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1592: Re: [MUD-Dev] Re: Player coding and security

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From: Shawn Halpenny <malachai@iname.com>
Newsgroups: nu.kanga.list.mud-dev
Date: Wed, 21 May 1997 10:30:45 -0400
References: [1]
Organization: Kanga.Nu
Jeff Kesselman wrote:
> 
> The big issue I have with player coding noone seems to have mentioedn yet--
> security.  In a commercial game (sorry, but thats my world) where players
> are ALREADY trying to cheat through nay means possible, player server
> coding is ONLY possible with an EXTREMELY tight security model that knows
> what is and isnt reasasonable  for player code to effect.  Otherwise you
> end up having to carefully examine EVERY peice of user code for potential
> loopholes, trap doors. etc.
> 
> Frankly thats more work IMO then just coding the building blocks your world
> builders need on an as needed basis.
> 
> JK

There were a few posts a couple weeks back, most substantively from
Chris Lawrence (I think), where inheritance was explored as a security
model.  I've no definite security model in mind yet, but I'll certainly
need one.  How many of us are looking to have some form of
user-programming anyway?  And to what degree are things
user-programmable, for that matter?

--
Shawn Halpenny

"People that are really very weird can get into sensitive
 positions and have a tremendous impact on history."
                                    - Dan Quayle