[dcc2] dcc multiuser chat
Mark Cilia-Vincenti
dcc2 at whybot.com
Thu May 13 16:55:08 EDT 2004
The way it can be done is that one user acts as a server and has control
over the connection.
-----Original Message-----
From: dcc2-bounces at dcc2.org [mailto:dcc2-bounces at dcc2.org] On Behalf Of
Trent Lloyd
Sent: 10 May 2004 01:42
To: DCC2 Working Group List
Subject: Re: [dcc2] dcc multiuser chat
Hi,
> the idea of a direct partyline/group chat is a good idea however it isn't
something i'd implement personally and
> probably wont get around to (purely because my bot has its own dcc
partyline with authentication features etc).
> Something to address here on that note is, if you have a multi user dcc
chat, in a party line, and you invite users
> A, B, and C, then user C decides to invite "MrIdiot" who nobody else
likes, how do you get rid of him, or even stop
> him from joining the chat in the first place? In my mind, you'll end up
implementing irc within irc to do this,
> because youll need kicks, authentication, maybe even split detection (?!)
and possibly even privilage levels in the
> end, which is a LOT of pointless work, when you can just use the irc
channels provided that lets be honest, if the
> network is good, dont really split and die that often.
Anything other than simple chat is unncessary, if you dont want someone
to be in the conversation, you can simply leave it and everyone else
will leave.
A simple multi-user DCC chat is just nice for stuff where want a step up
in privacy (not that its much, but you could use encrypted streams etc
negotiated in the authentication)
It's not really possible to implement control because its easily
overcome by other users just hacking up or writing their own
implementations.
Cheers,
Trent
--
Trent Lloyd <lathiat at bur.st>
Bur.st Networking Inc.
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