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Security Whitepaper on BZFlag?

Posted: Fri Dec 25, 2015 3:53 pm
by Zehra
Has there ever been a whitepaper on the security on BZFlag?
If not I would like to see whether or not there would be support for such an idea.
It could be published in a PDF format for easy viewing.
depending on the level of interest I may write a sample for viewing.

Re: Security Whitepaper on BZFlag?

Posted: Fri Dec 25, 2015 10:20 pm
by blast
What would be the goal of that? I'd think the time spent doing that would be more useful in actually fixing issues.

Re: Security Whitepaper on BZFlag?

Posted: Fri Dec 25, 2015 10:46 pm
by Zehra
The main goal would be to say how many issues were resolved and how many have yet to be fixed.
Also the white paper is meant to show progress that is being made, such as this GUI improvements .
And also meant to list theoretical issues that may emerge, so that they could be solved before any potential issues emerge.
There also would be two versions, one for the public the other for admins, dev, programmers, etc..

Re: Security Whitepaper on BZFlag?

Posted: Sun Dec 27, 2015 9:41 pm
by JeffM
Here is a youtube video that illustrates BZFlag's overall networking structure and security model.

https://www.youtube.com/watch?v=3ZcNXe20dXI

it should have the same value as several long whitepapers.

Re: Security Whitepaper on BZFlag?

Posted: Mon Dec 28, 2015 1:41 am
by Zehra
What I got was this "HD Banned Xbox Commercial" ?
was that the right link?

Re: Security Whitepaper on BZFlag?

Posted: Mon Dec 28, 2015 4:28 am
by JeffM
Yup, it perfectly describes BZFlags networking protocol.

Re: Security Whitepaper on BZFlag?

Posted: Mon Dec 28, 2015 3:33 pm
by Zehra
Ah, now I get it, just wanted to make sure.
The BZFlag network is based highly on distributed processing(and or Parallel computing).

Re: Security Whitepaper on BZFlag?

Posted: Mon Dec 28, 2015 5:09 pm
by JeffM
oh god no. It's based on blind trust and 1985 networking ideas.

It's a LAN game that some fool put on the internet.

Re: Security Whitepaper on BZFlag?

Posted: Sun Jan 03, 2016 5:25 pm
by blast
The game's security model is still largely based on being able to go punch someone if they were cheating (which was possible when it was a LAN only game). It hasn't evolved all that much since. So, there is far too many decisions being made by each client (did I get shot? should I die?) instead of the server.