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29372: Re: [MUD-Dev] Re: Quick question re: SSL
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From: Travis Casey <efindel@earthlink.net>
Newsgroups: nu.kanga.list.mud-dev
Date: Thu, 4 Mar 2004 07:28:49 -0500
References: [1]
Organization: Kanga.Nu
On Tuesday 02 March 2004 11:07, szii@sziisoft.com wrote:
> You can get the IP address from the TCP stack on the client. Then
> you can register "player X is at IP xxx.yyy.zzz.aaa" on the
> server. You could also use the socket information (sockaddr_in
> structure) to determine that information and register it.
IP may be of limited use; what about players who are behind a
firewall doing NAT or PAT? If my wife and I are both playing a game
from home, for example, we'll both show up with the same IP. And,
in the case of telnet-based muds, several people can be playing from
one multi-user server.
Note that these two situations will also result in multiple players
being associated with the same MAC.
> I know that some Microsoft COM components are/were based off of
> the MAC address at one point. When the system didn't have a MAC
> address then it just generated one since it wasn't actually on the
> network.
That doesn't follow, though. Ethernet isn't the only sort of
network hookup. A T1 interface doesn't have a MAC address; nor does
an internal DSL card, or an ATM adapter, or a Token Ring adapter...
(Some of these have another sort of hardware address, but not a MAC
address.)
> Of course, you could always just snoop the packet and see exactly
> what's being placed in that field. :)
If you're not on an ethernet, then quite possibly that field doesn't
even exist.
--
|\ _,,,---,,_ Travis S. Casey <efindel@earthlink.net>
ZZzz /,`.-'`' -. ;-;;,_ No one agrees with me. Not even me.
|,4- ) )-,_..;\ ( `'-'
'---''(_/--' `-'\_)
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