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Privacy Policy |
2024-08-09 |
This document was last updated on {{ page.last_updated | date_to_long_string }}. Updates to the privacy policy will be announced via posts on the Tabletop Club Forum (view updates).
This document describes in detail the personal information that is collected when you use the Tabletop Club website or application, the manner in which it is stored, how it is used during the operation of the website or application, who has access to the information, and how long it is stored for.
We take your privacy seriously, which is why we only collect and store the information that is necessary for both the website and application to function properly.
If you have any questions or concerns about the way in which your personal information is stored or used, or if you wish to have it deleted, then please contact me (Benjamin Beddows) at drwhut@gmail.com.
When you visit a web page on either tabletopclub.net
or www.tabletopclub.net
,
the following information is logged on the server:
- Your IP address.
- Details about your device, including your operating system and platform.
For example,
Linux x86_64
. - Details about your web browser, including its version. For example,
Firefox/128.0
.
HTTP requests are logged on the server in order to help with the development of the website, to help debug issues when attempting to access the website with certain devices or web browsers, and for security purposes in order to block malicious actors.
The information may also be used to collect anonymous statistics, such as the number of times a release of the game has been downloaded.
Benjamin Beddows (drwhut@gmail.com) runs the server and has access to its logs.
The full logs containing personal information are not shared with anyone else. However, logs with personal information removed may be shared with others in order to aid with development or debugging.
Logged HTTP requests are kept using a log rotation system. This means that any particular log will be kept on the server for four weeks before it is deleted.
When you host or join a multiplayer lobby in Tabletop Club, your IP address is stored by the lobby server (also known as the master server).
The lobby server only uses your IP address for security purposes: that is, to ensure that not too many connections are established with the lobby server from any given source IP address, and that connections are not being closed and re-established in rapid succession from any given source IP address.
Your IP address is only stored in the lobby server's internal memory. It is not accessible through any control panel or monitoring software, and it is not included in the lobby server's logs.
Your IP address is kept in the lobby server's internal memory for only a few seconds after you have disconnected from the multiplayer lobby, no matter if the connection was closed manually, or if it was lost due to a connection issue.
When you join an ongoing multiplayer lobby, or a new player connects to your multiplayer lobby, your IP address will be sent over an encrypted web socket connection through the lobby server to the other connected clients, or to the new client respectively.
Your IP address is used to help establish a direct peer-to-peer connection to the other clients using WebRTC technology, which is crucial for multiplayer to function properly in Tabletop Club.
Your IP address will only be sent to clients that are also connected to your multiplayer lobby.
Lobbies are identified using private tokens known as room codes. If a third party connects to the lobby server using this room code, then they will have access to your IP address. Therefore, only share the room code with people you trust.
Your IP address is only stored on official clients for as long as there is an established, direct connection between your client and theirs. When you leave the multiplayer lobby, or when there is a connection issue, this connection is closed.
However, if another player in the lobby is using a modified client, then this is not guaranteed, since they can take your IP address and store it separately. Therefore, only join multiplayer lobbies with people you trust.