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Re: [MUD-Dev] Re: Player coding and security
In <33830715.41C67EA6#iname,com>, on 05/21/97
at 08:30 AM, Shawn Halpenny <malachai#iname,com> said:
>There were a few posts a couple weeks back, most substantively from
>Chris Lawrence (I think), where inheritance was explored as a
>security model.
Yup. Dat's me. Essentially I take Cool's per-object security model
(each object and method determines its own security criteria), and
provide APIs for easy testing of the inheritance tree of the
method-caller and message-source (who originated the event) as the
basis of determining validity of access.
>How many of us are looking to have some
>form of user-programming anyway?
Me.
>And to what degree are things
>user-programmable, for that matter?
I don't impose limits in the server. The DB may model various limits
and attempt to impose them on the rest of the DB. As such I put
damned near nothing that is game-oriented in the server proper (ie the
server has no concept of containment, command parsing, placement, or
context). Everything devolves to the DB.
--
J C Lawrence Internet: claw#null,net
(Contractor) Internet: coder#ibm,net
---------------(*) Internet: clawrenc#cup,hp.com
...Honorary Member Clan McFUD -- Teamer's Avenging Monolith...
- Thread context:
- 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
- Re: [MUD-Dev] Re: Resets and repops,
Shawn Halpenny malachai#iname,com, Mon 19 May 1997, 23:12 GMT
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