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Re: Player coding and security
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
- Thread context:
- Re: [MUD-Dev] handling ambiguity, and prompts, (continued)
- Re: [MUD-Dev] handling ambiguity, and prompts,
clawrenc clawrenc#cup,hp.com, Wed 21 May 1997, 08:26 GMT
- Re: [MUD-Dev] handling ambiguity, and prompts,
Raz muddyraz#mushroom,demon.co.uk, Mon 26 May 1997, 10:49 GMT
- Re: [MUD-Dev] handling ambiguity, and prompts,
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA, Tue 27 May 1997, 13:03 GMT
- Re: (fwd) Re: Multi-threaded mudding (was a flamefest),
clawrenc clawrenc#cup,hp.com, Mon 19 May 1997, 23:57 GMT
- Re: Player coding and security,
Jeff Kesselman jeffk#tenetwork,com, Mon 19 May 1997, 23:51 GMT
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