Then we can start extending the functionality. Reply to this email directly or view it on GitHub /issues/478#issuecomment-72770732.Īs an initial implementation I propose to start from a very simple authentication flow with a minimum user attributes stored (user names, hashed passwords and email addresses). You can also store number of games person abandoned (disconnected before the actual game finished). Anyway, who would bother doing that? Also, people can decide if they want to play with newcomers based on number of games they played. Sure, this doesn't prevent users from creating multiple profiles but registration doesn't either. The only disadvantage is that you have to teach users that they have to export their identity (pub/priv key) and store it somewhere in order not to loose their identity. You don't have to give any personal information such as e-mail. You are not bound to single username (you can use any as you are identified by your public key). There's no problem with forgotten username/password. TeamSpeak 3 has introduced password-free authentication based on that method and I must say it works quite well. My proposition is public-private key authentication. Subject: Re: Hold users in DB and users have to sign on with a password ( #478) Too much work for the average player.įrom: Mike [mailto: Tuesday, Febru7:05 PM
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