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  • Simultaneous AI in turn based games

    - by Eduard Strehlau
    I want to hack together a roguelike. Now I thought about entity and world representation and got to a quite big problem. If you want all the AI to act simultaneously you would normally(in cellular automa for examble) just copy the cell buffer and let all action of indiviual cells depend on the copy. Actions which are not valid anymore after some cell before the cell you are currently operating on changed the original enviourment(blocking the path) are just ignored or reapplied with the "current"(between turns) environment. After all cells have acted you copy the current map to the buffer again. Now for an environment with complex AI and big(datawise) entities the copying would take too long. So I thought you could put every action and entity makes into a que(make no changes to the environment) and execute the whole que after everyone took their move. Every interaction on this que are realy interacting entities, so if a entity tries to attack another entity it sends a message to it, the consequences of the attack would be visible next turn, either by just examining the entity or asking the entity for data. This would remove problems like what happens if an entity dies middle in the cue but got actions or is messaged later on(all messages would go to null, and the messages from the entity would either just be sent or deleted(haven't decided yet) But what would happen if a monster spawns a fireball which by itself tracks the player(in the same turn). Should I add the fireball to the enviourment beforehand, so make a change to the environment before executing the action list or just add the ball to the "need updated" list as a special case so it doesn't exist in the environment and still operates on it, spawing after evaluating the action list? Are there any solutions or papers on this subject which I can take a look at? EDIT: I don't need information on writing a roguelike I need information on turn based ai in respective to a complex enviourment.

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  • Alternatives to Component Based Architecture?

    - by Ben Lakey
    Usually when I develop a game I will use an architecture like what you see below. What other architectures are popular for simple game development? I'm concerned about having a narrow view of what exists out there for architectures beyond this. Is this an example of component-based architecture? Or is this something else? What would that look like? What alternatives exist? public abstract class ComponentBase { protected final Collection<ComponentBase> subComponents = new LinkedList<ComponentBase>(); private boolean enableInput; private boolean isVisible; protected ComponentBase(boolean enableInput, boolean isVisible) { this.enableInput = enableInput; this.isVisible = isVisible; } public void render(Graphics2D graphics) { for(ComponentBase gameComponent : this.subComponents) { if(gameComponent.isVisible()) { gameComponent.render(graphics); } } } public void input(InputData input) { for(ComponentBase gameComponent : this.subComponents) { if(gameComponent.inputIsEnabled()) { gameComponent.input(input); } } } ... getters/setters ... public void update(long elapsedTimeMillis) { for(ComponentBase gameComponent : this.subComponents) { gameComponent.update(elapsedTimeMillis); } } }

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  • Software design of a browser-based strategic MMO game

    - by Mehran
    I wonder if there are any known tested software designs for Travian-like browser-based strategic MMO games? I mean how would they implement the server of such games or what is stored in database and what is stored in RAM? Is the state of the world stored in one piece or is it distributed among a number of storage? Does anyone know a resource to study the problems and solutions of creating such games? [UPDATE] Suggested in comments, I'm going to give an example how would I design such a project. Even though I'm not sure if I'm proposing the right one. Having stored the world state in a MongoDB, I would implement an event collection in which all the changes to the world will register. Changes that are meant to happen in the future will come with an action date set to the future and those that are to be carried out immediately will be set to now. Having this datastore as the central point of the system, players will issue their actions as events inserted in datastore. At the other end of the system, I'll have a constant-running software taking out events out of the datastore which are due to be carried out and not done yet. Executing an event means apply some update on the world's state and thus the datastore. As scalable as this design sounds, I'm not sure if it will be worth implementing. For one, it is pointless to cache the datastore as most of updates happen once without any follow ups. For instance if you have the growth of resources in your game, you'll be updating the whole world state periodically in which case, having incorporated a cache, you are keeping the whole world in RAM (which most likely is impossible). So can someone come up with a better design?

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  • How to implment the database for event conditions and item bonuses for a browser based game

    - by Saifis
    I am currently creating a browser based game, and was wondering what was the standard approach in making diverse conditions and status bonuses database wise. Currently considering two cases. Event Conditions Needs min 1000 gold Needs min Lv 10 Needs certain item. Needs fulfillment of another event Status Bonus Reduces damage by 20% +100 attack points Deflects certain type of attack I wish to be able to continually change these parameters during the process of production and operation, so having them hard-coded isn't the best way. All I could come up with are the following two methods. Method 1 Create a table that contains each conditions with needed attributes Have a model named conditions with all the attributes it would need to set them conditions condition_type (level, money_min, money_max item, event_aquired) condition_amount prerequisite_condition_id prerequisite_item_id Method 2 write it in a DSL form that could be interpreted later in the code Perhaps something like yaml, have a text area in the setting form and have the code interpret it. condition_foo: condition_type :level min_level: 10 condition_type :item item_id: 2 At current Method 2 looks to be more practical and flexible for future changes, trade off being that all the flex must be done on the code side. Not to sure how this is supposed to be done, is it supposed to be hard coded? separate config file? Any help would be appreciated. Added For additional info, it will be implemented with Ruby on Rails

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  • Make a turn based system like final fantasy in AS3

    - by Kaoru
    i wanted to make a turn based system like final fantasy tactics. I already created the map, which is 5x5 tiles grid and the characters which is each character places in the end of the tiles. I have 2 teams, which are named Red and Yellow. ------Red-------: First character is at 0,0. Second character is at 0,1. Third character is at0.2, fourth character is at0.3, and the last one is at0.4`. -----Yellow------: First character is at 5.0. Second character is at 5.1. Third character is at 5.2, fourth character is at 5.3, and the last one is at 5.4. I wanted Red team are moving first and make a decision (whether it is attack or wait), and after 5 characters of the Red team is already made a decision, the Yellow team is the one that make a decision (Yellow team is an AI) But, i don't know how to move my characters into the next grid (e.g: from 0,0 to 0,1) by clicking the left mouse button and also how do i display a grid (when select a move selection) that shows how many tiles that the character able to move. Anyone know about this? or how should i know more about this? is there any recommendations books or webs? And also, i don't know how to move the characters using mouse click.

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  • Turn Based Event Algorithm

    - by GamersIncoming
    I'm currently working on a small roguelike in XNA, which sees the player in a randomly generated series of dungeons fending off creeps, as you might expect. As with most roguelikes, the player makes a move, and then each of the creeps currently active on screen will make a move in turns, until all creeps have updated, and it return's to the player's go. On paper, the simple algorithm is straightforward: Player takes turn Turn Number increments For each active creep, update Position Once all active creeps have updated, allow player to take next turn However, when it comes to actually writing this in more detail, the concept becomes a bit more tricky for me. So my question comes as this: what is the best way to handle events taking turns to trigger, where the completion of each last event triggers the next, when dealing with a large number of creeps (probably stored as an array of an enemy object), and is there an easier way to create some kind of engine that just takes all objects that need updating and chains them together so their updates follow suit? I'm not asking for code, just algorithms and theory in the direction of objects triggering updates one after the other, in a turn based manner. Thanks in advance. Edited: Here's the code I currently have that is horrible :/ if (player.getTurnOver() && updateWait == 0) { if (creep[creepToUpdate].getActive()) { creep[creepToUpdate].moveObject(player, map1); updateWait = 10; } if (creepToUpdate < creep.Length -1) { creepToUpdate++; } else { creepToUpdate = 0; player.setTurnOver(false); } } if (updateWait > 0) { updateWait--; }

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  • What to choose API based server or Socket based server for data driven application

    - by Imdad
    I am working on a project which has a Desktop Application for MAC/COCOA, a native application for iPhone another native application in iPad. All the application do almost same thing. The applications are data driven applications. Every communication to server is made via a restful API developed in PHP. When a user logs in a lot of data is fetched from server. And to remain in sync with server pooling is done. As there are lot of data to pool it makes application slower and un-reliable. A possible solution that comes into my mind is to use Socket based server. My question is that will it reasonably improve the performance? And which technology (of sockets) will be good as a server side solution for data driven application? I have heard a lot about Node.js. Please give your suggestions.

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  • How to structure game states in an entity/component-based system

    - by Eva
    I'm making a game designed with the entity-component paradigm that uses systems to communicate between components as explained here. I've reached the point in my development that I need to add game states (such as paused, playing, level start, round start, game over, etc.), but I'm not sure how to do it with my framework. I've looked at this code example on game states which everyone seems to reference, but I don't think it fits with my framework. It seems to have each state handling its own drawing and updating. My framework has a SystemManager that handles all the updating using systems. For example, here's my RenderingSystem class: public class RenderingSystem extends GameSystem { private GameView gameView_; /** * Constructor * Creates a new RenderingSystem. * @param gameManager The game manager. Used to get the game components. */ public RenderingSystem(GameManager gameManager) { super(gameManager); } /** * Method: registerGameView * Registers gameView into the RenderingSystem. * @param gameView The game view registered. */ public void registerGameView(GameView gameView) { gameView_ = gameView; } /** * Method: triggerRender * Adds a repaint call to the event queue for the dirty rectangle. */ public void triggerRender() { Rectangle dirtyRect = new Rectangle(); for (GameObject object : getRenderableObjects()) { GraphicsComponent graphicsComponent = object.getComponent(GraphicsComponent.class); dirtyRect.add(graphicsComponent.getDirtyRect()); } gameView_.repaint(dirtyRect); } /** * Method: renderGameView * Renders the game objects onto the game view. * @param g The graphics object that draws the game objects. */ public void renderGameView(Graphics g) { for (GameObject object : getRenderableObjects()) { GraphicsComponent graphicsComponent = object.getComponent(GraphicsComponent.class); if (!graphicsComponent.isVisible()) continue; GraphicsComponent.Shape shape = graphicsComponent.getShape(); BoundsComponent boundsComponent = object.getComponent(BoundsComponent.class); Rectangle bounds = boundsComponent.getBounds(); g.setColor(graphicsComponent.getColor()); if (shape == GraphicsComponent.Shape.RECTANGULAR) { g.fill3DRect(bounds.x, bounds.y, bounds.width, bounds.height, true); } else if (shape == GraphicsComponent.Shape.CIRCULAR) { g.fillOval(bounds.x, bounds.y, bounds.width, bounds.height); } } } /** * Method: getRenderableObjects * @return The renderable game objects. */ private HashSet<GameObject> getRenderableObjects() { return gameManager.getGameObjectManager().getRelevantObjects( getClass()); } } Also all the updating in my game is event-driven. I don't have a loop like theirs that simply updates everything at the same time. I like my framework because it makes it easy to add new GameObjects, but doesn't have the problems some component-based designs encounter when communicating between components. I would hate to chuck it just to get pause to work. Is there a way I can add game states to my game without removing the entity-component design? Does the game state example actually fit my framework, and I'm just missing something? EDIT: I might not have explained my framework well enough. My components are just data. If I was coding in C++, they'd probably be structs. Here's an example of one: public class BoundsComponent implements GameComponent { /** * The position of the game object. */ private Point pos_; /** * The size of the game object. */ private Dimension size_; /** * Constructor * Creates a new BoundsComponent for a game object with initial position * initialPos and initial size initialSize. The position and size combine * to make up the bounds. * @param initialPos The initial position of the game object. * @param initialSize The initial size of the game object. */ public BoundsComponent(Point initialPos, Dimension initialSize) { pos_ = initialPos; size_ = initialSize; } /** * Method: getBounds * @return The bounds of the game object. */ public Rectangle getBounds() { return new Rectangle(pos_, size_); } /** * Method: setPos * Sets the position of the game object to newPos. * @param newPos The value to which the position of the game object is * set. */ public void setPos(Point newPos) { pos_ = newPos; } } My components do not communicate with each other. Systems handle inter-component communication. My systems also do not communicate with each other. They have separate functionality and can easily be kept separate. The MovementSystem doesn't need to know what the RenderingSystem is rendering to move the game objects correctly; it just need to set the right values on the components, so that when the RenderingSystem renders the game objects, it has accurate data. The game state could not be a system, because it needs to interact with the systems rather than the components. It's not setting data; it's determining which functions need to be called. A GameStateComponent wouldn't make sense because all the game objects share one game state. Components are what make up objects and each one is different for each different object. For example, the game objects cannot have the same bounds. They can have overlapping bounds, but if they share a BoundsComponent, they're really the same object. Hopefully, this explanation makes my framework less confusing.

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  • Organising levels / rooms in a MUD-style text based world

    - by Polynomial
    I'm thinking of writing a small text-based adventure game, but I'm not particularly sure how I should design the world from a technical standpoint. My first thought is to do it in XML, designed something like the following. Apologies for the huge pile of XML, but I felt it important to fully explain what I'm doing. <level> <start> <!-- start in kitchen with empty inventory --> <room>Kitchen</room> <inventory></inventory> </start> <rooms> <room> <name>Kitchen</name> <description>A small kitchen that looks like it hasn't been used in a while. It has a table in the middle, and there are some cupboards. There is a door to the north, which leads to the garden.</description> <!-- IDs of the objects the room contains --> <objects> <object>Cupboards</object> <object>Knife</object> <object>Batteries</object> </objects> </room> <room> <name>Garden</name> <description>The garden is wild and full of prickly bushes. To the north there is a path, which leads into the trees. To the south there is a house.</description> <objects> </objects> </room> <room> <name>Woods</name> <description>The woods are quite dark, with little light bleeding in from the garden. It is eerily quiet.</description> <objects> <object>Trees01</object> </objects> </room> </rooms> <doors> <!-- a door isn't necessarily a door. each door has a type, i.e. "There is a <type> leading to..." from and to are references the rooms that this door joins. direction specifies the direction (N,S,E,W,Up,Down) from <from> to <to> --> <door> <type>door</type> <direction>N</direction> <from>Kitchen</from> <to>Garden</to> </door> <door> <type>path</type> <direction>N</direction> <from>Garden</type> <to>Woods</type> </door> </doors> <variables> <!-- variables set by actions --> <variable name="cupboard_open">0</variable> </variables> <objects> <!-- definitions for objects --> <object> <name>Trees01</name> <displayName>Trees</displayName> <actions> <!-- any actions not defined will show the default failure message --> <action> <command>EXAMINE</command> <message>The trees are tall and thick. There aren't any low branches, so it'd be difficult to climb them.</message> </action> </actions> </object> <object> <name>Cupboards</name> <displayName>Cupboards</displayName> <actions> <action> <!-- requirements make the command only work when they are met --> <requirements> <!-- equivilent of "if(cupboard_open == 1)" --> <require operation="equal" value="1">cupboard_open</require> </requirements> <command>EXAMINE</command> <!-- fail message is the message displayed when the requirements aren't met --> <failMessage>The cupboard is closed.</failMessage> <message>The cupboard contains some batteires.</message> </action> <action> <requirements> <require operation="equal" value="0">cupboard_open</require> </requirements> <command>OPEN</command> <failMessage>The cupboard is already open.</failMessage> <message>You open the cupboard. It contains some batteries.</message> <!-- assigns is a list of operations performed on variables when the action succeeds --> <assigns> <assign operation="set" value="1">cupboard_open</assign> </assigns> </action> <action> <requirements> <require operation="equal" value="1">cupboard_open</require> </requirements> <command>CLOSE</command> <failMessage>The cupboard is already closed.</failMessage> <message>You closed the cupboard./message> <assigns> <assign operation="set" value="0">cupboard_open</assign> </assigns> </action> </actions> </object> <object> <name>Batteries</name> <displayName>Batteries</displayName> <!-- by setting inventory to non-zero, we can put it in our bag --> <inventory>1</inventory> <actions> <action> <requirements> <require operation="equal" value="1">cupboard_open</require> </requirements> <command>GET</command> <!-- failMessage isn't required here, it'll just show the usual "You can't see any <blank>." message --> <message>You picked up the batteries.</message> </action> </actions> </object> </objects> </level> Obviously there'd need to be more to it than this. Interaction with people and enemies as well as death and completion are necessary additions. Since the XML is quite difficult to work with, I'd probably create some sort of world editor. I'd like to know if this method has any downfalls, and if there's a "better" or more standard way of doing it.

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  • Enable Claims based Auth on a SP2010 website, after it has been provisioned

    - by Sahil Malik
    Ad:: SharePoint 2007 Training in .NET 3.5 technologies (more information). When you provision a web app in SP2010, you can choose it to use Claims Based Auth or Classic Auth right through the GUI.  However, after you have provisioned a web app, there is no GUI to switch from Classic to Claims based. So the below powershell script will let you convert a SP2010 website to claims based auth after it has been provisioned. 1: $w = Get-SPWebApplication "http://sp2010" 2: $w.UseClaimsAuthentication = "True"; 3: $w.Update() The user running the above script should be a member of the SharePoint_Shell_Access role on the config DB, and a member of the WSS_ADMIN_WPG local group. Comment on the article ....

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  • How to build a turn-based multiplayer "real time" server

    - by jmosesman
    I want to build a TCG for mobile devices that is multiplayer over the web (not local wifi or bluetooth). As a player plays cards I want the second player to see what is being played in "real time" (within a few seconds). Only one player can play at a time. Server requirements: 1) Continuously listens for input from Player 1 2) As it receives input from Player 1, sends the message to Player 2 I know some PHP, but it seems like unless I had a loop that continued until I broke it (seems like a bad idea) the script would just receive one input and quit. On the mobile side I know I can open sockets using various frameworks, but what language allows a "stream-like" behavior that continuously listens/sends messages on the server? Or if I'm missing something, what would be the best practice here?

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  • Game server for an android/iOS turn-based board-game

    - by Cyril
    I am currently programming an iPhone game and I would like to create an online multiplayer mode. In the future, this app will be port to Android devices, so I was wondering how to create the game-server? First at all, which language should I choose? How to make a server able to communicate both with programs written in objective-c and Java? Then, how to effectively do it? Is it good if I open a socket by client (there'll be 2)? What kind of information should I send to the server? to the clients?

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  • Game server for an android/iOS turn-based board-game

    - by Cyril
    I am currently programming an iPhone game and I would like to create an online multiplayer mode. In the future, this app will be port to Android devices, so I was wondering how to create the game-server? First at all, which language should I choose? How to make a server able to communicate both with programs written in objective-c and Java? Then, how to effectively do it? Is it good if I open a socket by client (there'll be 2)? What kind of information should I send to the server? to the clients?

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  • Starting with text based MUD/MUCK game

    - by Scott Ivie
    I’ve had this idea for a video game in my head for a long time but I’ve never had the knowledge or time to get it done. I still don’t really, but I am willing to dedicate a chunk of my time to this before it’s too late. Recently I started studying Lua script for a program called “MUSH Client” which works for MU* telnet style text games. I want to use the GUI capabilities of Mush Client with a MU* server to create a basic game but here is my dilemma. I figured this could be a suitable starting place for me. BUT… Because I’m not very programmer savvy yet, I don’t know how to download/install/use the MU* server software. I was originally considering Protomuck because a few of the MU*s I were more impressed with began there. http://www.protomuck.org/ I downloaded it, but I guess I'm too used to GUI style programs so I'm having great difficulty figuring out what to do next. Does anyone have any suggestions? Does anyone even know what I'm talking about? heh..

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  • Real time location tracking - windows program or browser based?

    - by mawg
    I want to track a few hundred, maybe a few thousand people in real time. Let's say that the hardware aspects are sorted out and I can get the data into a database. Now, I want to get it out and show it, in real-time. Weeeell ... "real-enough" time. Let's say that I want to draw a floorplan of a building and plot everyone every 1 to 5 seconds. (I might want to show only certain "kinds" of people at the click of a button; I will need datamining, etc, but let's stick with the worse case scenario). I am comfortable enough with PHP, though not this sort of thing. I personally would be happier with a windows app coded in Delphi, but the trend seems to be to make everything browser based. So, the question, I guess is whether a browser can handle this and whether there are compelling arguments for a windows-based or browser-based solution. If browser-based can handle this (displaying a few thousand data-points a second), and there are no overwhelming arguments for windows then I guess I will go for browser-based and learn a few new tricks. The obvious advantage being that I could also re-use a large part of my code for (vehicle) tracking on Google maps.

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  • Transitioning from Oracle based CMS to MySQL based CMS

    - by KM01
    We're looking at a replacement for our CMS which runs on Oracle. The new CMSes that we've looked at can in theory run on Oracle, but most of the vendor's installs run off of MySQL vendor supports install of their CMS on MySQL, and a "theoretical" install on Oracle the vendor's dev shops use MySQL none of them develop/test against Oracle Our DBA team works exclusively with Oracle, and doesn't have the bandwidth to provide additional support for a highly available and performing MySQL setup. They could in theory go to training and get ramped up, but our time line is also short (surprise!). So ... I guess my question(s) are: If you've seen a situation like this, how have you dealt with it? What tipped the balance either way? What type of effort did it take? If you're to do it over, what would you do differently ... ? Thanks! KM

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  • (Quaternion based) Trouble moving foward based on model rotation

    - by ChocoMan
    Using quaternions, I'm having trouble moving my model in its facing direction. Currently the model moves can move in all cardinal directions with no problems. The problem comes when I rotate the move as it still travelling in the direction of world space. Meaning, if I'm moving forward, backward or any other direction while rotating the model, the model acts like its a figure skater spinning while traveling in the same direction. How do I update the direction of travel proper with the facing direction of the model? Rotates model on Y-axis: Yaw = pController.ThumbSticks.Right.X * MathHelper.ToRadians(speedAngleMAX); AddRotation = Quaternion.CreateFromYawPitchRoll(yaw, 0, 0); ModelLoad.MRotation *= AddRotation; MOrientation = Matrix.CreateFromQuaternion(ModelLoad.MRotation); Moves model forward: // Move Forward if (pController.IsButtonDown(Buttons.LeftThumbstickUp)) { SpeedX = (float)(Math.Sin(ModelLoad.ModelRotation)) * FWDSpeedMax * pController.ThumbSticks.Left.Y * (float)gameTime.ElapsedGameTime.TotalSeconds; SpeedZ = (float)(Math.Cos(ModelLoad.ModelRotation)) * FWDSpeedMax * pController.ThumbSticks.Left.Y * (float)gameTime.ElapsedGameTime.TotalSeconds; // Update model position ModelLoad._modelPos += Vector3.Forward * SpeedZ; ModelLoad._modelPos += Vector3.Left * SpeedX; }

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  • Sensor based vs. AABB based collision

    - by Hillel
    I'm trying to write a simple collision system, which will probably be primarily used for 2D platformers, and I've been planning out an AABB system for a few weeks now, which will work seamlessly with my grid data structure optimization. I picked AABB because I want a simple system, but I also want it to be perfect. Now, I've been hearing a lot lately about a different method to handle collision, using sensors, which are placed in the important parts of the entity. I understand it's a good way to handle slopes, better than AABB collision. The thing is, I can't find a basic explanation of how it works, let alone a comparison of it and the AABB method. If someone could explain it to me, or point me to a good tutorial, I'd very much appreciate it, and also a comparison of the advantages and disadvantages of the two techniques would be nice.

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  • Use C2WTS to get a classic windows identity from a claims identity

    - by Sahil Malik
    SharePoint, WCF and Azure Trainings: more information I know you’re going to find this useful at some point. A lot of backend systems still demand classic windows identities, but everything we do now has moved to claims. So sometimes (albeit rare), we have to translate a claims identity into a classic windows identity. This is where the “Claims to Windows Token Service” comes into play. SharePoint 2010 and 2013 make use of this but you can use this in any .NET application. First of all, there are some basic requirements for this to work, First, you will need the string value of a UPN claim. Just a string value, really! This means you can also use FBA or anything else. The “proper” way to do this of course is that you must originate this from a AD backed claim. So a user authenticated using ADFS or similar would be perfect. Just remember that you must issue the UPN claim. Read full article ....

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  • What I like about WIF&rsquo;s Claims-based Authorization

    - by Your DisplayName here!
    In “traditional” .NET with its IPrincipal interface and IsInRole method, developers were encouraged to write code like this: public void AddCustomer(Customer customer) {     if (Thread.CurrentPrincipal.IsInRole("Sales"))     {         // add customer     } } In code reviews I’ve seen tons of code like this. What I don’t like about this is, that two concerns in your application get tightly coupled: business and security logic. But what happens when the security requirements change – and they will (e.g. members of the sales role and some other people from different roles need to create customers)? Well – since your security logic is sprinkled across your project you need to change the security checks in all relevant places (and make sure you don’t forget one) and you need to re-test, re-stage and re-deploy the complete app. This is clearly not what we want. WIF’s claims-based authorization encourages developers to separate business code and authorization policy evaluation. This is a good thing. So the same security check with WIF’s out-of-the box APIs would look like this: public void AddCustomer(Customer customer) {     try     {         ClaimsPrincipalPermission.CheckAccess("Customer", "Add");           // add customer     }     catch (SecurityException ex)     {         // access denied     } } You notice the fundamental difference? The security check only describes what the code is doing (represented by a resource/action pair) – and does not state who is allowed to invoke the code. As I mentioned earlier – the who is most probably changing over time – the what most probably not. The call to ClaimsPrincipalPermission hands off to another class called the ClaimsAuthorizationManager. This class handles the evaluation of your security policy and is ideally in a separate assembly to allow updating the security logic independently from the application logic (and vice versa). The claims authorization manager features a method called CheckAccess that retrieves three values (wrapped inside an AuthorizationContext instance) – action (“add”), resource (“customer”) and the principal (including its claims) in question. CheckAccess then evaluates those three values and returns true/false. I really like the separation of concerns part here. Unfortunately there is not much support from Microsoft beyond that point. And without further tooling and abstractions the CheckAccess method quickly becomes *very* complex. But still I think that is the way to go. In the next post I will tell you what I don’t like about it (and how to fix it).

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  • Improving WIF&rsquo;s Claims-based Authorization - Part 2

    - by Your DisplayName here!
    In the last post I showed you how to take control over the invocation of ClaimsAuthorizationManager. Then you have complete freedom over the claim types, the amount of claims and the values. In addition I added two attributes that invoke the authorization manager using an “application claim type”. This way it is very easy to distinguish between authorization calls that originate from WIF’s per-request authorization and the ones from “within” you application. The attribute comes in two flavours: a CAS attribute (invoked by the CLR) and an ASP.NET MVC attribute (for MVC controllers, invoke by the MVC plumbing). Both also feature static methods to easily call them using the application claim types. The CAS attribute is part of Thinktecture.IdentityModel on Codeplex (or via NuGet: Install-Package Thinktecture.IdentityModel). If you really want to see that code ;) There is also a sample included in the Codeplex donwload. The MVC attribute is currently used in Thinktecture.IdentityServer – and I don’t currently plan to make it part of the library project since I don’t want to add a dependency on MVC for now. You can find the code below – and I will write about its usage in a follow-up post. public class ClaimsAuthorize : AuthorizeAttribute {     private string _resource;     private string _action;     private string[] _additionalResources;     /// <summary>     /// Default action claim type.     /// </summary>     public const string ActionType = "http://application/claims/authorization/action";     /// <summary>     /// Default resource claim type     /// </summary>     public const string ResourceType = "http://application/claims/authorization/resource";     /// <summary>     /// Additional resource claim type     /// </summary>     public const string AdditionalResourceType = "http://application/claims/authorization/additionalresource"          public ClaimsAuthorize(string action, string resource, params string[] additionalResources)     {         _action = action;         _resource = resource;         _additionalResources = additionalResources;     }     public static bool CheckAccess(       string action, string resource, params string[] additionalResources)     {         return CheckAccess(             Thread.CurrentPrincipal as IClaimsPrincipal,             action,             resource,             additionalResources);     }     public static bool CheckAccess(       IClaimsPrincipal principal, string action, string resource, params string[] additionalResources)     {         var context = CreateAuthorizationContext(             principal,             action,             resource,             additionalResources);         return ClaimsAuthorization.CheckAccess(context);     }     protected override bool AuthorizeCore(HttpContextBase httpContext)     {         return CheckAccess(_action, _resource, _additionalResources);     }     private static WIF.AuthorizationContext CreateAuthorizationContext(       IClaimsPrincipal principal, string action, string resource, params string[] additionalResources)     {         var actionClaims = new Collection<Claim>         {             new Claim(ActionType, action)         };         var resourceClaims = new Collection<Claim>         {             new Claim(ResourceType, resource)         };         if (additionalResources != null && additionalResources.Length > 0)         {             additionalResources.ToList().ForEach(ar => resourceClaims.Add(               new Claim(AdditionalResourceType, ar)));         }         return new WIF.AuthorizationContext(             principal,             resourceClaims,             actionClaims);     } }

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  • What I don&rsquo;t like about WIF&rsquo;s Claims-based Authorization

    - by Your DisplayName here!
    In my last post I wrote about what I like about WIF’s proposed approach to authorization – I also said that I definitely would build upon that infrastructure for my own systems. But implementing such a system is a little harder as it could be. Here’s why (and that’s purely my perspective): First of all WIF’s authorization comes in two “modes” Per-request authorization. When an ASP.NET/WCF request comes in, the registered authorization manager gets called. For SOAP the SOAP action gets passed in. For HTTP requests (ASP.NET, WCF REST) the URL and verb. Imperative authorization This happens when you explicitly call the claims authorization API from within your code. There you have full control over the values for action and resource. In ASP.NET per-request authorization is optional (depends on if you have added the ClaimsAuthorizationHttpModule). In WCF you always get the per-request checks as soon as you register the authorization manager in configuration. I personally prefer the imperative authorization because first of all I don’t believe in URL based authorization. Especially in the times of MVC and routing tables, URLs can be easily changed – but then you also have to adjust your authorization logic every time. Also – you typically need more knowledge than a simple “if user x is allowed to invoke operation x”. One problem I have is, both the per-request calls as well as the standard WIF imperative authorization APIs wrap actions and resources in the same claim type. This makes it hard to distinguish between the two authorization modes in your authorization manager. But you typically need that feature to structure your authorization policy evaluation in a clean way. The second problem (which is somehow related to the first one) is the standard API for interacting with the claims authorization manager. The API comes as an attribute (ClaimsPrincipalPermissionAttribute) as well as a class to use programmatically (ClaimsPrincipalPermission). Both only allow to pass in simple strings (which results in the wrapping with standard claim types mentioned earlier). Both throw a SecurityException when the check fails. The attribute is a code access permission attribute (like PrincipalPermission). That means it will always be invoked regardless how you call the code. This may be exactly what you want, or not. In a unit testing situation (like an MVC controller) you typically want to test the logic in the function – not the security check. The good news is, the WIF API is flexible enough that you can build your own infrastructure around their core. For my own projects I implemented the following extensions: A way to invoke the registered claims authorization manager with more overloads, e.g. with different claim types or a complete AuthorizationContext. A new CAS attribute (with the same calling semantics as the built-in one) with custom claim types. A MVC authorization attribute with custom claim types. A way to use branching – as opposed to catching a SecurityException. I will post the code for these various extensions here – so stay tuned.

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  • Microsoft Claims Success Versus Autorun Malware

    Microsoft recently used a post on the Threat Research and Response Blog section of its Malware Protection Center to describe how it is winning the battle against autorun malware. Although there is certainly no shortage of malware in the virtual world Microsoft has plenty of statistics to back its claims and it has displayed them with pride.... DNS Configured Correctly? Test Your Internal DNS With Our Free DNS Advisor Tool From Infoblox.

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