Accounts on DDNet?

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Cellegen
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Re: Accounts on DDNet?

Post by Cellegen »

New generation of tw here it comes :3
(account system is the biggest update ever ;DD XD)
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fokkonaut
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Re: Accounts on DDNet?

Post by fokkonaut »

if there would be accounts, there should be an option to change your name. it would be 100% safe unless nobody has your account.
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mokuz
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Re: Accounts on DDNet?

Post by mokuz »

well maybe niknames?
or player ids or smt..
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Konsti
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Re: Accounts on DDNet?

Post by Konsti »

I will remember all those guys who are so happy about an account system and i will laugh at you when you start crying after some days when you see that accounts are the biggest trash :)
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Lumpy ◐ω◑
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Re: Accounts on DDNet?

Post by Lumpy ◐ω◑ »

Feel free to laugh even if we will not cry :D
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Cellegen
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Re: Accounts on DDNet?

Post by Cellegen »

DDnet forum name - password done :D
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Learath2
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Re: Accounts on DDNet?

Post by Learath2 »

Mfw Konsti is the biggest buzzkill ever /s :P
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Konsti
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Re: Accounts on DDNet?

Post by Konsti »

Account system is the biggest buzzkill ever but you are only coder, you dont care the players i know.
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Learath2
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Re: Accounts on DDNet?

Post by Learath2 »

Mfw I never do anything if there isn't at least some support for it.
brutaler
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Re: Accounts on DDNet?

Post by brutaler »

Essentially there must be a clear explanation of what and why needs to be changed in terms of the accounting system.
I would like to present to you my personal view including pros and cons of the current situation and the the ongoing benefits after introducing the accounts.

Current status: no constant, verified account assigned to the player

- Players can change their nicknames at any time for any nickname they wish,
even already occupied by other player not available on the current server.

- Good players are being faked by people who are spoiling their worked-out reputation.

- Any personal data and specific helpful ingame statistics cannot be presented
to the player as there is no guarantee that the nick owner is currently playing.

- Administrators cannot really get rid of the disturbing players.
The most commonly used is a temporary ban by IP, which can be easily
bypassed by the intruder by changing his IP (usually using only internet reconnection).

- There is no direct connection between web and ingame profile (only matching by the unverified nickname).


+ players can gain points for their friends, which is usually liked and is
being considered like a gift from better players.

+ players can connect his dummy, which is strictly connected to his
main tee allowing for synchronized moves, auto hammer fly etc. and his name can be easily changed.


Future plan: each player is represented by the unique, global and verified account

General assumptions:
- Each player is registered using unique identifiers and password.
The minimal attributes required to register are username, valid email, password.
To confirm the registration player have to visit confirmation link sent to the provided email.
Registration results in creation of a unique player account, identified either by the username or an email,
which are globally unique.
- Each player’s account can have multiple tees registered.
- Each tee is being identified by the globally unique nickname and the player id, so that tee is always assigned to the player/account.
- By default, each account have the tee of name being the player’s username registered.
That means if player identified by (username, email): brutaler, brutaler@gmail.com registers,
automatically the new tee with name: brutaler is being connected to this account.
- The account’s username is being marked as invalid if:
it is already used by another player
it is already used by the tee name
- Player can mark one tee with the flag “is main”, which indicates that it will be
the default tee used every time player is joining the server.
- Player can mark one tee with special flag “is dummy”, which indicates that it will be
the dummy tee. Once this flag is set, the connect dummy option is being enabled.
- The same tee cannot be marked as both “is main” and “is dummy”.
- Points are stored on the tee level.
It means that within single account player can collect points on multiple tees.
- Points cannot be transferred between tees.
- To join the game player have to be logged in.
DDNet client can force logging in during startup or before joining the game (this needs to be clarified).
- There will be special rcon command introduced for the non-ddnet clients, which will allow to login:
e.g./login ${username} ${password}.
Such user needs to register on portal or in game using the rcon command:
e.g. /register ${username} ${email} ${password} ${password confirm} (In game registration to be confirmed)
- People can manage his account and tees from the web or ddnet client.
In the 1st phase it can be only web, which will be easier to develop.
- Web and game will use the same authorization server, therefore single account will give access to all ddnet modules.
- Friendship is a relation between two accounts.
- If account1 wants to add account2 to a friends list, then account1 is sending an invitation,
which must be confirmed by account2.
After that operation, account1 has account2 in the friends list and account2 has account1 in its friends list too.
- Friendship accounts see all tees registered to the friendly account.
- It is possible that tees within friendship can finish maps for their friends.
The only requirement is to execute the specific command before crossing the finish line.
It can be for example the following chat command: /run-for ${tee},
where ${tee} is a nickname of the tee from friendship account.
After crossing the finish line with command executed before, will result in
addition of a time + points to pointed tee instead of tee, which is currently running.
The relevant broadcast message is presented.
If player types in the name of the tee, which is not connected to the friendship, the command returns error.

Benefits:
+ Players can still gain points for friends

+ Players can still play with dummies

+ There is no way to fake already registered players and tees, which is being handled by the global naming scheme

+ Administrators can easily block disturbing players on the account level. New account creation takes some time, because it require providing new, valid and already not registered email address, which should definitely delay or even makes the incoming insulters tired (fast IP changing wont help anymore).

+ Ddnet client can list all game saves including save keys and tees involved in playing (this is possible because we know that only authorized person is currenlty using the tee and account).

+ Global notification system can be introduced - players can be informed that his friend is currently in game and is playing “this and this” map

+ Global tee names autocompletion can be introduced very easily

+ Client can read and display some statistics from your playing like last finishes, last maps etc.

+ Single account scheme gives access to all ddnet resources: web & game.

+ Client config can be stored on a server and downloaded upon logging in. People won't loose their binds, key maps etc.

+ (Think about what you need) Any improvement is easier


I am currenlty working on the migration approach. I will share my thoughts in this matter soon.
Happy to discuss presented points more detail if needed.
The technical specification of the authorization algorithms etc.
should not be the matter for now and the non-dev audience.
I am able to actively support dev in this area especially on the web side.
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