13:25 < bridge_> [teeworlds] Can we end to end encrypt whisper? To make sure the server owner can’t read it even on a modded server? 13:26 < bridge_> [teeworlds] I don't see why not 13:27 < bridge_> [teeworlds] You could prototype that with a client mod actually 13:39 < bridge_> [teeworlds] It should be possible to fallback to clear text with a warning on failed encryption I guess . For older clients. 13:56 < deen> So how do you know which key to encrypt with if you don't trust the server? You'll exchange it out of band? 14:14 < bridge_> [teeworlds] <#6909> Im not much into coding, but if you dont send they key trough the server and instead send directly to the other player, could that lead to player ip leaks? 15:00 < bridge_> [teeworlds] im no crypto exper what so ever. How do other systems do it where they advertise end to end encryption without trusting the server. Like whatsapp. 15:01 < bridge_> [teeworlds] I thought of exchanging public keys over whisper before sending the messages. 15:01 < koomi> trust on first use, usually 15:02 < bridge_> [teeworlds] Yea i guess send a test message and see if it was encrypted with the correct public key. To make sure the server didnt send his own public key, 15:02 < koomi> i.e. you store someones pubkey the first time you talk to them and then make sure it's the same one for future messages 15:03 < bridge_> [teeworlds] sounds possible to me 15:05 < koomi> you could just use OTR 15:05 < koomi> https://en.wikipedia.org/wiki/Off-the-Record_Messaging 15:06 < koomi> it's designed to add a layer of encryption to existing IM protocols 16:33 < Dune> Sounds like the server could send a false pubkey and forward cleartext to the sendee 16:34 < Dune> But players could find out it is a malicious server I guess by noticing the unencrypted warning 16:35 < bridge_> [teeworlds] y 16:35 < koomi> yes, on the first message, anything else requires exchanging keys out-of-band or some web of trust or whatever model 16:36 < koomi> a problem might be that players use different clients and then have different keys under the same name 16:37 < bridge_> [teeworlds] what do you mean? 16:38 < koomi> if you play on your laptop and desktop pc using the same name, you will have changing pubkeys 16:38 < bridge_> [teeworlds] the encryption should only make sure that if you send a message to another tee that this tee recives it and nobody else. No sort of authentication of proof that this tee is the tee you think it is. 16:38 < bridge_> [teeworlds] This shoulnd t be used as signature or something just to make messageing private. 16:39 < bridge_> [teeworlds] All other stuff would involve some sort of accounts or what ever something complicated and unteeish i guess 16:39 < koomi> and how would you do that without allowing the server to intercept messages? 16:40 < koomi> there doesn't have to be any central account registry, just clients exchanging pubkeys 16:40 < koomi> (via servers) 16:46 < bridge_> [teeworlds] yes? i dont see the problem 16:48 < koomi> you receive the pubkey from the server, so encrypting with that is useless for the most part 16:53 < koomi> unless you have some way to verify that it indeed belongs to whoever you are talking to 16:55 < bridge_> [teeworlds] I thought the clients wishper pubkeys to each other and then send a sample message first. So if the sample message can be encrypted correctly with the private keys the clients know the server didnt manipulate the pub keys. 16:57 < koomi> so you want clients to talk directly to each other? how would they do that? 16:57 < bridge_> [teeworlds] no 16:57 < bridge_> [teeworlds] they use normal wispher over the server 16:58 < bridge_> [teeworlds] and they verifiy the publickeys with a sampel message to check if the server manipulated them 16:58 < bridge_> [teeworlds] Oh wait the server can still man in the middle right? 16:59 < koomi> yes, the first message (containing the pubkey) would have to be unencrypted, so the server can intercept the pubkey and send a different one to the other player 16:59 < koomi> then reencrypt each message 16:59 < bridge_> [teeworlds] sen dhis own key and then recrypt with the other key ftwards ye si see 16:59 < koomi> exactly 17:00 < bridge_> [teeworlds] but how does encryption then work usually? Idk 17:00 < bridge_> [teeworlds] you can never start encrypted 17:00 < bridge_> [teeworlds] it is always sending a message out in the untrusted internet 17:01 < koomi> depends, but for stuff like whatsapp they store the first pubkey the receive for a new contact and then scream if a message from that contact uses a different key 17:01 < koomi> so the server can still interfere on first contact, but after that it would be noticed 17:02 < koomi> and the server also doesn't know if two clients have talked to each other before, so it might be noticed 17:03 < koomi> they also have a way to explicitly verify that a key belongs to a person with qr codes 17:03 < bridge_> [teeworlds] so i should never start a whatsapp chat from public wifi? 17:04 < koomi> no the communication with the server is also encrypted and verified 17:04 < bridge_> [teeworlds] ah tru 17:04 < bridge_> [teeworlds] so downloading whatsapp in public wifi is dangerous? 17:04 < koomi> you can't ever trust the internet anyway, public wifi or not 17:04 < bridge_> [teeworlds] ye thats the thing 17:05 < bridge_> [teeworlds] so there is no gurantee for encryption? 17:05 < koomi> well play store uses encryption and also explicit signatures for authentication 17:06 < bridge_> [teeworlds] so all the encryption is based on some prior encryption huh? 17:07 < koomi> more or less, yes 17:07 < koomi> except for stuff that was verified in person 17:09 < koomi> and newish approaches like certificate transparency that don't provide authentication but a way to prove someone else was using an identity 17:10 < bridge_> [teeworlds] men this stuff is complicated thats why i just threw the idea in the room i have no clue how this can be implemented secure actually 17:11 < koomi> and that's just the high-level view, there's tons of details to get wrong too 17:11 < koomi> not easy at all 20:20 < bridge_> [teeworlds] Uhm can we get the old names system back? with no duplicated and empty names. It felt less weird. And easier to use. The chat became pretty confusing and also future modding that allows commands based on player names is no longer possible. 20:22 < bridge_> [teeworlds] Also it makes porting external scripts to 0.7 harder that parse the logs and only see player names. 20:23 < bridge_> [teeworlds] The log should include player ids 20:23 < bridge_> [teeworlds] yes sure i didnt say impossilbe but harder 20:24 < bridge_> [teeworlds] everything coding wise still works. But the players are not robots. It makes disucssions much harder who is who when both have the same name. 20:24 < bridge_> [teeworlds] And the default showing ids or having users to turn on this option isnt a solution 20:25 < bridge_> [teeworlds] i dont see a flaw in the old system nor a benefit in the new. 20:48 < bridge_> [teeworlds] If u plan on modding a server with a system that relies on players' names, you should prob force unique non-empty nicknames 20:51 < bridge_> [teeworlds] Does vote menu show ids though? I never had problems with people having identical nicknames, but if votemenu/vote box do not show ids that can be very confusing