Comments (2)
That's really strange you're seeing so much of a slow-down, on my system I get maybe a 500ms freeze while the password is encrypted (password encryption is purposely slow to prevent decryption). We could possibly fix this by storing the encrypted hash locally instead of the original password.
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We shouldn't store the plaintext password anywhere, for security reasons :) Oh, that reminds me that CInput needs a password mask option, I will look into that so we don't need to display the password (also a bad idea for security reasons)
from 0ad.
Related Issues (20)
- Unfiltered nicks can break the code HOT 1
- Fix VS build HOT 1
- Disallow identically named games
- Split kick and ban reason
- Prohibit names with spaces HOT 8
- Poor UI response after resigning
- Silent disconnect from lobby HOT 5
- GUI assertion failure when chatting after lobby disconnect
- Display ratings in userlist. HOT 5
- Remove crypto++ dependency HOT 1
- UDP Hole Punching HOT 1
- Redesign Spam Filter
- Enable TLS by default.
- Filter Chat HOT 3
- Showing games in-progress waiting for a player doesn't work
- Review use of Engine.PushGuiPage HOT 1
- Remove need for client to register for updates. HOT 2
- Defeated/Victory music persists after game ends into lobby.
- Only use power of two textures HOT 2
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