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Cayur
- Posts: 337
- Joined: Thu Jan 22, 2015 1:38 pm
Re: Administrivia: Some new account security options
thats actually pretty neat, thanks!
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ctopolon4
- Posts: 746
- Joined: Sun Jun 03, 2018 2:28 pm
- Location: mom's basement
Re: Administrivia: Some new account security options
how about add more links with social networks(fb, twit), and other chat systems(skype,discord, ip-call), and restore password not only via e-mail?
+checkbox to confirm any account change by any(or selected) connected system if there are several...
also it not so hard to make login via social network, to change pass & e-mail if it was compromised
+checkbox to confirm any account change by any(or selected) connected system if there are several...
also it not so hard to make login via social network, to change pass & e-mail if it was compromised
STASON#7865
https://discord.gg/8caX3qH
https://discord.gg/8caX3qH
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KwonChiMin
- Posts: 409
- Joined: Fri Mar 05, 2010 7:11 pm
Re: Administrivia: Some new account security options
@Loftar As long as you are still in this topic and are considering that clarifying some stuff is a good thing.
Could you please make an updated help for default client with all newly added functions and shortcuts? I want to try current experience with default client only gameplay next world and it would help me a bunch (save the time on parsing all late2020 topics)
Could you please make an updated help for default client with all newly added functions and shortcuts? I want to try current experience with default client only gameplay next world and it would help me a bunch (save the time on parsing all late2020 topics)
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NeoRed9
- Posts: 99
- Joined: Thu Jan 12, 2012 3:51 am
Re: Administrivia: Some new account security options
Loftar shot me in Boston once.
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TerraSleet
- Posts: 122
- Joined: Wed Sep 23, 2015 2:55 pm
Re: Administrivia: Some new account security options
My account has 1 token that looks a little odd:
When attempting to remove it I get the following error:
I feel like this may be related to why I'm having issues getting Ender's custom client to connect (this was happening for at least a week) and the default client says "invalid authentication token"
every time it tries to auto-login when I open it. edit: the "invalid auth token" error no longer happens with a fresh download
every time it tries to auto-login when I open it. edit: the "invalid auth token" error no longer happens with a fresh download
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MagicManICT
- Posts: 18435
- Joined: Tue Aug 17, 2010 1:47 am
Re: Administrivia: Some new account security options
I was going to ask about all of our custom clients, but glad to see that was already answered. If you do add in any further 2nd or 3rd factor authentication, is it safe to say the same extensibility for the standard client will include any modded clients?
Also, glad you explained this. I, at least, wouldn't have ever noticed. In that troubleshooting post from a couple days ago, I had downloaded a fresh copy of autohaven.jar, and had completely forgotten that it included a token to log into the server after launched.
Also, glad you explained this. I, at least, wouldn't have ever noticed. In that troubleshooting post from a couple days ago, I had downloaded a fresh copy of autohaven.jar, and had completely forgotten that it included a token to log into the server after launched.
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
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VDZ
- Posts: 2766
- Joined: Sun Jul 17, 2011 2:27 am
Re: Administrivia: Some new account security options
Hell, this is the first time I learned the file contains a token to log into your account. In hindsight it makes sense, because how else is it going to auto-authenticate (where would it get the token from)? But it certainly isn't obvious and I wonder if the non-obviousness might be exploitable. I recall a different online game in which the account name and password were stored in the config file. "My config file got corrupted, can you send me yours?"MagicManICT wrote:In that troubleshooting post from a couple days ago, I had downloaded a fresh copy of autohaven.jar, and had completely forgotten that it included a token to log into the server after launched.
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loftar
- Posts: 9096
- Joined: Fri Apr 03, 2009 7:05 am
- Location: Your character database
Re: Administrivia: Some new account security options
That's just because it was created prior to this change, when the server didn't store that metadata along with the tokens. If you remove that token from the client and make a new one, it should be fixed. (At least as long as you don't allow multiple tokens.)TerraSleet wrote:My account has 1 token that looks a little odd:
That's true, I hadn't thought of that. The reason it happens is because, again, prior to this change, the server didn't store the required metadata, so it has no ID. If you make a new one, it'll be gone though, so since it's a transient condition, I'm unsure whether I'll fix it.TerraSleet wrote:When attempting to remove it I get the following error:
I'm not sure what kind of extensibility it is that you're referring to. To be sure, custom clients shouldn't really be affected by this change. It would be best if they merged the code that sends along a client ID with the request to make a token, or they'll keep overwriting each other if using several computers, but I don't think they're worse off in any way.MagicManICT wrote:If you do add in any further 2nd or 3rd factor authentication, is it safe to say the same extensibility for the standard client will include any modded clients?
I too have worried a bit about that, which has technically been true previously as well, but that's why I did the whole thing where the embedded token only works once and expires in two hours. Once any of those conditions are true, then the downloaded Jar file is, as I wrote in the OP, "harmless", since the token it contains has been invalidated. I also imagine it should be slightly less unobvious, since I've also added the account name as part of the autohaven.jar filename now, which should hopefully make it a bit more clear that it has been associated with an account.VDZ wrote:But it certainly isn't obvious and I wonder if the non-obviousness might be exploitable. I recall a different online game in which the account name and password were stored in the config file. "My config file got corrupted, can you send me yours?"
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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kirion
- Posts: 378
- Joined: Sat Jul 31, 2010 11:45 pm
Re: Administrivia: Some new account security options
Very nice! Even if it doesn't affect me all that much
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loftar
- Posts: 9096
- Joined: Fri Apr 03, 2009 7:05 am
- Location: Your character database
Re: Administrivia: Some new account security options
If they support OpenID, you can already use them (though the functionality should probably be improved). If they don't, they're not worth using for authentication.ctopolon4 wrote:how about add more links with social networks(fb, twit), and other chat systems(skype,discord, ip-call)
"Object-oriented design is the roman numerals of computing." -- Rob Pike