Minecraft.Net is having issues right now so no one can connect to "normal" servers, getting a 503 or 502 error associated with it.
It brings up an interesting question: Why must we authenticate TWICE to play on multiplayer servers in no way affiliated with Minecraft.net? If a player can log in through the launcher to verify their purchase, what exactly is going on to make connecting to a multiplayer server impossible while the authentication server is experiencing technical difficulties?
I am not an expert on programming here, so maybe this idea won't work. I DO know enough about programming and several languages to make working applications with a "visual" type studio compiler (EG Microsoft Visual C++) but I have never written networking code before. With this limited knowledge, and knowledge of how running an MC server works, I would expect there to be no need to authenticate a second time to connect to a dedicated server. Unless there is some sort of Master Server List on Minecraft.net's authentication server; but this I somewhat doubt as there is no actual server list a client can fetch.
So why not just drop this portion of the system? Only authenticate from the launcher to verify that the game has been legitimately obtained and not pirated. How a client connects to a server from there on should only be dependent on the client and the server they are connecting to.
verifying from the launcher is way to damn easy to hack. just send someone else your minecraft folder and bam, their premium
Rollback Post to RevisionRollBack
I am the owner of the group The Basement Nerds. We are an international group dedicated to helping people wherever and whenever we can. If you would like to join, visit our website.
verifying from the launcher is way to damn easy to hack. just send someone else your minecraft folder and bam, their premium
You still need legit log in info, though.
I *could* give someone my user name and password and they could play as if they bought the game too; but if I just gave them the files, they would still be prompted to log in and without real login info, they would be stuck on the launcher.
It's not even really authenticating their purchase when you connect to a multiplayer server anyway; the authentication is not down in and of itself, just the ability to connect to multiplayer servers.
well i think the second authentication is there because people who pirate the game (the launcher login is bypassed) can log into any server under any name without it :smile.gif:
removing it would be very bad, unless servers use a secondary authentication plugin...and there are some already for bukkit.
Minecraft needs both authentication servers because players can bypass the launcher and still play offline. Getting into a multiplayer game would require for more secure connections due to the fact that it's multiplayer and no 2 players can have the same name.
It brings up an interesting question: Why must we authenticate TWICE to play on multiplayer servers in no way affiliated with Minecraft.net? If a player can log in through the launcher to verify their purchase, what exactly is going on to make connecting to a multiplayer server impossible while the authentication server is experiencing technical difficulties?
I am not an expert on programming here, so maybe this idea won't work. I DO know enough about programming and several languages to make working applications with a "visual" type studio compiler (EG Microsoft Visual C++) but I have never written networking code before. With this limited knowledge, and knowledge of how running an MC server works, I would expect there to be no need to authenticate a second time to connect to a dedicated server. Unless there is some sort of Master Server List on Minecraft.net's authentication server; but this I somewhat doubt as there is no actual server list a client can fetch.
So why not just drop this portion of the system? Only authenticate from the launcher to verify that the game has been legitimately obtained and not pirated. How a client connects to a server from there on should only be dependent on the client and the server they are connecting to.
You still need legit log in info, though.
I *could* give someone my user name and password and they could play as if they bought the game too; but if I just gave them the files, they would still be prompted to log in and without real login info, they would be stuck on the launcher.
It's not even really authenticating their purchase when you connect to a multiplayer server anyway; the authentication is not down in and of itself, just the ability to connect to multiplayer servers.
removing it would be very bad, unless servers use a secondary authentication plugin...and there are some already for bukkit.