Why did realtime chat fail to take the same path? I assumed it would.
Why did realtime chat fail to take the same path? I assumed it would.
* No clients support multimedia - animated GIFs, videos, audio, images, video/audio calls - only Quassel has web previews and that's about it
* E2E encryption doesn't exist properly
* Signing up to protect usernames is a pain in the ass, especially if people span networks and assuming networks even have something like NickServ
* Users are require to have a bouncer to have some chat persistence
* No clients offer convenience features such as search
* It's a pain in the ass to manage channels to just chat
* Clients can't handle mobile connections well
I'm sure I've forgotten other problems the protocol has.
What the standard could help with is standardizing markdown formatting, some method of E2E encryption, better SASL (with registration, key rollover/update and distribution between your clients).
Textual supports a bunch of inline media: https://help.codeux.com/textual/release-notes/Release-Notes%...
Default IPv6 (for consumers) is block all incoming (except for traffic related to outgoing). Then with user authorization add allow rules as needed.
So basically no difference between IPv4 vs IPv6.
If you default firewall on IPv6 is allow all... buy a better router/firewall.
I don't really know the structure/contributors of the project except for the beginning (not when it stagnated later on), but perhaps if Jarkko Oikarinen had been as driven as Linus Torvalds, we would live in a different reality when it comes to instant messaging
I'd say there's simply no great demand for real-time chatting with large groups of people.
FWIW, XMPP appears to have reasonable performance.