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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:
><i> Possibly this can be partially avoided by providing your own DN Server's IP ?
</I>><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 "own DNS". 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.
><i> > 2: The client submits its login, password, and system capabilities.
</I>><i>
</I>><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.
><i> > 4: The client selects the world it wants to log on, and submits the IP address
</I>><i> > of its world service to the LS.
</I>><i>
</I>><i> Would it be good if the client could select several worlds ?
</I>><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).
><i> So the WS is (or can be?) a load-balancer to all the FES in a given world ?
</I>><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.
><i> I wonder if it couldn't be more interesting if the client disconnects from LS
</I>><i> _after_ having initiated the connection to the FES. Then, if something goes
</I>><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!
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