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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>Tue, 17 Apr 2001 12:27:13 +0200</I>
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+<PRE>I'll answer both posts at the same time...
+
+According to Thierry Mallard:
+&gt;<i> Possibly this can be partially avoided by providing your own DN Server's IP ?
+</I>&gt;<i> (dunno precisly how the client would connect to it, but still...)
+</I>
+There are two ways you can find out a server:
+
+1) Hardcode the IP address (then, you cannot move the server)
+2) Use DNS for dynamic IP (then, the hardcoded address is the root of the
+ DNS tree - which, hopefully, changes even less often than we will)
+
+You can't specify your &quot;own DNS&quot;. Using that is basically the same as
+using method 1: you still have to put a server at a static IP that gives
+you off the dynamic IP.
+
+&gt;<i> &gt; 2: The client submits its login, password, and system capabilities.
+</I>&gt;<i>
+</I>&gt;<i> In plaintext ?
+</I>
+If we assume the link has a crypt method in it, why not.
+
+Three possible methods for password submission
+
+1) Plaintext, assuming the connection has a form of crypt in place
+2) MD5/crypt password. Spoofable, since:
+ a) You can capture the MD5/crypt string
+ b) You have the client source, so can hack it to send the static
+ crypted password instead of crypting the - unknown - plaintext
+3) MD5 for a dynamic challenge. A good example: the server sends you the
+ current date when you connect, and you use that date as the first
+ bytes of the MD5 digest.
+
+&gt;<i> &gt; 4: The client selects the world it wants to log on, and submits the IP address
+</I>&gt;<i> &gt; of its world service to the LS.
+</I>&gt;<i>
+</I>&gt;<i> Would it be good if the client could select several worlds ?
+</I>&gt;<i> (then the negociation following could use this to get a good WS)
+</I>
+Not good. Typically, the client will connect to the world the player has
+a character he wants to play today :)
+
+However, the client may use the IP addresses of the WS to ping them and
+figure out which connection is better (when selecting its first world).
+
+&gt;<i> So the WS is (or can be?) a load-balancer to all the FES in a given world ?
+</I>&gt;<i> -- the balancing being done at network level, not process level --
+</I>
+The WS *is* the load balancing mechanism. Since he's aware of all FES
+up and running, and knows their load right now, he's best suited to
+determine which FES can afford to manage a new character.
+
+&gt;<i> I wonder if it couldn't be more interesting if the client disconnects from LS
+</I>&gt;<i> _after_ having initiated the connection to the FES. Then, if something goes
+</I>&gt;<i> wrong, the client could goto 4 directly.
+</I>
+Hmmm, that might be good, yes.
+
+--
+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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