Formerly /u/Zagorath on the alien site.

  • 17 Posts
  • 930 Comments
Joined 2 years ago
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Cake day: June 15th, 2023

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  • In much simpler terms:

    Think of an IP address like a street address. 192 My Street.

    There might be multiple businesses at one street address. In real life we address them with things like 1/192 My Street and 2/192 My Street, but there’s no direct parallel to that in computer networks. Instead, what we do is more like directing your letter to say “Business A c/o 192 My Street”. That’s what SNI does.

    Because we have to write all of that on the outside of the envelope, everyone gets to see that we’re communicating with Business A. But what if one of the businesses at 192 My Street is highly sensitive and we’d rather people didn’t know we were communicating with them? @bjoern_tantau@swg-empire.de’s proposal is basically like if you put the “Business A” part inside the envelope, so the mailman (and anyone who sees the letter on the way) only see that it’s going to 192 My Street. Then the front room at that address could open the envelope and see that the ultimate destination is Business A, and pass it along to them.


  • Yeah every 10 years would be good even if you assume they did learn everything correctly the first time and don’t forget anything, just to make sure people are keeping up with changes in the law. I regularly still see people loudly sharing interpretations of the law on social media that haven’t been true for a decade. And then speed it up to every 5 years after 65 to additionally account for senescence.






  • There are, it may surprise you to learn, different types of game that have online connectivity for different reasons. And the appropriate EOL response may differ across those games.

    “Live-service” games where the main gameplay is singleplayer but an online connection is required so they can enforce achievements and upgrades (…and “anti-piracy” bs) may be best served by simply removing the online component so it can all be done locally.

    Online competitive games can be switched to a direct connection mode.

    MMOs and other games with large numbers of users and a persistent online server can be run on fan-operated servers, so long as (a) the server binary is made available, and (b) the client is modified to allow changing settings to choose a server to connect to (it could be something as simple as a command-line flag with no UI if the devs are being really cheap).


  • Devs have numerous options for how to address the SKG initiative. The top three that come to my mind are:

    • Release server binaries (along with modifying clients to have a setting to connect to the right server)
    • Modify multiplayer to work over LAN (good when the server’s only/main job is matchmaking)
    • Modify the game itself to no longer require online connectivity

    In the case of live service games, I would suggest option 3 is the most appropriate. If the main gameplay is singleplayer, but it’s online so you can dole out achievements and gatekeep content, the answer is simple: stop doing that. Patch it to all work in-client. And keep in mind that this will be a requirement at end-of-life from the beginning. If it’s an unexpected requirement, that’s going to be a huge development cost. If it’s expected, making that EOL change easy to implement will be part of the code architecture from the start.