Licho wrote:It does make sense if the federation does not exchange any senstivie data...
Read my proposal there is no LOGIN info exchanged does not contain password/hash things.. only ID because in federation servers would trust each other.
How servers would be authenticated is another thing and it can use IP and account whitelist or whatever, but *not* for the actual data...
Also the proposal takes into account possible changes in protocol.. only some subset of commands in current format would be sent. Just the things critical for starting game.
define sensitive data: are channel/battle passwords sensitive? (imo yes, they are)
imo the work will be like close to a lobby-server rewrite. there are A LOT of commands which needs to be forwarded so it works well: don't forget stuff like nat-hole-punching, what about smurfs/ip/user-ban lists, user id conflicts, etcetc. you have to make an additional protocol to do that which is a lot of extra work for both implementations. it would be easier to start a lobby server from scratch without having to worry about compatibilities.
basicly your suggestion is to allow proxy connections and then sth. like melbot could be used. only requirement would be: to either use the CONNECTUSER stuff or allow one client to host multiple battles. i don't see how your suggestion can be done without a lot of work. would it be worth the benefit?
why not change the clients to allow two connections? or why not make the current implementation more efficient, so it can handle 7k clients? (maybe it already can, idk)
this is a bit off-topic in this thread.