Archive for the ‘code’ Category
Wednesday, July 16th, 2008
Yesterday, we worked on securing our hashes in PHP - and today, we're going to take a look at our Perl systems.
According to tilly from perlmonks, crypt() is horribly insecure - which is definitely a big problem. We're going to need to update our login and registration system, so that ...
Posted in buildingbrowsergames, code, design, perl, security | No Comments »
Tuesday, July 15th, 2008
John Munsch recently pointed out that there's a bit of a glaring security hole in our login and registration systems: at the moment, we're extremely vulnerable to Rainbow Table attacks. In John's words:
The MD5 hash doesn’t actually protect you if someone were able to dump your table of users or ...
Posted in buildingbrowsergames, code, design, php, security | No Comments »
Monday, July 14th, 2008
One of the first things I do for any new project of mine is design the database - so that's what's going to happen to Working Title today. This design will probably change slowly over the course of development - it's just a good starting point for now.
To begin with, ...
Posted in SQL, code, database, design, diaryofabrowsergame, workingtitle | 2 Comments »
Friday, July 11th, 2008
Over the course of developing our game, our database has sort of grown organically. As we added a new feature, we'd add the tables we needed to accomodate this feature. While this works(and has been working for us just fine), it's not neccessarily the best way to design your database ...
Posted in DRY, buildingbrowsergames, code, database, design, perl, php | No Comments »
Thursday, July 10th, 2008
One piece of our code that definitely needs a bit of DRYing out is our database connections - we keep copying and pasting the exact same code anytime we want to connect!
We've been repeatedly writing out the exact same three lines, any time we want to connect to a database ...
Posted in DRY, buildingbrowsergames, code, design, perl | No Comments »
Wednesday, July 9th, 2008
In the interest of DRYing out our code a bit, there's another change we can make: our database connection code.
Every time that we want to work with the database, we need to connect to it in order to do anything - and so far, we've just been copying and pasting ...
Posted in DRY, buildingbrowsergames, code, design, php | No Comments »
Friday, July 4th, 2008
The other day, we set up the initial database structure for our items system - and today, we're going to write the code we use to interact with that system and retrieve item data.
For the most part, you've seen all of this code before - it's a slightly modified version ...
Posted in buildingbrowsergames, code, perl | No Comments »
Thursday, July 3rd, 2008
Yesterday, we worked through setting up the initial database structure for our items system - today, we're going go write the code that we'll be using to retrieve our items.
The code to retrieve our items is relatively simple - it's just a couple of functions for retrieving information on items. ...
Posted in buildingbrowsergames, code, php | 4 Comments »
Wednesday, July 2nd, 2008
When building an inventory system, there are a lot of different approaches that you can take. Some developers simply hard-code everything, while others make sure that nothing is hard-coded - and in between both of these two extremes is a comfortable middle point, where we have most of the flexibility ...
Posted in SQL, code, database, design | 3 Comments »
Wednesday, June 25th, 2008
While we've been working on building our browsergame, one thing that we haven't really touched on is making sure that our users are logged in before they try to do anything. Most of the pages that we've built rely on the user being logged in so that we can retrieve ...
Posted in buildingbrowsergames, code, design, perl, security | No Comments »