Linking callsigns: Difference between revisions

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If two call log on with '''any''' of their [[Callsign]]s onto '''the same machine''' then both accounts will be linked.
{{Out of date}}
Three important facts:
#Callsigns are linked to '''any''' computer they log on to.
#Callsigns are linked to '''any other''' callsigns that have logged onto that computer.
#Of all the callsigns that are linked, only one callsign may log in to [[ASGS]] at a time.


If one user uses '''two seperate''' machines (or more) both will be tagged as belonging to him. Now anybody that logs into '''either''' machine will be linked to the first user.


'''Linking callsigns''' is done so that the [[ASGS]] security system can tell that a player and his [[Callsign#Hiders|hider nicknames]] are in fact the same person. This is so that their rank and stats are recorded properly, and also to allocate [[ban]]s properly.


You '''DO NOT''' want this to happen because the [[ASGS]] system thinks both accounts are the same person and so will only allow one user to be logged on at the same time.
You '''do not''' want this to affect two callsigns which ''actually'' belong to two seperate people, because the [[ASGS]] system thinks both accounts are the same person and '''will only allow one user to be logged on at any given time'''. The first player online will crash to desktop when the second player logs in.


==How the callsign system works==
When you create an ASGS callsign, that's all it is: a callsign with no authentication information other than the password, and no links to other callsigns. The moment ASGS decides what callsign belongs to what machine is when you log in: ASGS generates an unique, anonymous identifying hardware hash and sends it to the ASGS servers -- from that moment that callsign and that machine are tied, and ASGS assumes ''nobody else than you will play Allegiance with that machine''.


ASGS assumes that all the requests coming from the same hardware hash will belong to the same machine, which is very convenient when creating [[hiders]]: you just create a new account and log in with it; ASGS figures out the callsigns come from the same machine (thus the same person) and links the callsigns together. This ensures you will be credited your correct rank and stats will count towards your callsigns' stats.
==What does this mean for you?==
*Don't log onto someone elses computer using your callsign - use one of their [[Callsign#Hiders|hiders]] instead.
*Don't let anyone else log on to your computer using their callsign - make them use one of your hiders.
*Don't give your old machine away to someone if they're going to play [[Allegiance]] on it.
{{Note|Wiping the hard drive will ''not'' unlink your callsign from it.}}
*If you've got a 2nd hand computer and aren't sure if it's linked to the original owner's account, make a new callsign [http://asgs.alleg.net/asgsnet/newaccount.aspx here] and log on using that. Once you've successfully logged on, sign into the [http://asgs.alleg.net/asgsnet/main.aspx ASGS website] and check if it's been linked. If it hasn't, then you're clear. If it has, then you need to get unlinked from the previous owner.
 
 
If you do manage to screw up then [http://www.freeallegiance.org/forums/index.php?act=Msg&CODE=4&MID=225 PM Tigereye] and explain. Once he has some free time he will unlink your accounts.
{{Warn|Having your accounts unlinked DOESN'T MEAN that they won't become linked again.}}
 
 
==Extra info - How the callsign system works==
When you register an [[ASGS]] callsign on the [http://asgs.alleg.net/asgsnet/main.aspx ASGS website], that's all it is: a callsign, a password, and an email address. No one else will be able to register that callsign, whether or not you are currently using it. This is all it will be until you log in with it, at this stage ASGS generates a unique, identifying hardware hash and sends it to the ASGS servers - from that moment the callsign and the machine are tied and ASGS assumes ''nobody other than you should play Allegiance with that machine''.
 
ASGS assumes that all the callsigns with the same hardware hash come from the same machine and therefore that all callsigns belong to the same player. This is very convenient when creating [[Callsign#Hiders|hiders]]; you just create a new account, log in with it and  ASGS does the rest, making sure that your correct rank is displayed and stats from all callsigns are credited towards your overall  stats. This is very inconvenient when two seperate players wish to use the same machine - this is possible on ''rare'' occasions and if you want it, you should post in the [http://www.freeallegiance.org/forums/index.php?showforum=5 Helpline forum] stating what the two callsigns are and why you can't play on seperate machines.


There's more to it than that. If a callsign log in with your login with another machine, ASGS will link ''both'' machines to that callsign and all of its links. This means that now only you can play on either machine. This for example prevents the same person from logging in two times at the same time, again to prevent abuse (DoS, doubleteaming, etc.).


Another aspect that needs to be considered is [[callsign reset]]s. While an user is allowed to "own" as many callsign as he desires, they may only keep three ''active'' callsigns. You activate a callsign by logging in with it, with this important exception: if your machine has already three active callsigns, activating (and logging in) with a fourth callsign will not succeed. This helps limiting abuse, and three hiders is more than enough to go around boots and to play "stealthily".
There's more to it than that. If a callsign logs in to a second machine [[ASGS]] will link ''both'' machines to that callsign (and all of its links). So now only one player can play on either machine. This stops the same person from logging in twice at the same time, to prevent abuse (DoS, doubleteaming, etc.).


This all sounds good and comfy, until two different people try to use the same machine to play. Most of the above assumptions ASGS make will not be true, and you will get unexpected results. For example:
Another aspect that needs to be considered is [[Callsign#Hiders|hider limits]]. While a user is allowed to "own" as many callsign as they desire, they may only have three ''active'' callsigns at any one time. If your machine already has three active callsigns, activating (and logging in) with a fourth callsign will not succeed. The callsigns will be linked (verify), but the callsign displayed in-game will be you [[Callsign#Primary Callsign|primary callsign]]. This helps limiting abuse, and three hiders is more than enough to go around [[boot]]s and/or to play "stealthily". Hiders are [[Callsign Reset|reset]] occasionally.


* You will get kicked from the game by ASGS ("ASGS Protection Tripped" or similar error message<!-- ? -->) when somebody tries to log in with another machine that is linked to you.
* When you log in on [http://asgs.alleg.net/asgsnet/main.aspx this page] you will see callsign you do not "own".
* If one person has already three active callsigns, another person that gets linked with the former will be unable to login ''at all'' as it would bring the active callsigns number to four.


This all sounds good and comfy, until two different people try to use the same machine to play. Most of the assumptions ASGS makes will not be true, and the two users will get unexpected results. For example:


'''Q: But those assumptions are ridiculous! This is a family computer, why can't my family or my friends play here?''' <br>
* If one player is successfully logged in and playing, and the second player logs in on a seperate machine, the first player will be crashed to desktop with "ASGS Protection Tripped" or similar error message<!-- ? -->.
A: We're sorry, but those assumptions are required to maintain the system safety and integrity. [[Individuals#Black|Too]] [[Individuals#Guns22|many]] [[Individuals#Virus|people]] tried to kill Allegiance, and ASGS has proved very effective at keeping banned people banned and keeping the gameplay secure. Until a better solution is engineered or a major failure ensues, ASGS and its "ridiculous assumptions" are here to stay. A small sacrifice for the wellness of the community :)
* When you view your callsigns on the [http://asgs.alleg.net/asgsnet/main.aspx ASGS webpage] you will see callsigns that are not yours.
* When you log in your displayed name is not what you logged in with - this would be because the first player already has 3 active callsigns, and you are trying to log in with a fourth.


'''Q: I don't want to link my callsigns! I want to start from scratch and have my (0)!''' <br>
A: Callsign links are required for ASGS Enforcement; working around it constitutes a non-trivial violation of the [[Terms of Service]]. Abuse will thus result in lengthy ASGS bans, sorry.


==What does this mean for you?==
'''Q: But those assumptions are ridiculous! This is a family computer, why can't my family or my friends play here?'''
 
A: We're sorry, but those assumptions are required to maintain the system safety and integrity. [[Individuals#Black|Too]] [[Individuals#Guns22|many]] [[Individuals#Virus|people]] tried to kill Allegiance, and ASGS has proved very effective at keeping banned people banned and keeping the gameplay secure. Until a better solution is engineered or a major failure ensues, ASGS and its "ridiculous assumptions" are here to stay. A small sacrifice for the security of the community :)


*Don't log onto someone elses computer using your callsign - use one of their [[Callsign|Hiders]] instead.
*Don't let anyone else log on to your computer using their callsign - make them use one of your Hiders.
*Don't give your old machine away to someone if they're going to play Allegiance on it.
*If you've got a 2nd hand computer and aren't sure if it's linked to the original owner's account, make a new Callsign [http://asgs.alleg.net/asgsnet/newaccount.aspx here] and log on using that. Once you've successfully logged on, sign into the [http://asgs.alleg.net/asgsnet/main.aspx ASGS website] and check if it's been linked. If it hasn't, then you're clear. If it has you need to get unlinked from the other user.


If you do manage to stuff yourself [http://www.freeallegiance.org/forums/index.php?act=Msg&CODE=4&MID=225 PM Tigereye] and explain. Once he has some free time he will unlink your accounts.
'''Q: I don't want to link my callsigns! I want to start with fresh stats so I get a good kills/eject ratio!'''


Unlinking accounts '''does NOT mean that they won't become linked again.''' Don't keep linking your account to your best friends just because you're a moron - it's been known to happen.
A: Callsign links are required for [[Enforcer tool|ASGS enforcement]]; working around it constitutes a non-trivial violation of the [[Terms of Service]]. Abuse will thus result in lengthy ASGS [[ban]]s, sorry. If you feel your case is unique, and is deserving of a "fresh start" please send a PM to Tigereye on the forums and make your case. If you have a good enough reason to create a new reputation, it will be granted. Note that this has only occurred three or four times in the last eight years!




==Related Articles==
==See also==
*[[How do I play Allegiance from multiple machines behind a router?]]
*[[How do I play Allegiance from multiple machines behind a router?]]
*[[How do I find IP Addresses of my computer and my router?]]
*[[How do I find IP Addresses of my computer and my router?]]
{{Callsigns}}

Latest revision as of 17:02, 18 October 2012

Outdated.png
Outdated content This page does not reflect the current state of things.

Some information within this article is either obsolete, hasn't been updated in a long time, incomplete, or otherwise invalid.

Three important facts:

  1. Callsigns are linked to any computer they log on to.
  2. Callsigns are linked to any other callsigns that have logged onto that computer.
  3. Of all the callsigns that are linked, only one callsign may log in to ASGS at a time.


Linking callsigns is done so that the ASGS security system can tell that a player and his hider nicknames are in fact the same person. This is so that their rank and stats are recorded properly, and also to allocate bans properly.

You do not want this to affect two callsigns which actually belong to two seperate people, because the ASGS system thinks both accounts are the same person and will only allow one user to be logged on at any given time. The first player online will crash to desktop when the second player logs in.


What does this mean for you?

  • Don't log onto someone elses computer using your callsign - use one of their hiders instead.
  • Don't let anyone else log on to your computer using their callsign - make them use one of your hiders.
  • Don't give your old machine away to someone if they're going to play Allegiance on it.


Info.png
Note Wiping the hard drive will not unlink your callsign from it.
  • If you've got a 2nd hand computer and aren't sure if it's linked to the original owner's account, make a new callsign here and log on using that. Once you've successfully logged on, sign into the ASGS website and check if it's been linked. If it hasn't, then you're clear. If it has, then you need to get unlinked from the previous owner.


If you do manage to screw up then PM Tigereye and explain. Once he has some free time he will unlink your accounts.

Warn.png
Warning! Having your accounts unlinked DOESN'T MEAN that they won't become linked again.


Extra info - How the callsign system works

When you register an ASGS callsign on the ASGS website, that's all it is: a callsign, a password, and an email address. No one else will be able to register that callsign, whether or not you are currently using it. This is all it will be until you log in with it, at this stage ASGS generates a unique, identifying hardware hash and sends it to the ASGS servers - from that moment the callsign and the machine are tied and ASGS assumes nobody other than you should play Allegiance with that machine.

ASGS assumes that all the callsigns with the same hardware hash come from the same machine and therefore that all callsigns belong to the same player. This is very convenient when creating hiders; you just create a new account, log in with it and ASGS does the rest, making sure that your correct rank is displayed and stats from all callsigns are credited towards your overall stats. This is very inconvenient when two seperate players wish to use the same machine - this is possible on rare occasions and if you want it, you should post in the Helpline forum stating what the two callsigns are and why you can't play on seperate machines.


There's more to it than that. If a callsign logs in to a second machine ASGS will link both machines to that callsign (and all of its links). So now only one player can play on either machine. This stops the same person from logging in twice at the same time, to prevent abuse (DoS, doubleteaming, etc.).

Another aspect that needs to be considered is hider limits. While a user is allowed to "own" as many callsign as they desire, they may only have three active callsigns at any one time. If your machine already has three active callsigns, activating (and logging in) with a fourth callsign will not succeed. The callsigns will be linked (verify), but the callsign displayed in-game will be you primary callsign. This helps limiting abuse, and three hiders is more than enough to go around boots and/or to play "stealthily". Hiders are reset occasionally.


This all sounds good and comfy, until two different people try to use the same machine to play. Most of the assumptions ASGS makes will not be true, and the two users will get unexpected results. For example:

  • If one player is successfully logged in and playing, and the second player logs in on a seperate machine, the first player will be crashed to desktop with "ASGS Protection Tripped" or similar error message.
  • When you view your callsigns on the ASGS webpage you will see callsigns that are not yours.
  • When you log in your displayed name is not what you logged in with - this would be because the first player already has 3 active callsigns, and you are trying to log in with a fourth.


Q: But those assumptions are ridiculous! This is a family computer, why can't my family or my friends play here?

A: We're sorry, but those assumptions are required to maintain the system safety and integrity. Too many people tried to kill Allegiance, and ASGS has proved very effective at keeping banned people banned and keeping the gameplay secure. Until a better solution is engineered or a major failure ensues, ASGS and its "ridiculous assumptions" are here to stay. A small sacrifice for the security of the community :)


Q: I don't want to link my callsigns! I want to start with fresh stats so I get a good kills/eject ratio!

A: Callsign links are required for ASGS enforcement; working around it constitutes a non-trivial violation of the Terms of Service. Abuse will thus result in lengthy ASGS bans, sorry. If you feel your case is unique, and is deserving of a "fresh start" please send a PM to Tigereye on the forums and make your case. If you have a good enough reason to create a new reputation, it will be granted. Note that this has only occurred three or four times in the last eight years!


See also


Callsigns
About  · Callsigns, tokens, newbie tags, etc.
Hiders  · How to have more than one game account.
Linking  · How the security system links multiple accounts (and sometimes people)
Reset  · About active nicks, and why they are occasionally reset
Reclamation  · about unused nicks, and why they are occasionally reclaimed