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Quarkvunture

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Author Topic: Quackventure - Dat game with ducks  (Read 8372 times)

Sorry about that. I forgot to change some thing when I updated the web page. Fixed now.
You're sending the raw password over the wire to your server, good job. Also, this isn't going to work for people behind proxies.

You're sending the raw password over the wire to your server, good job. Also, this isn't going to work for people behind proxies.
I don't really know what you're referring to. What part exactly?

I don't really know what you're referring to. What part exactly?
You're sending the password raw to the server, anyone intercepting it (or you) can see the password. That's generally considered a bad thing.
Also, it doesn't seem to obey the system's proxy settings, so people who are behind mandatory proxies can't play this game.

You're sending the password raw to the server, anyone intercepting it (or you) can see the password. That's generally considered a bad thing.
Also, it doesn't seem to obey the system's proxy settings, so people who are behind mandatory proxies can't play this game.
I can fix it with an SSL connection later to secure things a bit more. As for the proxy things, I'd really appreciate it if you would be willing to explain this to me as I'm not too familiar with them. I'm pretty sure it has to do with me being in the US and you in Europe, though.

I can fix it with an SSL connection later to secure things a bit more.
Not what I'm talking about. You should hash it from the client side too.

As for the proxy things, I'd really appreciate it if you would be willing to explain this to me as I'm not too familiar with them.
Basically, a HTTP server that relays the request to the real server. Some networks only allow you to connect to the internet through a proxy, while Quackventures seems to ignore the system settings completely (and doesn't even offer it's own UI for this).

I'm pretty sure it has to do with me being in the US and you in Europe, though.
Incorrect.

Not what I'm talking about. You should hash it from the client side too.
mk
Basically, a HTTP server that relays the request to the real server. Some networks only allow you to connect to the internet through a proxy, while Quackventures seems to ignore the system settings completely (and doesn't even offer it's own UI for this).
I'm guessing this would be handled from the client side? Do things like minecraft have their own auto-proxy? I'd imagine theirs must have one as it seems to work just fine.

I'm guessing this would be handled from the client side? Do things like minecraft have their own auto-proxy? I'd imagine theirs must have one as it seems to work just fine.
Yes, this is client-sided. AFAIK Minecraft does not handle proxies out of the box, although you can use some console arguments to force it to use a proxy.

Yes, this is client-sided. AFAIK Minecraft does not handle proxies out of the box, although you can use some console arguments to force it to use a proxy.
But if so many people can use minecraft as it is, it wouldn't really seem to be an issue that Quackventure.com doesn't? And by console, do you mean computer console or something to do with modding minecraft?

But if so many people can use minecraft as it is, it wouldn't really seem to be an issue that Quackventure.com doesn't?
One successful product doing it wrong is not an excuse for everyone else to follow in their footsteps.

And by console, do you mean computer console or something to do with modding minecraft?


Alright, don't need to go all "post an image" on me, coulda just said console.
One successful product doing it wrong is not an excuse for everyone else to follow in their footsteps.
Good point. So all I need to do is have a little text box that someone could put a proxy URL instead of it just going to Quackventure.com? Would you yourself need a proxy server to login?

Good point. So all I need to do is have a little text box that someone could put a proxy URL instead of it just going to Quackventure.com? Would you yourself need a proxy server to login?
Nah, there should be global-ish settings for proxies somewhere on most OSes today. Let me get back to you on that.

Nah, there should be global-ish settings for proxies somewhere on most OSes today. Let me get back to you on that.
-_-

Then why would I need a proxy...

-_-

Then why would I need a proxy...
You need to load it and tell Unity or whatever HTTP library you're using to actually use it.

You need to load it and tell Unity or whatever HTTP library you're using to actually use it.
So I wound't need to use my own proxy server, right? I just need to let the client be able to set the proxy for Quackventure with a little URL textbox. When you mean some people need proxy servers to connect to the internet, I assume they probably already have one set that they could use to connect to Quackventure.com through. All I need to do is support this "set proxy" in my app, right?

So I wound't need to use my own proxy server, right? I just need to let the client be able to set the proxy for Quackventure with a little URL textbox. When you mean some people need proxy servers to connect to the internet, I assume they probably already have one set that they could use to connect to Quackventure.com through. All I need to do is support this "set proxy" in my app, right?
Pretty much, except you should load it from the system settings instead of exposing it as a separate text field.
Assuming you're using WebRequest objects (from System.Net) it should be as simple as "myRequest.Proxy = WebRequest.DefaultWebProxy;" (assuming your request object is named myRequest).