Author Topic: Blockonet 2.0  (Read 2507 times)


A proper HTML/CSS parser would be awesome (Port said it could be done), but I don't think they are trying to emulate the internet. This looks more like a centralised network, like GeoCities.

I think you've got this entirely wrong. You're trying to emulate the internet within Blockland by having a single central server - that's not at all how the internet works.

The stuff Truce was doing with torque running webservers was far more interesting, and if you just provided a central DNS service to point to people's torque webservers then it actually gives this some applicable uses. At the moment, like everyone's been saying, it's completely useless.


its not something you just dump something on

its not a big truck

its a series of tubes.

I think you've got this entirely wrong. You're trying to emulate the internet within Blockland by having a single central server - that's not at all how the internet works.

The stuff Truce was doing with torque running webservers was far more interesting, and if you just provided a central DNS service to point to people's torque webservers then it actually gives this some applicable uses. At the moment, like everyone's been saying, it's completely useless.
seems like an intresting idea
for a different project. Definitally something to work on after I finish the remaining bits of this.

seems like an intresting idea
for a different project. Definitally something to work on after I finish the remaining bits of this.
god dammit

god dammit
;) This project is almost done anyway.
When it is I'll start doing some things with Truce's webserver and maybe doing some modifications here and there, then making a webclient. In the end I have a plan like this (based off of Ephi's idea):

-Player1 opens up his webserver
-Player2 open up his webclient and types in something like "bloop.com" or whatever the domain is
-Player2 connects to a DNS Server which based off a MySQL List, gets an IP Address
-Player2 connects to the IP Address and gets the stuff from Player1's server
-Player1 renders.

Just added a password system. Passwords are hashed (a forget ton of times with several different hashes)
Im gonna redesign (totally not because I saved over it with the API) the page for editing/creating a page.
then all goes to hell.

Just added a password system. Passwords are hashed (a forget ton of times with several different hashes)
Im gonna redesign (totally not because I saved over it with the API) the page for editing/creating a page.
then all goes to hell.
I hope you're hashing passwords client-sided, as well.

I hope you're hashing passwords client-sided, as well.
you must have misunderstood
Editing/Creation is all on a webpage (totally not because Im too lazy to make a GUI)

Just added a password system. Passwords are hashed (a forget ton of times with several different hashes)
Im gonna redesign (totally not because I saved over it with the API) the page for editing/creating a page.
then all goes to hell.
You're aware that rehasing increases the chances of a collision and in turn makes the hash less effective, yes? It's a better idea to use a strong hashing function such as sha256 combined with a salt.

Surprised Kalph didn't pick up on that tbh, thought he was a good developer.

You're aware that rehasing increases the chances of a collision and in turn makes the hash less effective, yes? It's a better idea to use a strong hashing function such as sha256 combined with a salt.

Surprised Kalph didn't pick up on that tbh, thought he was a good developer.
tdgrxawegs fiine

also
wy u no service ;-;

You're aware that rehasing increases the chances of a collision and in turn makes the hash less effective, yes? It's a better idea to use a strong hashing function such as sha256 combined with a salt.

Surprised Kalph didn't pick up on that tbh, thought he was a good developer.
Depends on whether you're doing it from BL or not. Since BL has an engine-level function for SHA1, but not for SHA256, I'd use salted SHA1 with multiple iterations over crappily implementing SHA256 at script level.

Depends on whether you're doing it from BL or not. Since BL has an engine-level function for SHA1, but not for SHA256, I'd use salted SHA1 with multiple iterations over crappily implementing SHA256 at script level.
this is in php
you forget.



jesus loving christ you ignorant douche
you must have misunderstood
Editing/Creation is all on a webpage (totally not because Im too lazy to make a GUI)
At no point are passwords on the clientside.
the client side only renders the stuff it gets from the server.

jesus loving christ you ignorant douche At no point are passwords on the clientside.
the client side only renders the stuff it gets from the server.
Ah, missed that. Sorry.