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  • Facebooker Causing Problems with Rails Integration Testing

    - by Eric Lubow
    I am (finally) attempting to write some integration tests for my application (because every deploy is getting scarier). Since testing is a horribly documented feature of Rails, this was the best I could get going with shoulda. class DeleteBusinessTest < ActionController::IntegrationTest context "log skydiver in and" do setup do @skydiver = Factory( :skydiver ) @skydiver_session = SkydiverSession.create(@skydiver) @biz = Factory( :business, :ownership = Factory(:ownership, :skydiver = @skydiver )) end context "delete business" do setup do @skydiver_session = SkydiverSession.find post '/businesses/destroy', :id = @biz.id end should_redirect_to('businesses_path()'){businesses_path()} end end end In theory, this test seems like it should pass. My factories seem like they are pushing the right data in: Factory.define :skydiver do |s| s.sequence(:login) { |n| "test#{n}" } s.sequence(:email) { |n| "test#{n}@example.com" } s.crypted_password '1805986f044ced38691118acfb26a6d6d49be0d0' s.password 'secret' s.password_confirmation { |u| u.password } s.salt 'aowgeUne1R4-F6FFC1ad' s.firstname 'Test' s.lastname 'Salt' s.nickname 'Mr. Password Testy' s.facebook_user_id '507743444' end The problem I am getting seems to be from Facebooker only seems to happen on login attempts. When the test runs, I am getting the error: The error occurred while evaluating nil.set_facebook_session. I believe that error is to be expected in a certain sense since I am not using Facebook here for this session. Can anyone provide any insight as to how to either get around this or at least help me out with what is going wrong?

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  • Injecting Dependencies into Domain Model classes with Nhibernate (ASP.NET MVC + IOC)

    - by Sunday Ironfoot
    I'm building an ASP.NET MVC application that uses a DDD (Domain Driven Design) approach with database access handled by NHibernate. I have domain model class (Administrator) that I want to inject a dependency into via an IOC Container such as Castle Windsor, something like this: public class Administrator { public virtual int Id { get; set; } //.. snip ..// public virtual string HashedPassword { get; protected set; } public void SetPassword(string plainTextPassword) { IHashingService hasher = IocContainer.Resolve<IHashingService>(); this.HashedPassword = hasher.Hash(plainTextPassword); } } I basically want to inject IHashingService for the SetPassword method without calling the IOC Container directly (because this is suppose to be an IOC Anti-pattern). But I'm not sure how to go about doing it. My Administrator object either gets instantiated via new Administrator(); or it gets loaded via NHibernate, so how would I inject the IHashingService into the Administrator class? On second thoughts, am I going about this the right way? I was hoping to avoid having my codebase littered with... currentAdmin.Password = HashUtils.Hash(password, Algorithm.Sha512); ...and instead get the domain model itself to take care of hashing and neatly encapsulate it away. I can envisage another developer accidently choosing the wrong algorithm and having some passwords as Sha512, and some as MD5, some with one salt, and some with a different salt etc. etc. Instead if developers are writing... currentAdmin.SetPassword(password); ...then that would hide those details away and take care of those problems listed above would it not?

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  • How can I check if a user has written his username and password correctly?

    - by Sergio Tapia
    I'm using a Linq-to-SQL class called Scans.dbml. In that class I've dragged a table called Users (username, password, role) onto the graphic area and now I can access User object via a UserRepository class: using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace Scanner.Classes { public class UserRepository { private ScansDataContext db = new ScansDataContext(); public User getUser(string username) { return db.Users.SingleOrDefault(x => x.username == username); } public bool exists(string username) { } } } Now in my Login form, I want to use this Linq-to-SQL goodness to do all the data related activities. UserRepository users = new UserRepository(); private void btnLogin_Click(object sender, EventArgs e) { loginToSystem(); } private void loginToSystem() { if (users.getUser(txtUsername.Text)) { } //If txtUsername exists && User.password == Salt(txtPassword) //then Show.MainForm() with User.accountType in constructor to set permissions. } I need help with verifying that a user exists && that that users.password is equal to SALT(txtpassword.text). Any guidance please?

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  • Is sending a hashed password over the wire a security hole?

    - by Ubiquitous Che
    I've come across a system that is in use by a company that we are considering partnering with on a medium-sized (for us, not them) project. They have a web service that we will need to integrate with. My current understanding of proper username/password management is that the username may be stored as plaintext in the database. Every user should have a unique pseudo-random salt, which may also be stored in plaintext. The text of their password must be concatenated with the salt and then this combined string may be hashed and stored in the database in an nvarchar field. So long as passwords are submitted to the website (or web service) over plaintext, everything should be just lovely. Feel free to rip into my understanding as summarized above if I'm wrong. Anyway, back to the subject at hand. The WebService run by this potential partner doesn't accept username and password, which I had anticipated. Instead, it accepts two string fields named 'Username' and 'PasswordHash'. The 'PasswordHash' value that I have been given does indeed look like a hash, and not just a value for a mis-named password field. This is raising a red flag for me. I'm not sure why, but I feel uncomfortable sending a hashed password over the wire for some reason. Off the top of my head I can't think of a reason why this would be a bad thing... Technically, the hash is available on the database anyway. But it's making me nervous, and I'm not sure if there's a reason for this or if I'm just being paranoid.

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  • Am I encrypting my passwords correctly in ASP.NET

    - by Nick
    I have a security class: public class security { private static string createSalt(int size) { //Generate a random cryptographic number RNGCryptoServiceProvider rng = new RNGCryptoServiceProvider(); byte[] b = new byte[size]; rng.GetBytes(b); //Convert to Base64 return Convert.ToBase64String(b); } /// <summary> /// Generate a hashed password for comparison or create a new one /// </summary> /// <param name="pwd">Users password</param> /// <returns></returns> public static string createPasswordHash(string pwd) { string salt = "(removed)"; string saltAndPwd = string.Concat(pwd, salt); string hashedPwd = FormsAuthentication.HashPasswordForStoringInConfigFile( saltAndPwd, "sha1"); return hashedPwd; } } This works fine, but I am wondering if it is sufficient enough. Also, is this next block of code better? Overkill? static byte[] encrInitVector = new byte[] { 0x12, 0x34, 0x56, 0x78, 0x90, 0xAB, 0xCD, 0xEF }; static string encrKey = "(removed)"; public static string EncryptString(string s) { byte[] key; try { key = Encoding.UTF8.GetBytes(encrKey.Substring(0, 8)); DESCryptoServiceProvider des = new DESCryptoServiceProvider(); byte[] inputByteArray = Encoding.UTF8.GetBytes(s); MemoryStream ms = new MemoryStream(); CryptoStream cs = new CryptoStream(ms, des.CreateEncryptor(key, encrInitVector), CryptoStreamMode.Write); cs.Write(inputByteArray, 0, inputByteArray.Length); cs.FlushFinalBlock(); return Convert.ToBase64String(ms.ToArray()); } catch (Exception e) { throw e; }

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  • MongoDB C# - Hide property from serializer

    - by ehftwelve
    This is what my user model looks like: namespace Api.Models { public class User { [BsonId(IdGenerator = typeof(StringObjectIdGenerator))] [BsonRequired] public string Id { get; set; } [Required(ErrorMessage = "Username is required.")] [StringLength(20, MinimumLength=3, ErrorMessage="Username must be between 3 and 20 characters.")] [BsonRequired] public string Username { get; set; } [Required(ErrorMessage="Email is required.")] [EmailAddress(ErrorMessage="Valid email required.")] [BsonRequired] public string Email { get; set; } [Required(ErrorMessage = "Password is required.")] [StringLength(50, MinimumLength=8, ErrorMessage="Password must be between 8 and 50 characters.")] [BsonRequired] public string Password { get; set; } [BsonRequired] public string Salt { get; set; } } } I want to write, and require, all of the properties into the MongoDB Database. What I don't want to do, is expose the Password and Salt properties when I send this through the request. Is there any sort of data attribute that I can set that will write it, but not expose it when displayed to any API user?

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  • HMAC URLs instead of login?

    - by Tres
    In implementing my site (a Rails site if it makes any difference), one of my design priorities is to relieve the user of the need to create yet another username and password while still providing useful per-user functionality. The way I am planning to do this is: User enters information on the site. Information is associated with the user via server-side session. User completes entering information, server sends an access URL via e-mail to the user roughly in the form of: http://siteurl/<user identifier>/<signature: HMAC(secret + salt + user identifier)> User clicks URL, site looks up user ID and salt and computes the HMAC with the server-stored secret and authenticates if the computed HMAC and signature match. My question is: is this a reasonably secure way to accomplish what I'm looking to do? Are there common attacks that would render it useless? Is there a compelling reason to abandon my desire to avoid a username/password? Is there a must-read book or article on the subject? Note that I'm not dealing with credit card numbers or anything exceedingly private, but I would still like to keep the information reasonably secure.

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  • Why can't we just use a hash of passphrase as the encryption key (and IV) with symmetric encryption algorithms?

    - by TX_
    Inspired by my previous question, now I have a very interesting idea: Do you really ever need to use Rfc2898DeriveBytes or similar classes to "securely derive" the encryption key and initialization vector from the passphrase string, or will just a simple hash of that string work equally well as a key/IV, when encrypting the data with symmetric algorithm (e.g. AES, DES, etc.)? I see tons of AES encryption code snippets, where Rfc2898DeriveBytes class is used to derive the encryption key and initialization vector (IV) from the password string. It is assumed that one should use a random salt and a shitload of iterations to derive secure enough key/IV for the encryption. While deriving bytes from password string using this method is quite useful in some scenarios, I think that's not applicable when encrypting data with symmetric algorithms! Here is why: using salt makes sense when there is a possibility to build precalculated rainbow tables, and when attacker gets his hands on hash he looks up the original password as a result. But... with symmetric data encryption, I think this is not required, as the hash of password string, or the encryption key, is never stored anywhere. So, if we just get the SHA1 hash of password, and use it as the encryption key/IV, isn't that going to be equally secure? What is the purpose of using Rfc2898DeriveBytes class to generate key/IV from password string (which is a very very performance-intensive operation), when we could just use a SHA1 (or any other) hash of that password? Hash would result in random bit distribution in a key (as opposed to using string bytes directly). And attacker would have to brute-force the whole range of key (e.g. if key length is 256bit he would have to try 2^256 combinations) anyway. So either I'm wrong in a dangerous way, or all those samples of AES encryption (including many upvoted answers here at SO), etc. that use Rfc2898DeriveBytes method to generate encryption key and IV are just wrong.

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  • Linux pptp client stops working after several hours

    - by Aron Rotteveel
    Here's the situation: Setup: 1 Windows Server 2008 machine acting as a Domain Controller and RRAS server 1 CentOS machine in a datacentre located elsewhere PPTP client running on CentOS machine, connected to the DC via When I connect to the DC, everything is working fine. I have set up a static IP for the dialup connection in my RRAS server so that the CentOS machine is automatically assigned the IP 192.168.1.240. Inside the VPN, it is not possible to access this machine on the local IP-address. Perfect. However, after several hours, it simply seems to stop working (IE: I cannot ping to or from this machine on the local network). The strange thing is, however: The DC shows the VPN client as still being connected The CentOS machine shows the network interface as being up There are no entries in my /var/log/messages that indicate a problem Output from ifconfig: ppp0 Link encap:Point-to-Point Protocol inet addr:192.168.1.240 P-t-P:192.168.1.160 Mask:255.255.255.255 UP POINTOPOINT RUNNING NOARP MULTICAST MTU:1396 Metric:1 RX packets:43 errors:0 dropped:0 overruns:0 frame:0 TX packets:58 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:3 RX bytes:4511 (4.4 KiB) TX bytes:15071 (14.7 KiB) Output from route -n: 192.168.1.160 0.0.0.0 255.255.255.255 UH 0 0 0 ppp0 192.168.1.0 0.0.0.0 255.255.255.0 U 0 0 0 ppp0 I have the following in my ip-up.local: route add -net 192.168.1.0 netmask 255.255.255.0 dev ppp0 The situation can be easily fixed by issueing a killall pppd and re-connecting. However, I obviously do not want to do this every X-hours or so. I have tried running pppd with both the debug as the kdebug flag but cannot find the cause of this problem. Currently, my ppp0 network interface seems to be running and the last log lines mentioning it are: Feb 19 14:10:40 graviton pppd[10934]: local IP address 192.168.1.240 Feb 19 14:10:40 graviton pppd[10934]: remote IP address 192.168.1.160 Feb 19 14:10:40 graviton pppd[10934]: Script /etc/ppp/ip-up started (pid 10952) Feb 19 14:10:40 graviton pppd[10934]: Script /etc/ppp/ip-up finished (pid 10952), status = 0x0 Feb 19 14:11:27 graviton pptp[10935]: anon log[decaps_gre:pptp_gre.c:414]: buffering packet 190 (expecting 189, lost or reordered) Feb 19 14:11:37 graviton pptp[10942]: anon log[logecho:pptp_ctrl.c:677]: Echo Request received. Feb 19 14:11:37 graviton pptp[10942]: anon log[ctrlp_rep:pptp_ctrl.c:251]: Sent control packet type is 6 'Echo-Reply' Feb 19 14:12:37 graviton pptp[10942]: anon log[logecho:pptp_ctrl.c:677]: Echo Request received. Feb 19 14:12:37 graviton pptp[10942]: anon log[ctrlp_rep:pptp_ctrl.c:251]: Sent control packet type is 6 'Echo-Reply' Feb 19 14:12:37 graviton pptp[10942]: anon log[logecho:pptp_ctrl.c:677]: Echo Reply received. Feb 19 14:13:37 graviton pptp[10942]: anon log[logecho:pptp_ctrl.c:677]: Echo Reply received. Feb 19 14:14:37 graviton pptp[10942]: anon log[logecho:pptp_ctrl.c:677]: Echo Reply received. Feb 19 14:15:37 graviton pptp[10942]: anon log[logecho:pptp_ctrl.c:677]: Echo Reply received. Feb 19 14:16:37 graviton pptp[10942]: anon log[logecho:pptp_ctrl.c:677]: Echo Reply received. Feb 19 14:19:37 graviton pptp[10942]: anon log[logecho:pptp_ctrl.c:677]: Echo Reply received. Feb 19 14:19:37 graviton pptp[10942]: anon log[logecho:pptp_ctrl.c:679]: no more Echo Reply/Request packets will be reported. I have enabled the persist option. The network interface is still running, but it is still impossible to send data through the VPN. Any help is appreciated.

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  • Trouble with site-to-site OpenVPN & pfSense not passing traffic

    - by JohnCC
    I'm trying to get an OpenVPN tunnel going on pfSense 1.2.3-RELEASE running on embedded routers. I have a local LAN 10.34.43.0/254. The remote LAN is 10.200.1.0/24. The local pfSense is configured as the client, and the remote is configured as the server. My OpenVPN tunnel is using the IP range 10.99.89.0/24 internally. There are also some additional LANs on the remote side routed through the tunnel, but the issue is not with those since my connectivity fails before that point in the chain. The tunnel comes up fine and the logs look healthy. What I find is this:- I can ping and telnet to the remote LAN and the additional remote LANs from the local pfSense box's shell. I cannot ping or telnet to any remote LANs from the local network. I cannot ping or telnet to the local network from the remote LAN or the remote pfSense box's shell. If I tcpdump the tun interfaces on both sides and ping from the local LAN, I see the packets hit the tunnel locally, but they do not appear on the remote side (nor do they appear on the remote LAN interface if I tcpdump that). If I tcpdump the tun interfaces on both sides and ping from the local pfSense shell, I see the packets hit the tunnel locally, and exit the remote side. I can also tcpdump the remote LAN interface and see them pass there too. If I tcpdump the tun interfaces on both sides and ping from the remote pfSense shell, I see the packets hit the remote tun but they do not emerge from the local one. Here is the config file the remote side is using:- #user nobody #group nobody daemon keepalive 10 60 ping-timer-rem persist-tun persist-key dev tun proto udp cipher BF-CBC up /etc/rc.filter_configure down /etc/rc.filter_configure server 10.99.89.0 255.255.255.0 client-config-dir /var/etc/openvpn_csc push "route 10.200.1.0 255.255.255.0" lport <port> route 10.34.43.0 255.255.255.0 ca /var/etc/openvpn_server0.ca cert /var/etc/openvpn_server0.cert key /var/etc/openvpn_server0.key dh /var/etc/openvpn_server0.dh comp-lzo push "route 205.217.5.128 255.255.255.224" push "route 205.217.5.64 255.255.255.224" push "route 165.193.147.128 255.255.255.224" push "route 165.193.147.32 255.255.255.240" push "route 192.168.1.16 255.255.255.240" push "route 192.168.2.16 255.255.255.240" Here is the local config:- writepid /var/run/openvpn_client0.pid #user nobody #group nobody daemon keepalive 10 60 ping-timer-rem persist-tun persist-key dev tun proto udp cipher BF-CBC up /etc/rc.filter_configure down /etc/rc.filter_configure remote <host> <port> client lport 1194 ifconfig 10.99.89.2 10.99.89.1 ca /var/etc/openvpn_client0.ca cert /var/etc/openvpn_client0.cert key /var/etc/openvpn_client0.key comp-lzo You can see the relevant parts of the routing tables extracted from pfSense here http://pastie.org/5365800 The local firewall permits all ICMP from the LAN, and my PC is allowed everything to anywhere. The remote firewall treats its LAN as trusted and permits all traffic on that interface. Can anyone suggest why this is not working, and what I could try next?

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  • http request via iptables --to-destination ip redirect results in no response

    - by Wouter Vegter
    I have two Ubuntu servers with each having their own ip addresses. Let's call them server1 and server2, having respectively ip 1.1.1.1 and 2.2.2.2 I have a nginx running on server2. The sole purpose I want server1 to have is to redirect all incoming http (so port 80) requests to server2 without clients noticing that their request is being redirected. I tried the following command on server1: iptables -t nat -A PREROUTING -p tcp --dport 80 -j DNAT --to-destination 2.2.2.2 But when I enter 1.1.1.1 in my browser I get no respond: the page keeps trying to load without giving any message or error message (I get a time-out after 2-3 mins). But when I do remove the above iptables rule I immediately do get a "page not found error" when I enter 1.1.1.1 in my browser; so something is working but not as it should: when I enter 1.1.1.1 I want the html page to load that is hosted on 2.2.2.2 Because when i enter 2.2.2.2 in my browser I do see the webpage loaded. Could anyone please help me with this? I am searching quite some time (on severfault & Google) on this now so that's why I ask. Many thanks for reading my question! Update: Thank you all for you information. Unfortunately I still get no response I have the following iptables configuration: root@ip-10-48-238-216:/home/ubuntu# sudo iptables -L Chain INPUT (policy ACCEPT) target prot opt source destination Chain FORWARD (policy ACCEPT) target prot opt source destination Chain OUTPUT (policy ACCEPT) target prot opt source destination root@ip-10-48-238-216:/home/ubuntu# sudo iptables -t nat -L Chain PREROUTING (policy ACCEPT) target prot opt source destination DNAT tcp -- anywhere anywhere tcp dpt:www to:2.2.2.2 Chain OUTPUT (policy ACCEPT) target prot opt source destination Chain POSTROUTING (policy ACCEPT) target prot opt source destination When i run tcpdump and do request via chrome to 1.1.1.1 i get the following root@ip-10-48-238-216:/home/ubuntu# sudo tcpdump -i eth0 port 80 -vv tcpdump: listening on eth0, link-type EN10MB (Ethernet), capture size 65535 bytes 13:56:18.346625 IP (tos 0x0, ttl 52, id 12055, offset 0, flags [DF], proto TCP (6), length 60) 212-123-161-112.ip.telfort.nl.16386 ip-10-48-238-216.eu-west-1.compute.internal.www: Flags [S], cksum 0xb398 (correct), seq 2639758575, win 5840, options [mss 1460,sackOK,TS val 1223672 ecr 0,nop,wscale 6], length 0 13:56:18.346662 IP (tos 0x0, ttl 51, id 12055, offset 0, flags [DF], proto TCP (6), length 60) 212-123-161-112.ip.telfort.nl.16386 ww1dc1.shopreme.com.www: Flags [S], cksum 0x9ee0 (correct), seq 2639758575, win 5840, options [mss 1460,sackOK,TS val 1223672 ecr 0,nop,wscale 6], length 0 13:56:18.598747 IP (tos 0x0, ttl 52, id 10138, offset 0, flags [DF], proto TCP (6), length 60) 212-123-161-112.ip.telfort.nl.16387 ip-10-48-238-216.eu-west-1.compute.internal.www: Flags [S], cksum 0xac40 (correct), seq 2645658541, win 5840, options [mss 1460,sackOK,TS val 1223735 ecr 0,nop,wscale 6], length 0 13:56:18.598777 IP (tos 0x0, ttl 51, id 10138, offset 0, flags [DF], proto TCP (6), length 60) 212-123-161-112.ip.telfort.nl.16387 ww1dc1.shopreme.com.www: Flags [S], cksum 0x9788 (correct), seq 2645658541, win 5840, options [mss 1460,sackOK,TS val 1223735 ecr 0,nop,wscale 6], length 0 ^C 4 packets captured 4 packets received by filter 0 packets dropped by kernel the mentioned address relate to the following 212-123-161-112.ip.telfort.nl.16386 : my personal computer ww1dc1.shopreme.com.www : dns of server2 (2.2.2.2) ip-10-48-238-216.eu-west-1.compute.internal.www : amazon web services ec2 internal address of server1 (1.1.1.1) However, the tcpdump log on server2 (2.2.2.2) stays empty and I get no response back in my browser. I am able to ping from server1 to server2. And net.ipv4.ip_forward is set to 1 and so is /proc/sys/net/ipv4/ip_forward Could there be anything else that is missing?

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  • Cannot connect to MySQL Server on RHEL 5.7

    - by Jeffrey Wong
    I have a standard MySQL Server running on Red hat 5.7. I have edited /etc/my.cnf to specify the bind address as my server's public IP address. [mysqld] datadir=/var/lib/mysql socket=/var/lib/mysql/mysql.sock user=mysql # Default to using old password format for compatibility with mysql 3.x # clients (those using the mysqlclient10 compatibility package). old_passwords=1 # Disabling symbolic-links is recommended to prevent assorted security risks ; # to do so, uncomment this line: # symbolic-links=0 [mysqld_safe] log-error=/var/log/mysqld.log pid-file=/var/run/mysqld/mysqld.pid bind-address=171.67.88.25 port=3306 And I have also restarted my firewall sudo /sbin/iptables -A INPUT -i eth0 -p tcp --destination-port 3306 -j ACCEPT /sbin/service iptables save The network administrator has already opened port 3306 for this box. When connecting from a remote computer (running Ubuntu 10.10, server is running RHEL 5.7), I issue mysql -u jeffrey -p --host=171.67.88.25 --port=3306 --socket=/var/lib/mysql/mysql.sock but receive a ERROR 2003 (HY000): Can't connect to MySQL server on '171.67.88.25' (113). I've noticed that the socket file /var/lib/mysql/mysql.sock is blank. Should this be the case? UPDATE The result of netstat -an | grep 3306 tcp 0 0 0.0.0.0:3306 0.0.0.0:* LISTEN Result of sudo netstat -tulpen Active Internet connections (only servers) Proto Recv-Q Send-Q Local Address Foreign Address State User Inode PID/Program name tcp 0 0 127.0.0.1:2208 0.0.0.0:* LISTEN 0 7602 3168/hpiod tcp 0 0 0.0.0.0:3306 0.0.0.0:* LISTEN 27 7827 3298/mysqld tcp 0 0 0.0.0.0:111 0.0.0.0:* LISTEN 0 5110 2802/portmap tcp 0 0 0.0.0.0:8787 0.0.0.0:* LISTEN 0 8431 3326/rserver tcp 0 0 0.0.0.0:915 0.0.0.0:* LISTEN 0 5312 2853/rpc.statd tcp 0 0 0.0.0.0:22 0.0.0.0:* LISTEN 0 7655 3188/sshd tcp 0 0 127.0.0.1:631 0.0.0.0:* LISTEN 0 7688 3199/cupsd tcp 0 0 127.0.0.1:25 0.0.0.0:* LISTEN 0 8025 3362/sendmail: acce tcp 0 0 127.0.0.1:2207 0.0.0.0:* LISTEN 0 7620 3173/python udp 0 0 0.0.0.0:909 0.0.0.0:* 0 5300 2853/rpc.statd udp 0 0 0.0.0.0:912 0.0.0.0:* 0 5309 2853/rpc.statd udp 0 0 0.0.0.0:68 0.0.0.0:* 0 4800 2598/dhclient udp 0 0 0.0.0.0:36177 0.0.0.0:* 70 8314 3476/avahi-daemon: udp 0 0 0.0.0.0:5353 0.0.0.0:* 70 8313 3476/avahi-daemon: udp 0 0 0.0.0.0:111 0.0.0.0:* 0 5109 2802/portmap udp 0 0 0.0.0.0:631 0.0.0.0:* 0 7691 3199/cupsd Result of sudo /sbin/iptables -L -v -n Chain INPUT (policy ACCEPT 0 packets, 0 bytes) pkts bytes target prot opt in out source destination 6373 2110K RH-Firewall-1-INPUT all -- * * 0.0.0.0/0 0.0.0.0/0 Chain FORWARD (policy ACCEPT 0 packets, 0 bytes) pkts bytes target prot opt in out source destination 0 0 RH-Firewall-1-INPUT all -- * * 0.0.0.0/0 0.0.0.0/0 Chain OUTPUT (policy ACCEPT 1241 packets, 932K bytes) pkts bytes target prot opt in out source destination Chain RH-Firewall-1-INPUT (2 references) pkts bytes target prot opt in out source destination 572 861K ACCEPT all -- lo * 0.0.0.0/0 0.0.0.0/0 1 28 ACCEPT icmp -- * * 0.0.0.0/0 0.0.0.0/0 icmp type 255 0 0 ACCEPT esp -- * * 0.0.0.0/0 0.0.0.0/0 0 0 ACCEPT ah -- * * 0.0.0.0/0 0.0.0.0/0 46 6457 ACCEPT udp -- * * 0.0.0.0/0 224.0.0.251 udp dpt:5353 0 0 ACCEPT udp -- * * 0.0.0.0/0 0.0.0.0/0 udp dpt:631 0 0 ACCEPT tcp -- * * 0.0.0.0/0 0.0.0.0/0 tcp dpt:631 782 157K ACCEPT all -- * * 0.0.0.0/0 0.0.0.0/0 state RELATED,ESTABLISHED 2 120 ACCEPT tcp -- * * 0.0.0.0/0 0.0.0.0/0 state NEW tcp dpt:22 0 0 ACCEPT tcp -- * * 0.0.0.0/0 0.0.0.0/0 state NEW tcp dpt:443 0 0 ACCEPT tcp -- * * 0.0.0.0/0 0.0.0.0/0 state NEW tcp dpt:23 0 0 ACCEPT tcp -- * * 0.0.0.0/0 0.0.0.0/0 state NEW tcp dpt:80 4970 1086K REJECT all -- * * 0.0.0.0/0 0.0.0.0/0 reject-with icmp-host-prohibited Result of nmap -P0 -p3306 171.67.88.25 Host is up (0.027s latency). PORT STATE SERVICE 3306/tcp filtered mysql Nmap done: 1 IP address (1 host up) scanned in 0.09 seconds Solution When everything else fails, go GUI! system-config-securitylevel and add port 3306. All done!

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  • TCP stops sending weirdly.

    - by Utoah
    In case to find out the cause of TCP retransmits on my Linux (RHEL, kernel 2.6.18) servers connecting to the same switch. I had a client-server pair send "Hello" to each other every 200us and captured the packets with tcpdump on the client machine. The command I used to mimic client and server are: while [ 0 ]; do echo "Hello"; usleep 200; done | nc server 18510 while [ 0 ]; do echo "Hello"; usleep 200; done | nc -l 18510 When the server machine was busy serving some other requests, the client suffered from abrupt retransmits occasionally. But the output of tcpdump seemed irrational. 16:04:58.898970 IP server.18510 > client.34533: P 4531:4537(6) ack 3204 win 123 <nop,nop,timestamp 1923778643 3452833828> 16:04:58.901797 IP client.34533 > server.18510: P 3204:3210(6) ack 4537 win 33 <nop,nop,timestamp 3452833831 1923778643> 16:04:58.901855 IP server.18510 > client.34533: P 4537:4549(12) ack 3210 win 123 <nop,nop,timestamp 1923778646 3452833831> 16:04:58.903871 IP client.34533 > server.18510: P 3210:3216(6) ack 4549 win 33 <nop,nop,timestamp 3452833833 1923778646> 16:04:58.903950 IP server.18510 > client.34533: P 4549:4555(6) ack 3216 win 123 <nop,nop,timestamp 1923778648 3452833833> 16:04:58.905796 IP client.34533 > server.18510: P 3216:3222(6) ack 4555 win 33 <nop,nop,timestamp 3452833835 1923778648> 16:04:58.905860 IP server.18510 > client.34533: P 4555:4561(6) ack 3222 win 123 <nop,nop,timestamp 1923778650 3452833835> 16:04:58.908903 IP client.34533 > server.18510: P 3222:3228(6) ack 4561 win 33 <nop,nop,timestamp 3452833838 1923778650> 16:04:58.908966 IP server.18510 > client.34533: P 4561:4567(6) ack 3228 win 123 <nop,nop,timestamp 1923778653 3452833838> 16:04:58.911855 IP client.34533 > server.18510: P 3228:3234(6) ack 4567 win 33 <nop,nop,timestamp 3452833841 1923778653> 16:04:59.112573 IP client.34533 > server.18510: P 3228:3234(6) ack 4567 win 33 <nop,nop,timestamp 3452834042 1923778653> 16:04:59.112648 IP server.18510 > client.34533: P 4567:5161(594) ack 3234 win 123 <nop,nop,timestamp 1923778857 3452834042> 16:04:59.112659 IP client.34533 > server.18510: P 3234:3672(438) ack 5161 win 35 <nop,nop,timestamp 3452834042 1923778857> 16:04:59.114427 IP server.18510 > client.34533: P 5161:5167(6) ack 3672 win 126 <nop,nop,timestamp 1923778858 3452834042> 16:04:59.114439 IP client.34533 > server.18510: P 3672:3678(6) ack 5167 win 35 <nop,nop,timestamp 3452834044 1923778858> 16:04:59.116435 IP server.18510 > client.34533: P 5167:5173(6) ack 3678 win 126 <nop,nop,timestamp 1923778860 3452834044> 16:04:59.116444 IP client.34533 > server.18510: P 3678:3684(6) ack 5173 win 35 <nop,nop,timestamp 3452834046 1923778860> Packet 3228:3234(6) from client was retransmitted due to ack timeout. What I could not understand was that the client machine did not send out any packets after the first 3228:3234(6) packets was sent. The server machine had advertised a window (scaled) large enough. The data transfer up to the retransmit was fine which meant no slow start should be in action. What can cause the client machine to stop sending until the packet timed out? BTW, I am unable to run tcpdump on the server machine.

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  • What's up with LDoms: Part 4 - Virtual Networking Explained

    - by Stefan Hinker
    I'm back from my summer break (and some pressing business that kept me away from this), ready to continue with Oracle VM Server for SPARC ;-) In this article, we'll have a closer look at virtual networking.  Basic connectivity as we've seen it in the first, simple example, is easy enough.  But there are numerous options for the virtual switches and virtual network ports, which we will discuss in more detail now.   In this section, we will concentrate on virtual networking - the capabilities of virtual switches and virtual network ports - only.  Other options involving hardware assignment or redundancy will be covered in separate sections later on. There are two basic components involved in virtual networking for LDoms: Virtual switches and virtual network devices.  The virtual switch should be seen just like a real ethernet switch.  It "runs" in the service domain and moves ethernet packets back and forth.  A virtual network device is plumbed in the guest domain.  It corresponds to a physical network device in the real world.  There, you'd be plugging a cable into the network port, and plug the other end of that cable into a switch.  In the virtual world, you do the same:  You create a virtual network device for your guest and connect it to a virtual switch in a service domain.  The result works just like in the physical world, the network device sends and receives ethernet packets, and the switch does all those things ethernet switches tend to do. If you look at the reference manual of Oracle VM Server for SPARC, there are numerous options for virtual switches and network devices.  Don't be confused, it's rather straight forward, really.  Let's start with the simple case, and work our way to some more sophisticated options later on.  In many cases, you'll want to have several guests that communicate with the outside world on the same ethernet segment.  In the real world, you'd connect each of these systems to the same ethernet switch.  So, let's do the same thing in the virtual world: root@sun # ldm add-vsw net-dev=nxge2 admin-vsw primary root@sun # ldm add-vnet admin-net admin-vsw mars root@sun # ldm add-vnet admin-net admin-vsw venus We've just created a virtual switch called "admin-vsw" and connected it to the physical device nxge2.  In the physical world, we'd have powered up our ethernet switch and installed a cable between it and our big enterprise datacenter switch.  We then created a virtual network interface for each one of the two guest systems "mars" and "venus" and connected both to that virtual switch.  They can now communicate with each other and with any system reachable via nxge2.  If primary were running Solaris 10, communication with the guests would not be possible.  This is different with Solaris 11, please see the Admin Guide for details.  Note that I've given both the vswitch and the vnet devices some sensible names, something I always recommend. Unless told otherwise, the LDoms Manager software will automatically assign MAC addresses to all network elements that need one.  It will also make sure that these MAC addresses are unique and reuse MAC addresses to play nice with all those friendly DHCP servers out there.  However, if we want to do this manually, we can also do that.  (One reason might be firewall rules that work on MAC addresses.)  So let's give mars a manually assigned MAC address: root@sun # ldm set-vnet mac-addr=0:14:4f:f9:c4:13 admin-net mars Within the guest, these virtual network devices have their own device driver.  In Solaris 10, they'd appear as "vnet0".  Solaris 11 would apply it's usual vanity naming scheme.  We can configure these interfaces just like any normal interface, give it an IP-address and configure sophisticated routing rules, just like on bare metal.  In many cases, using Jumbo Frames helps increase throughput performance.  By default, these interfaces will run with the standard ethernet MTU of 1500 bytes.  To change this,  it is usually sufficient to set the desired MTU for the virtual switch.  This will automatically set the same MTU for all vnet devices attached to that switch.  Let's change the MTU size of our admin-vsw from the example above: root@sun # ldm set-vsw mtu=9000 admin-vsw primary Note that that you can set the MTU to any value between 1500 and 16000.  Of course, whatever you set needs to be supported by the physical network, too. Another very common area of network configuration is VLAN tagging. This can be a little confusing - my advise here is to be very clear on what you want, and perhaps draw a little diagram the first few times.  As always, keeping a configuration simple will help avoid errors of all kind.  Nevertheless, VLAN tagging is very usefull to consolidate different networks onto one physical cable.  And as such, this concept needs to be carried over into the virtual world.  Enough of the introduction, here's a little diagram to help in explaining how VLANs work in LDoms: Let's remember that any VLANs not explicitly tagged have the default VLAN ID of 1. In this example, we have a vswitch connected to a physical network that carries untagged traffic (VLAN ID 1) as well as VLANs 11, 22, 33 and 44.  There might also be other VLANs on the wire, but the vswitch will ignore all those packets.  We also have two vnet devices, one for mars and one for venus.  Venus will see traffic from VLANs 33 and 44 only.  For VLAN 44, venus will need to configure a tagged interface "vnet44000".  For VLAN 33, the vswitch will untag all incoming traffic for venus, so that venus will see this as "normal" or untagged ethernet traffic.  This is very useful to simplify guest configuration and also allows venus to perform Jumpstart or AI installations over this network even if the Jumpstart or AI server is connected via VLAN 33.  Mars, on the other hand, has full access to untagged traffic from the outside world, and also to VLANs 11,22 and 33, but not 44.  On the command line, we'd do this like this: root@sun # ldm add-vsw net-dev=nxge2 pvid=1 vid=11,22,33,44 admin-vsw primary root@sun # ldm add-vnet admin-net pvid=1 vid=11,22,33 admin-vsw mars root@sun # ldm add-vnet admin-net pvid=33 vid=44 admin-vsw venus Finally, I'd like to point to a neat little option that will make your live easier in all those cases where configurations tend to change over the live of a guest system.  It's the "id=<somenumber>" option available for both vswitches and vnet devices.  Normally, Solaris in the guest would enumerate network devices sequentially.  However, it has ways of remembering this initial numbering.  This is good in the physical world.  In the virtual world, whenever you unbind (aka power off and disassemble) a guest system, remove and/or add network devices and bind the system again, chances are this numbering will change.  Configuration confusion will follow suit.  To avoid this, nail down the initial numbering by assigning each vnet device it's device-id explicitly: root@sun # ldm add-vnet admin-net id=1 admin-vsw venus Please consult the Admin Guide for details on this, and how to decipher these network ids from Solaris running in the guest. Thanks for reading this far.  Links for further reading are essentially only the Admin Guide and Reference Manual and can be found above.  I hope this is useful and, as always, I welcome any comments.

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  • Querying Networking Statistics: dlstat(1M)

    - by user12612042
    Oracle Solaris 11 took another big leap forward in networking technologies providing a reliable, secure and scalable infrastructure to meet the growing needs of today's datacenter implementations. Oracle Solaris 11 introduced a new and powerful network stack architecture, also known as Project Crossbow. From Solaris 11 onwards, we introduced a command line tool viz. dlstat(1M) to query network statistics. dlstat (for datalink statistics) is a statistics querying counterpart for dladm(1M) - the datalink administration tool. The tool is very easy to get started. Just type dlstat on a shell prompt on Solaris 11 (or later). For example,: # dlstat LINK IPKTS RBYTES OPKTS OBYTES net0 834.11K 145.91M 575.19K 104.24M net1 7.87K 2.04M 0 0 In this example, the system has two datalinks net0 and net1. The output columns denote input packets/bytes as well as output packets/bytes. The numbers are abbreviated in xxx.xxUnit format. However, one could get the actual counts by simply running dlstat -u R (R for raw): # dlstat -u R LINK IPKTS RBYTES OPKTS OBYTES net0 834271 145931244 575246 104242934 net1 7869 2036958 0 0 In addition, dlstat also supports various subcommands dlstat help The following subcommands are supported: Stats : show-aggr show-ether show-link show-phys show-bridge For more info, run: dlstat help {default|} I will only describe couple of interesting subcommands/options here. For a comprehensive description of all the dlstat subcommands refer dlstat's official manual . For NICs that support multiple rings (e.g. ixgbe), dlstat show-phys -r allows us to query per Rx ring statistics. For example: dlstat show-phys -r net4 LINK TYPE INDEX IPKTS RBYTES net4 rx 0 0 0 net4 rx 1 0 0 net4 rx 2 0 0 net4 rx 3 0 0 net4 rx 4 0 0 net4 rx 5 0 0 net4 rx 6 0 0 net4 rx 7 0 0 In this case, net4 is just a vanity name for an ixgbe datalink. This view is especially useful if one wants to look at the network traffic spread across all the available rings. Furthermore, any of the dlstat commands could be run with -i option to periodically query and display stats. For example, running dlstat show-phys -r net4 -i 5 will emit per Rx ring stats every 5 seconds. This is especially useful while analyzing a live system. Similarly, dlstat show-phys -t could be used to query per Tx ring stats. -r and -t could also be combined as dlstat show-phys -rt to query both Rx as well as Tx stats at the same time. Finally, there is also a quick way to dump ALL the stats. Just run dlstat -A. You probably want to redirect this output to a file because you are going to get a whole load of stats :-).

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  • The Work Order Printing Challenge

    - by celine.beck
    One of the biggest concerns we've heard from maintenance practitioners is the ability to print and batch print work order details along with its accompanying attachments. Indeed, maintenance workers traditionally rely on work order packets to complete their job. A standard work order packet can include a variety of information like equipment documentation, operating instructions, checklists, end-of-task feedback forms and the likes. Now, the problem is that most Asset Lifecycle Management applications do not provide a simple and efficient solution for process printing with document attachments. Work order forms can be easily printed but attachments are usually left out of the printing process. This sounds like a minor problem, but when you are processing high volume of work orders on a regular basis, this inconvenience can result in important inefficiencies. In order to print work order and its related attachments, maintenance personnel need to print the work order details and then go back to the work order and open each individual attachment using the proper authoring application to view and print each document. The printed output is collated into a work order packet. The AutoVue Document Print Service products that were just released in April 2010 aim at helping organizations address the work order printing challenge. Customers and partners can leverage the AutoVue Document Print Services to build a complete printing solution that complements their existing print server solution with AutoVue's document- and platform-agnostic document print services. The idea is to leverage AutoVue's printing services to invoke printing either programmatically or manually directly from within the work order management application, and efficiently process the printing of complete work order packets, including all types of attachments, from office files to more advanced engineering documents like 2D CAD drawings. Oracle partners like MIPRO Consulting, specialists in PeopleSoft implementations, have already expressed interest in the AutoVue Document Print Service products for their ability to offer print services to the PeopleSoft ALM suite, so that customers are able to print packages of documents for maintenance personnel. For more information on the subject, please consult MIPRO Consulting's article entitled Unsung Value: Primavera and AutoVue Integration into PeopleSoft posted on their blog. The blog post entitled Introducing AutoVue Document Print Service provides additional information on how the solution works. We would also love to hear what your thoughts are on the topic, so please do not hesitate to post your comments/feedback on our blog. Related Articles: Introducing AutoVue Document Print Service Print Any Document Type with AutoVue Document Print Services

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  • Why does my MySQL remote-connection fail (VLAN)?

    - by Johannes Nielsen
    ubuntu-community! Again I have a problem with my special friend MySQL :D I have got two servers - a database-server and a web-server - who are connected via VLAN. Now I want the web-server to have remote access to the database-server's MySQL. So I created the user user in mysql.user. user's Host is xxx.yyy.zzz.9 which is the internal IP-address of the web-server. xxx.yyy.zzz.0 is the network. I also created user with Host % . As long as I use MySQL on the database-server logging in as user, everything works fine. But trying to log in as user from xxx.yyy.zzz.9 using mysql -h xxx.yyy.zzz.8 -u user -p (where xxx.yyy.zzz.8 is the database-server's internal IP), I get ERROR 2003 (HY000): Can't connect to MySQL server on 'xxx.yyy.zzz.8' (110) So I tried to activate Bind-Address in the my.cnf file. Well, if I use xxx.yyy.zzz.8, nothing changes. But if I try xxx.yyy.zzz.9 and try to restart MySQL, I get mysql stop/waiting start: Job failed to start I checked the log files and found - nothing. The database-server's MySQL doesn't even register, that the web-server tries to connect remotely. My idea is, that maybe I didn't configure the VLAN properley, even though I asked someone who actually knows such stuff and he told me, I did everything right. What I wrote into /etc/networking/interfaces is: #The VLAN auto eth1 iface eth1 inet static address xxx.yyy.zzz..8 netmask 255.255.255.0 network xxx.yyy.zzz.0 broadcast xxx.yyy.zzz.255 mtu 1500 ifconfig returns eth1 Link encap:Ethernet HWaddr xxxxxxxxxxxxxx inet addr:xxx.yyy.zzz.8 Bcast:xxx.yyy.zzz.255 Mask:255.255.255.0 inet6 addr: xxxxxxxxxxxxxxx/64 Scope:Link UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:241146 errors:0 dropped:0 overruns:0 frame:0 TX packets:9765 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:17825995 (17.8 MB) TX bytes:566602 (566.6 KB) Memory:fb900000-fb920000 for the eth1, what is, what I configured. (This is for the database-server, the web-server looks similar). ethtool eth1 returns: Settings for eth1: Supported ports: [ TP ] Supported link modes: 10baseT/Half 10baseT/Full 100baseT/Half 100baseT/Full 1000baseT/Full Supported pause frame use: No Supports auto-negotiation: Yes Advertised link modes: 10baseT/Half 10baseT/Full 100baseT/Half 100baseT/Full 1000baseT/Full Advertised pause frame use: No Advertised auto-negotiation: Yes Speed: 100Mb/s Duplex: Full Port: Twisted Pair PHYAD: 1 Transceiver: internal Auto-negotiation: on MDI-X: Unknown Supports Wake-on: d Wake-on: d Current message level: 0x00000003 (3) drv probe Link detected: yes (This is for the database-server, the web-server looks similar). Actually I think, everything is right, but it still doesn't work. Is there someone with an idea? EDIT: I commented ou Bind-Address in my.cnf after it didn't work.

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  • Movement prediction for non-shooters

    - by ShadowChaser
    I'm working on an isometric 2D game with moderate-scale multiplayer, approximately 20-30 players connected at once to a persistent server. I've had some difficulty getting a good movement prediction implementation in place. Physics/Movement The game doesn't have a true physics implementation, but uses the basic principles to implement movement. Rather than continually polling input, state changes (ie/ mouse down/up/move events) are used to change the state of the character entity the player is controlling. The player's direction (ie/ north-east) is combined with a constant speed and turned into a true 3D vector - the entity's velocity. In the main game loop, "Update" is called before "Draw". The update logic triggers a "physics update task" that tracks all entities with a non-zero velocity uses very basic integration to change the entities position. For example: entity.Position += entity.Velocity.Scale(ElapsedTime.Seconds) (where "Seconds" is a floating point value, but the same approach would work for millisecond integer values). The key point is that no interpolation is used for movement - the rudimentary physics engine has no concept of a "previous state" or "current state", only a position and velocity. State Change and Update Packets When the velocity of the character entity the player is controlling changes, a "move avatar" packet is sent to the server containing the entity's action type (stand, walk, run), direction (north-east), and current position. This is different from how 3D first person games work. In a 3D game the velocity (direction) can change frame to frame as the player moves around. Sending every state change would effectively transmit a packet per frame, which would be too expensive. Instead, 3D games seem to ignore state changes and send "state update" packets on a fixed interval - say, every 80-150ms. Since speed and direction updates occur much less frequently in my game, I can get away with sending every state change. Although all of the physics simulations occur at the same speed and are deterministic, latency is still an issue. For that reason, I send out routine position update packets (similar to a 3D game) but much less frequently - right now every 250ms, but I suspect with good prediction I can easily boost it towards 500ms. The biggest problem is that I've now deviated from the norm - all other documentation, guides, and samples online send routine updates and interpolate between the two states. It seems incompatible with my architecture, and I need to come up with a better movement prediction algorithm that is closer to a (very basic) "networked physics" architecture. The server then receives the packet and determines the players speed from it's movement type based on a script (Is the player able to run? Get the player's running speed). Once it has the speed, it combines it with the direction to get a vector - the entity's velocity. Some cheat detection and basic validation occurs, and the entity on the server side is updated with the current velocity, direction, and position. Basic throttling is also performed to prevent players from flooding the server with movement requests. After updating its own entity, the server broadcasts an "avatar position update" packet to all other players within range. The position update packet is used to update the client side physics simulations (world state) of the remote clients and perform prediction and lag compensation. Prediction and Lag Compensation As mentioned above, clients are authoritative for their own position. Except in cases of cheating or anomalies, the client's avatar will never be repositioned by the server. No extrapolation ("move now and correct later") is required for the client's avatar - what the player sees is correct. However, some sort of extrapolation or interpolation is required for all remote entities that are moving. Some sort of prediction and/or lag-compensation is clearly required within the client's local simulation / physics engine. Problems I've been struggling with various algorithms, and have a number of questions and problems: Should I be extrapolating, interpolating, or both? My "gut feeling" is that I should be using pure extrapolation based on velocity. State change is received by the client, client computes a "predicted" velocity that compensates for lag, and the regular physics system does the rest. However, it feels at odds to all other sample code and articles - they all seem to store a number of states and perform interpolation without a physics engine. When a packet arrives, I've tried interpolating the packet's position with the packet's velocity over a fixed time period (say, 200ms). I then take the difference between the interpolated position and the current "error" position to compute a new vector and place that on the entity instead of the velocity that was sent. However, the assumption is that another packet will arrive in that time interval, and it's incredibly difficult to "guess" when the next packet will arrive - especially since they don't all arrive on fixed intervals (ie/ state changes as well). Is the concept fundamentally flawed, or is it correct but needs some fixes / adjustments? What happens when a remote player stops? I can immediately stop the entity, but it will be positioned in the "wrong" spot until it moves again. If I estimate a vector or try to interpolate, I have an issue because I don't store the previous state - the physics engine has no way to say "you need to stop after you reach position X". It simply understands a velocity, nothing more complex. I'm reluctant to add the "packet movement state" information to the entities or physics engine, since it violates basic design principles and bleeds network code across the rest of the game engine. What should happen when entities collide? There are three scenarios - the controlling player collides locally, two entities collide on the server during a position update, or a remote entity update collides on the local client. In all cases I'm uncertain how to handle the collision - aside from cheating, both states are "correct" but at different time periods. In the case of a remote entity it doesn't make sense to draw it walking through a wall, so I perform collision detection on the local client and cause it to "stop". Based on point #2 above, I might compute a "corrected vector" that continually tries to move the entity "through the wall" which will never succeed - the remote avatar is stuck there until the error gets too high and it "snaps" into position. How do games work around this?

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  • Hostapd - WLAN as AP

    - by BBK
    I'm trying to start hostapd but without success. I'm using Headless Ubuntu 11.10 oneiric 3.0.0-16-server x86_64. WLAN driver is rt2800usb and my wireless nic card TP-Link TL-WN727N supports AP mode as shows below: us0# ifconfig wlan0 wlan0 Link encap:Ethernet HWaddr 00:27:19:be:cd:b6 UP BROADCAST MULTICAST MTU:1500 Metric:1 RX packets:0 errors:0 dropped:0 overruns:0 frame:0 TX packets:0 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:0 (0.0 B) TX bytes:0 (0.0 B) us0# lsusb Bus 003 Device 003: ID 148f:3070 Ralink Technology, Corp. RT2870/RT3070 Wireless Adapter us0# lshw -C network *-network:3 description: Wireless interface physical id: 4 bus info: usb@3:2 logical name: wlan0 serial: 00:27:19:be:cd:b6 capabilities: ethernet physical wireless configuration: broadcast=yes driver=rt2800usb driverversion=3.0.0-16-server firmware=0.29 link=no multicast=yes wireless=IEEE 802.11bgn us0# hostapd /etc/hostapd/hostapd.conf Configuration file: /etc/hostapd/hostapd.conf Could not read interface wlan0 # The int flags: No such device nl80211 driver initialization failed. ELOOP: remaining socket: sock=4 eloop_data=0xd3e4a0 user_data=0xd3ecc0 handler=0x433880 ELOOP: remaining socket: sock=6 eloop_data=0xd411f0 user_data=(nil) handler=0x43cc10 us0# cat /etc/hostapd/hostapd.conf ssid=Home interface=wlan0 # The interface name of the card #driver=rt2800usb driver=nl80211 macaddr_acl=0 ieee80211n=1 channel=1 hw_mode=g auth_algs=1 ignore_broadcast_ssid=0 wpa=2 wpa_passphrase=88888888 wpa_key_mgmt=WPA-PSK wpa_pairwise=TKIP rsn_pairwise=CCMP us0# iw list Wiphy phy0 Band 1: Capabilities: 0x172 HT20/HT40 Static SM Power Save RX Greenfield RX HT20 SGI RX HT40 SGI RX STBC 1-stream Max AMSDU length: 7935 bytes No DSSS/CCK HT40 Maximum RX AMPDU length 65535 bytes (exponent: 0x003) Minimum RX AMPDU time spacing: 2 usec (0x04) HT RX MCS rate indexes supported: 0-7, 32 TX unequal modulation not supported HT TX Max spatial streams: 1 HT TX MCS rate indexes supported may differ Frequencies: * 2412 MHz [1] (20.0 dBm) * 2417 MHz [2] (20.0 dBm) * 2422 MHz [3] (20.0 dBm) * 2427 MHz [4] (20.0 dBm) * 2432 MHz [5] (20.0 dBm) * 2437 MHz [6] (20.0 dBm) * 2442 MHz [7] (20.0 dBm) * 2447 MHz [8] (20.0 dBm) * 2452 MHz [9] (20.0 dBm) * 2457 MHz [10] (20.0 dBm) * 2462 MHz [11] (20.0 dBm) * 2467 MHz [12] (20.0 dBm) (passive scanning, no IBSS) * 2472 MHz [13] (20.0 dBm) (passive scanning, no IBSS) * 2484 MHz [14] (20.0 dBm) (passive scanning, no IBSS) Bitrates (non-HT): * 1.0 Mbps * 2.0 Mbps (short preamble supported) * 5.5 Mbps (short preamble supported) * 11.0 Mbps (short preamble supported) * 6.0 Mbps * 9.0 Mbps * 12.0 Mbps * 18.0 Mbps * 24.0 Mbps * 36.0 Mbps * 48.0 Mbps * 54.0 Mbps max # scan SSIDs: 4 Supported interface modes: * IBSS * managed * AP * AP/VLAN * WDS * monitor * mesh point Supported commands: * new_interface * set_interface * new_key * new_beacon * new_station * new_mpath * set_mesh_params * set_bss * authenticate * associate * deauthenticate * disassociate * join_ibss * Unknown command (68) * Unknown command (55) * Unknown command (57) * Unknown command (59) * Unknown command (67) * set_wiphy_netns * Unknown command (65) * Unknown command (66) * connect * disconnect The question is: Why the hostapd not starting?

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  • XNA: Networking gone totally out of sync

    - by MesserChups
    I'm creating a multiplayer interface for a game in 2D some of my friends made, and I'm stuck with a huge latency or sync problem. I started by adapting my game to the msdn xna network tutorial and right now when I join a SystemLink network session (1 host on PC and 1 client on Xbox) I can move two players, everything is ok, but few minutes later the two machines start being totally out of synchronization. When I move one player it takes 10 or 20 seconds (increasing with TIME) to take effect on the second machine. I've tried to : Create a thread which calls NetworkSession.Update() continuously as suggested on this forum, didn't worked. Call the Send() method one frame on 10, and the receive() method at each frame, didn't worked either. I've cleaned my code, flushed all buffers at each call and switched the host and client but the problem still remain... I hope you have a solution because I'm running out of ideas... Thanks SendPackets() code : protected override void SendPackets() { if ((NetworkSessionState)m_networkSession.SessionState == NetworkSessionState.Playing) //Only while playing { //Write in the packet manager m_packetWriter.Write(m_packetManager.PacketToSend.ToArray(), 0, (int)m_packetManager.PacketToSend.Position); m_packetManager.ResetPacket(); //flush //Sends the packets to all remote gamers foreach (NetworkGamer l_netGamer in m_networkSession.RemoteGamers) { if (m_packetWriter.Length != 0) { FirstLocalNetGamer.SendData(m_packetWriter, SendDataOptions.None, l_netGamer); } } m_packetWriter.Flush();//m m_packetWriter.Seek(0, 0); } } ReceivePackets() code : public override void ReceivePackets() { base.ReceivePackets(); if ((NetworkSessionState)m_networkSession.SessionState == NetworkSessionState.Playing) //Only while playing { if (m_networkSession.LocalGamers.Count > 0) //Verify that there's at least one local gamer { foreach (LocalNetworkGamer l_localGamer in m_networkSession.LocalGamers) { //every LocalNetworkGamer must read to flush their stream // Keep reading while packets are available. NetworkGamer l_oldSender = null; while (l_localGamer.IsDataAvailable) { // Read a single packet, even if we are the host, we must read to clear the queue NetworkGamer l_newSender; l_localGamer.ReceiveData(m_packetReader, out l_newSender); if (l_newSender != l_oldSender) { if ((!l_newSender.IsLocal) && (l_localGamer == FirstLocalNetGamer)) { //Parsing PacketReader to MemoryStream m_packetManager.Receive(new MemoryStream(m_packetReader.ReadBytes(m_packetReader.Length))); } } l_oldSender = l_newSender; m_packetReader.BaseStream.Flush(); m_packetReader.BaseStream.Seek(0, SeekOrigin.Begin); } } m_packetManager.ParsePackets(); } } }

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  • Is it important for reflection-based serialization maintain consistent field ordering?

    - by Matchlighter
    I just finished writing a packet builder that dynamically loads data into a data stream for eventual network transmission. Each builder operates by finding fields in a given class (and its superclasses) that are marked with a @data annotation. When I finishing my implementation, I remembered that getFields() does not return results in any specific order. Should reflection-based methods for serializing arbitrary data (like my packets) attempt to preserve a specific field ordering (such as alphabetical), and if so, how?

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  • Why am I getting a "network is unreachable" error on Ubuntu Server?

    - by jason328
    I'm a completely new to Ubuntu server and am having a hard time connecting the server to the internet. I first ran ping -n 8.8.8.8 connect:Network is unreachable Then I ran ifconfig Link encap:Local Loopback inet addr:127.0.0.1 Mask 255.0.0.0 inet6 addr: ::1/28Scope:host UP LOOPBACK RUNNING MTU:16436 RX packets:192 errors:0 dropped:0 overruns:0 frame:0 TX packets:192 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:15360 (15.2KB) TX bytes:15360 (15.3KB) Here is ouput for sudo lspci -n 00:00.0 0600: 8086:2580 (rev 04) 00:02.0 0300: 8086:2582 (rev 04) 00:1d.0 0c03: 8086:2658 (rev 03) 00:1d.1 0c03: 8086:2659 (rev 03) 00:1d.0 0c03: 8086:265a (rev 03) 00:1d.0 0c03: 8086:265b (rev 03) 00:1d.0 0c03: 8086:265c (rev 03) 00:1e.0 0604: 8086:244e (rev d3) 00:1e.0 0401: 8086:266e (rev 03) 00:1f.0 0601: 8086:2640 (rev 03) 00:1f.0 0101: 8086:2651 (rev 03) 00:1f.0 0c05: 8086:266a (rev 03) 00:0b.0 0200: 8086:1654 (rev 03) lshw-c network returns WARNING: you should run this program as super-user. *-network DISABLED description:Ethernet interface product: NetXtreme BCM5705_2 Gigabit Ethernet vender: Broadcom Corporation physical id:b bus info:pci@0000:0a:0b.0 logical name: eth0 capabilities: bus_master_cap_list ethernet physical tp 10bt 10bt-fd 100bt 100bt-fd 1000bt 1000bt-fd autonegotiation configuration: autonegotiation=on broadcast=yes driver=tg3 driverversion= 3.121 firmware=5705-v3.18 latency=32 mingnt=64 multicast=yes port=twister pair lsmod code returned this Module Size Used By e100 37213 0 dm_crypt 23125 1 ppdev 17113 0 psmouse 87603 0 snd_intel8x0 38570 0 snd_ac97_codec 134826 1 snd_intel8x0 ac97_bus 12730 1 snd_ac97_codec snd_pcm 97188 2 snd_intel8x0, snd_ac97_codec serio_raw 13211 0 snd_timer 29990 1 snd_pcm snd 78855 4 snd_intel8x0, snd_ac97_codec, snd_pcm,snd_timer soundcore 15091 1 snd snd_page_alloc 18529 2 snd_intel8x0, snd_pcm ext2 73795 1 parport_pc 32866 1 mac_hid 13253 0 lp 17799 0 parport 46562 3 ppdev, parport_pc,lp usbhid 47199 0 hid 99559 1 usbhid tg3 152032 0 i915 468651 1 floppy 70365 0 drm_kms_helper 46978 1 i915 drm 242038 2 i915,drm_kms_helper i2c_algo_bit 13423 1 i915 video 19596 1 i915 Again there is more but it's giving info on the driver itself. I know it works, I've used it. I assume then that my network got disabled when I installed Ubuntu Server. How do I enable it? I checked and the internet cable is connected to the D-link router. I have also used this same computer for internet access when I had Ubuntu Desktop installed so internet does work.

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  • Is there a maximum delay an UDP packet can have?

    - by Jens Nolte
    I am currently implementing a real-time network protocol for a multiplayer game using UDP. I am not having any technical difficulties, but as I always have to care about late UDP packets I am wondering just how late they can arrive. I have researched the topic and have not found any mention of it, so I assume there is no technical limitation, but I wonder if common network/internet architecture (or hardware) gives an effective limitation of how late a UDP packet can be delivered.

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  • Latency Matters

    - by Frederic P
    A lot of interest in low latencies has been expressed within the financial services segment, most especially in the stock trading applications where every millisecond directly influences the profitability of the trader. These days, much of the trading is executed by software applications which are trained to respond to each other almost instantaneously. In fact, you could say that we are in an arms race where traders are using any and all options to cut down on the delay in executing transactions, even by moving physically closer to the trading venue. The Solaris OS network stack has traditionally been engineered for high throughput, at the expense of higher latencies. Knowledge of tuning parameters to redress the imbalance is critical for applications that are latency sensitive. We are presenting in this blog how to configure further a default Oracle Solaris 10 installation to reduce network latency. There are many parameters in fact that can be altered, but the most effective ones are intr_blank_time and intr_blank_packets. These parameters affect on-board network throughput and latency on Solaris systems. If interrupt blanking is disabled, packets are processed by the driver as soon as they arrive, resulting in higher network throughput and lower latency, but with higher CPU utilization. With interrupt blanking disabled, processor utilization can be as high as 80–90% in some high-load web server environments. If interrupt blanking is enabled, packets are processed when the interrupt is issued. Enabling interrupt blanking can result in reduced processor utilization and network throughput, but higher network latency. Both parameters should be set at the same time. You can set these parameters by using the ndd command as follows: # ndd -set /dev/eri intr_blank_time 0 # ndd -set /dev/eri intr_blank_packets 0 You can add them to the /etc/system file as follows: set eri:intr_blank_time 0 set eri:intr_blank_packets 0 The value of the interrupt blanking parameter is a trade-off between network throughput and processor utilization. If higher processor utilization is acceptable for achieving higher network throughput, then disable interrupt blanking. If lower processor utilization is preferred and higher network latency is the penalty, then enable interrupt blanking. Our experience at ISV Engineering is that under controlled experiments the above settings result in reduction of network latency by at least 50%; on a two-socket 3GHz Sun Fire X4170 M2 running Solaris 10 Update 9, the above settings improved ping-pong latency from 60µs to 25-30µs with the on-board NIC.

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  • books on web server technology [closed]

    - by tushar
    i need to understand the web server technologies as to how are the packets recieved how does it respond and understand httpd.conf files and also get to undertand what terms like proxy or reverse proxy actually mean. but i could not find any resources so please help me and suggest some ebook or web site and by server i dont mean a specific one (apache or nginx..) in short a book on understanding the basics about a web server i already asked this on stackoverflow and webmasters in a nutshell was the answer i got and they said its better if i ask it here so please help me out

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