally got one Ultima Online server
+down under. We're doing our best to make lag irrelevant, but given the
+choice of playing on a server with 500 ms ping and a server with 100 ms
+ping times... The experience with the latter will always be a *lot*
+smoother.
+
+And finally security. Not network security, I'm talking real security.
+Despite every premium paid, what happens if your server room catches
+fire, and despite generous smothering of Halon, all your servers are
+burnt to a nice crispy taste? Sure, the insurance will pay you lots of
+money. But your players will no longer be there.
+
+Spreading your servers around makes sense on several points.
+
+--
+Vincent Archer Email: <A HREF="mailto:archer@nevrax.com">archer@nevrax.com</A>
+
+Nevrax France. Off on the yellow brick road we go!
+
+</pre>
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