The authentication panel
First of all, you must authenticate yourself.
Hey, what the heck... ⁉⁈
SoL is a client/server application, that is, there are two components. On one side there is the client, an application running within any modern graphical web browser such as Firefox; this application talks with a server, the other side, that effectively manages the database, and implements the so called business logic.
The two components talk to each other thru a connection, that can be either a local one, where both side actually run on a single machine, as two different programs that run in parallel, or a network connection, where there are two (or more) computers involved, either on a LAN or even thru Internet.
This allows three scenarios:
So, back to the question: yes, it may be a little annoying to enter your credentials, but it’s an honest price to pay for these capabilities.
Any registered player may be allowed to login, simply assigning him a nickname and a password: only authenticated users are allowed to insert new content or change existing information they owns (see here for details).
There are two special users, not considered as players but are configured externally to the application, in a configuration file.
The most important one is the system administrator, allowed to do everything and in particular to assign and/or change the authentication password of the other users.
Hint
In a private instance of SoL, not accessible from the outside, the amministrator account may be used exclusively to insert and manage all the data, possibly assigning a simple and mnemonic password.
On the other hand, for a public instance it is recommended to assign a non trivial password to this account and keep it secret, using such account only for administration purposes. Allow one of the players[*] to connect to the system, giving him a nickname and a password (hopefully not a weak one…) and use that account to manage the tournaments.
The other special user is the guest, introduced mainly for demonstration purposes: from the application point of view it is treated as any other ordinary user, but it cannot permanently save any of the changes it may apply.
Both accounts are managed in the configuration file of the application, in its [app:main] section. For example:
sol.admin.user = admin
sol.admin.password = SomeGùdUndStrangePassword
#sol.guest.user = guest
#sol.guest.password = guest
that uses “admin” as the administrator username and assigns it a quite good password, while disabling the guest user (the # character in the configuration file introduces a comment, i.e. that character and the remaining part of the line are ignored).
All top level entities, that is championships, clubs, players, ratings and tournaments, belong to either a particular user or to the administrator of the system: this means that the user is responsible for the entity, that may be modified or deleted only by him[†].
By default, new content is owned by the user that inserts it.
This is particularly handy on a public SoL instance, where more than one person may be allowed to insert and manage Carrom tournaments, even at the same time, from different part of the world: while everybody may see each other changes, they cannot interfere in any way.
The responsibility on an entity may be reassigned at any time to a different user, either by the current owner or by the administrator. Of course this imply that the previous owner won’t be able to change its content anymore.
[*] | Possibly yourself… you play Carrom, right⁈ |
[†] | As said, the system administrator has super powers and thus can always do whatever he wants, whenever he wants. |