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- From: hlab@milton.u.washington.edu.ogi.edu
- Newsgroups: sci.virtual-worlds
- Subject: Re: TECH: world description
- Message-ID: <1992Aug20.182853.10869@u.washington.edu>
- Date: 18 Aug 92 05:11:11 GMT
- Article-I.D.: u.1992Aug20.182853.10869
- References: <1992Aug13.173259.14955@ucsu.Colorado.EDU>
- Sender: news@u.washington.edu (USENET News System)
- Organization: University of Washington
- Lines: 75
- Approved: cyberoid@milton.u.washington.edu
- Originator: hlab@milton.u.washington.edu
-
-
-
- [stuff about MUDing deleted]
-
- >dstamp@watserv1.uwaterloo.ca (Dave Stampe-Psy+Eng) writes:
-
- >I think MUDDs are a step in the general direction of Cyberspace,
- >however, I see a few MAJOR draw-backs to this type of environment.
- >The problem I see lies in creating security for such a system. For
- >those of you whom are not familiar with how the object-oriented system
- >of how a mud works, it is as follows.
- >
- >1) The user types some command.
- >
- >2) The system then looks for a procedure that handles that command.
- >
- >3) ***Here's the problem.*** The system starts in your inventory,
- > looking for an object to handle that command, then it goes to
- > the inventory of the room...this could be your player object, or
- > some object lying in the room, next it goes to the environment itself.
- > If it goes all of the way through this list, and can't find the
- > command, it will give you an error.
- >
- >Here's why this is a problem. If you override some command, in for
- >example an object in your inventory, it will never get to the
- >environment. This is bad, because a net-runner could override your
- >security also, which is embedded in the system, simply by calling the
- >base-level procedures or creating his own to run on your system.
- >
- >An argument to this would be that you could imbedd security checking
- >in your base level code, but this will both slow down your machine and
- >be expensive. Also, if ever even 1 copy of your custom software got
- >out to the rest of the net, your security measures would be useless.
- >Also, you would have difficulty sharing data with the rest of the net.
- >
- >This is a common problem on Muds, when people become wizards, they
- >sometimes try to write objects which give them administrative access.
- >
- >Anyway, this is the major problem I see. Any ideas???
-
- My apologies if this is old hat - this is my first reading in this group.
-
- The command evaluation you describe is that used by 'LPMud' - one type of
- UNIX MUD. Other MUDs do things in different ways. In mine, I allow for
- actions from all of: object, player and room, rather than just the first
- one that raises its hand.
-
- The reason that this type of flexible handling is used is to avoid having
- to pre-determine what is possible in the universe. Some locations (e.g.
- a garbage room that destroys things dropped in it), need information about
- actions on objects, a cursed item may not be droppable, a cursed player
- may not be able to drop things, etc. Thus, all inputs are desireable. The
- writer of the code for the garbage room cannot know what all things will
- be dropped there - some sort of co-operative scheme has to be used.
-
- It IS somewhat of a security problem, but many MUD-folk have looked at it
- quite a bit and not found a good solution. Marcus Ranum's UnterMUD allows
- players to wander through portals to MUDs running on other machines by
- not allowing objects to have 'programs' attached to them, and by using a
- very simple object representation based purely on text. Even so, lots of
- problems in regards to ownership, permissions, etc. still remain.
-
- Virtual worlds will run into the same problems, and more. Will all worlds
- have identical sets of physical attributes? If so, how does someone do
- something "better" - like adding texture-mapping to objects? The description
- system will change over time, so worlds, and their authors, will have to
- be prepared for unanticipated properties. Allowing programs attached to
- objects is a very handy way of expressing complex (read: interesting)
- behavior, so some sort of standardized program representation will eventually
- have to appear. Static worlds are not as interesting as dynamic ones.
- Worlds "authored" by one person are not as interesting as those created
- by groups of people. (Less chaotic, perhaps, but likely not as interesting.)
-
- --
- Chris Gray ualberta!ami-cg!cg or cg%ami-cg@kakwa.UCS.UAlberta.CA
-