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  • Rewriting Live TCP/IP (Layer 4) Streams

    - by user213060
    I want to rewrite TCP/IP streams. Ettercap's etterfilter command lets you perform simple live replacements of TCP/IP data based on fixed strings or regexes. Example: if (ip.proto == TCP && tcp.dst == 80) { if (search(DATA.data, "gzip")) { replace("gzip", " "); msg("whited out gzip\n"); } } if (ip.proto == TCP && tcp.dst == 80) { if (search(DATA.data, "deflate")) { replace("deflate", " "); msg("whited out deflate\n"); } } http://ettercap.sourceforge.net/forum/viewtopic.php?t=2833 I would like to rewrite streams based on my own filter program instead of just simple string replacements. Anyone have an idea of how to do this? Is there anything other than Ettercap that can do live replacement like this, maybe as a plugin to a VPN software or something? The rewriting should occur at the transport layer (Layer 4) as it does in this example, instead of a lower layer packet-based approach. Thanks!

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  • Improving TCP performance over a gigabit network with lots of connections and high traffic of small packets

    - by MinimeDJ
    I’m trying to improve my TCP throughput over a “gigabit network with lots of connections and high traffic of small packets”. My server OS is Ubuntu 11.10 Server 64bit. There are about 50.000 (and growing) clients connected to my server through TCP Sockets (all on the same port). 95% of of my packets have size of 1-150 bytes (TCP header and payload). The rest 5% vary from 150 up to 4096+ bytes. With the config below my server can handle traffic up to 30 Mbps (full duplex). Can you please advice best practice to tune OS for my needs? My /etc/sysctl.cong looks like this: kernel.pid_max = 1000000 net.ipv4.ip_local_port_range = 2500 65000 fs.file-max = 1000000 # net.core.netdev_max_backlog=3000 net.ipv4.tcp_sack=0 # net.core.rmem_max = 16777216 net.core.wmem_max = 16777216 net.core.somaxconn = 2048 # net.ipv4.tcp_rmem = 4096 87380 16777216 net.ipv4.tcp_wmem = 4096 65536 16777216 # net.ipv4.tcp_synack_retries = 2 net.ipv4.tcp_syncookies = 1 net.ipv4.tcp_mem = 50576 64768 98152 # net.core.wmem_default = 65536 net.core.rmem_default = 65536 net.ipv4.tcp_window_scaling=1 # net.ipv4.tcp_mem= 98304 131072 196608 # net.ipv4.tcp_timestamps = 0 net.ipv4.tcp_rfc1337 = 1 net.ipv4.ip_forward = 0 net.ipv4.tcp_congestion_control=cubic net.ipv4.tcp_tw_recycle = 0 net.ipv4.tcp_tw_reuse = 0 # net.ipv4.tcp_orphan_retries = 1 net.ipv4.tcp_fin_timeout = 25 net.ipv4.tcp_max_orphans = 8192 Here are my limits: $ ulimit -a core file size (blocks, -c) 0 data seg size (kbytes, -d) unlimited scheduling priority (-e) 0 file size (blocks, -f) unlimited pending signals (-i) 193045 max locked memory (kbytes, -l) 64 max memory size (kbytes, -m) unlimited open files (-n) 1000000 pipe size (512 bytes, -p) 8 POSIX message queues (bytes, -q) 819200 real-time priority (-r) 0 stack size (kbytes, -s) 8192 cpu time (seconds, -t) unlimited max user processes (-u) 1000000 [ADDED] My NICs are the following: $ dmesg | grep Broad [ 2.473081] Broadcom NetXtreme II 5771x 10Gigabit Ethernet Driver bnx2x 1.62.12-0 (2011/03/20) [ 2.477808] bnx2x 0000:02:00.0: eth0: Broadcom NetXtreme II BCM57711E XGb (A0) PCI-E x4 5GHz (Gen2) found at mem fb000000, IRQ 28, node addr d8:d3:85:bd:23:08 [ 2.482556] bnx2x 0000:02:00.1: eth1: Broadcom NetXtreme II BCM57711E XGb (A0) PCI-E x4 5GHz (Gen2) found at mem fa000000, IRQ 40, node addr d8:d3:85:bd:23:0c [ADDED 2] ethtool -k eth0 Offload parameters for eth0: rx-checksumming: on tx-checksumming: on scatter-gather: on tcp-segmentation-offload: on udp-fragmentation-offload: off generic-segmentation-offload: on generic-receive-offload: on large-receive-offload: on rx-vlan-offload: on tx-vlan-offload: on ntuple-filters: off receive-hashing: off [ADDED 3] sudo ethtool -S eth0|grep -vw 0 NIC statistics: [1]: rx_bytes: 17521104292 [1]: rx_ucast_packets: 118326392 [1]: tx_bytes: 35351475694 [1]: tx_ucast_packets: 191723897 [2]: rx_bytes: 16569945203 [2]: rx_ucast_packets: 114055437 [2]: tx_bytes: 36748975961 [2]: tx_ucast_packets: 194800859 [3]: rx_bytes: 16222309010 [3]: rx_ucast_packets: 109397802 [3]: tx_bytes: 36034786682 [3]: tx_ucast_packets: 198238209 [4]: rx_bytes: 14884911384 [4]: rx_ucast_packets: 104081414 [4]: rx_discards: 5828 [4]: rx_csum_offload_errors: 1 [4]: tx_bytes: 35663361789 [4]: tx_ucast_packets: 194024824 [5]: rx_bytes: 16465075461 [5]: rx_ucast_packets: 110637200 [5]: tx_bytes: 43720432434 [5]: tx_ucast_packets: 202041894 [6]: rx_bytes: 16788706505 [6]: rx_ucast_packets: 113123182 [6]: tx_bytes: 38443961940 [6]: tx_ucast_packets: 202415075 [7]: rx_bytes: 16287423304 [7]: rx_ucast_packets: 110369475 [7]: rx_csum_offload_errors: 1 [7]: tx_bytes: 35104168638 [7]: tx_ucast_packets: 184905201 [8]: rx_bytes: 12689721791 [8]: rx_ucast_packets: 87616037 [8]: rx_discards: 2638 [8]: tx_bytes: 36133395431 [8]: tx_ucast_packets: 196547264 [9]: rx_bytes: 15007548011 [9]: rx_ucast_packets: 98183525 [9]: rx_csum_offload_errors: 1 [9]: tx_bytes: 34871314517 [9]: tx_ucast_packets: 188532637 [9]: tx_mcast_packets: 12 [10]: rx_bytes: 12112044826 [10]: rx_ucast_packets: 84335465 [10]: rx_discards: 2494 [10]: tx_bytes: 36562151913 [10]: tx_ucast_packets: 195658548 [11]: rx_bytes: 12873153712 [11]: rx_ucast_packets: 89305791 [11]: rx_discards: 2990 [11]: tx_bytes: 36348541675 [11]: tx_ucast_packets: 194155226 [12]: rx_bytes: 12768100958 [12]: rx_ucast_packets: 89350917 [12]: rx_discards: 2667 [12]: tx_bytes: 35730240389 [12]: tx_ucast_packets: 192254480 [13]: rx_bytes: 14533227468 [13]: rx_ucast_packets: 98139795 [13]: tx_bytes: 35954232494 [13]: tx_ucast_packets: 194573612 [13]: tx_bcast_packets: 2 [14]: rx_bytes: 13258647069 [14]: rx_ucast_packets: 92856762 [14]: rx_discards: 3509 [14]: rx_csum_offload_errors: 1 [14]: tx_bytes: 35663586641 [14]: tx_ucast_packets: 189661305 rx_bytes: 226125043936 rx_ucast_packets: 1536428109 rx_bcast_packets: 351 rx_discards: 20126 rx_filtered_packets: 8694 rx_csum_offload_errors: 11 tx_bytes: 548442367057 tx_ucast_packets: 2915571846 tx_mcast_packets: 12 tx_bcast_packets: 2 tx_64_byte_packets: 35417154 tx_65_to_127_byte_packets: 2006984660 tx_128_to_255_byte_packets: 373733514 tx_256_to_511_byte_packets: 378121090 tx_512_to_1023_byte_packets: 77643490 tx_1024_to_1522_byte_packets: 43669214 tx_pause_frames: 228 Some info about SACK: When to turn TCP SACK off?

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  • Optimizing collision engine bottleneck

    - by Vittorio Romeo
    Foreword: I'm aware that optimizing this bottleneck is not a necessity - the engine is already very fast. I, however, for fun and educational purposes, would love to find a way to make the engine even faster. I'm creating a general-purpose C++ 2D collision detection/response engine, with an emphasis on flexibility and speed. Here's a very basic diagram of its architecture: Basically, the main class is World, which owns (manages memory) of a ResolverBase*, a SpatialBase* and a vector<Body*>. SpatialBase is a pure virtual class which deals with broad-phase collision detection. ResolverBase is a pure virtual class which deals with collision resolution. The bodies communicate to the World::SpatialBase* with SpatialInfo objects, owned by the bodies themselves. There currenly is one spatial class: Grid : SpatialBase, which is a basic fixed 2D grid. It has it's own info class, GridInfo : SpatialInfo. Here's how its architecture looks: The Grid class owns a 2D array of Cell*. The Cell class contains two collection of (not owned) Body*: a vector<Body*> which contains all the bodies that are in the cell, and a map<int, vector<Body*>> which contains all the bodies that are in the cell, divided in groups. Bodies, in fact, have a groupId int that is used for collision groups. GridInfo objects also contain non-owning pointers to the cells the body is in. As I previously said, the engine is based on groups. Body::getGroups() returns a vector<int> of all the groups the body is part of. Body::getGroupsToCheck() returns a vector<int> of all the groups the body has to check collision against. Bodies can occupy more than a single cell. GridInfo always stores non-owning pointers to the occupied cells. After the bodies move, collision detection happens. We assume that all bodies are axis-aligned bounding boxes. How broad-phase collision detection works: Part 1: spatial info update For each Body body: Top-leftmost occupied cell and bottom-rightmost occupied cells are calculated. If they differ from the previous cells, body.gridInfo.cells is cleared, and filled with all the cells the body occupies (2D for loop from the top-leftmost cell to the bottom-rightmost cell). body is now guaranteed to know what cells it occupies. For a performance boost, it stores a pointer to every map<int, vector<Body*>> of every cell it occupies where the int is a group of body->getGroupsToCheck(). These pointers get stored in gridInfo->queries, which is simply a vector<map<int, vector<Body*>>*>. body is now guaranteed to have a pointer to every vector<Body*> of bodies of groups it needs to check collision against. These pointers are stored in gridInfo->queries. Part 2: actual collision checks For each Body body: body clears and fills a vector<Body*> bodiesToCheck, which contains all the bodies it needs to check against. Duplicates are avoided (bodies can belong to more than one group) by checking if bodiesToCheck already contains the body we're trying to add. const vector<Body*>& GridInfo::getBodiesToCheck() { bodiesToCheck.clear(); for(const auto& q : queries) for(const auto& b : *q) if(!contains(bodiesToCheck, b)) bodiesToCheck.push_back(b); return bodiesToCheck; } The GridInfo::getBodiesToCheck() method IS THE BOTTLENECK. The bodiesToCheck vector must be filled for every body update because bodies could have moved meanwhile. It also needs to prevent duplicate collision checks. The contains function simply checks if the vector already contains a body with std::find. Collision is checked and resolved for every body in bodiesToCheck. That's it. So, I've been trying to optimize this broad-phase collision detection for quite a while now. Every time I try something else than the current architecture/setup, something doesn't go as planned or I make assumption about the simulation that later are proven to be false. My question is: how can I optimize the broad-phase of my collision engine maintaining the grouped bodies approach? Is there some kind of magic C++ optimization that can be applied here? Can the architecture be redesigned in order to allow for more performance? Actual implementation: SSVSCollsion Body.h, Body.cpp World.h, World.cpp Grid.h, Grid.cpp Cell.h, Cell.cpp GridInfo.h, GridInfo.cpp

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  • Can I remove the systems from a component entity system?

    - by nathan
    After reading a lot about entity/component based engines. I feel like there is no real definition for this kind of engine. Reading this thread: Implementing features in an Entity System and the linked article made me think a lot. I did not feel that comfortable using System concept so I'll write something else, inspired by this pattern. I'd like to know if you think it's a good way to organize game code and what improvements can be made. Regarding a more strict implementation of entity/component based engine, is my solution viable? Do I risk getting stuck at any point due to the lack of flexibility of this implementation (or anything else)? My engine, as for entity/component patterns has entities and components, no systems since the game logic is handled by components. Also, I think the main difference is the fact that my engine will use inherence and OOP concepts in general, I mean, I don't try to minimize them. Entity: an entity is an abstract class. It holds his position, width and height, scale and a list of linked components. The current implementation can be found here (java). Every frame, the entity will be updated (i.e all the components linked to this entity will be updated), and rendered, if a render component is specified. Component: like for entity, a component is an abstract class that must be extended to create new components. The behavior of an entity is created through his components collection. The component implementation can be found here. Components are updated when the owning entity is updated or for only one specific component (render component), rendered. Here is an example of a logic component (i.e not a renderable component, a component that's updated each frame) in charge of listening for keyboard events and a render component in charge of display a plain sprite (i.e not animated).

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  • List of all TCP/IP and WinSock Repair commands

    - by Niepojety
    I am building a C# application and I am looking for all a list of TCP/IP and WinSock Repair commands. ipconfig /flushdns netsh int reset all netsh int ipv4 reset netsh int ipv6 reset netsh int ip reset netsh int ip reset c:\ipreset.log netsh int ip reset resetlog.txt netsh int ip reset c:\resetlog.txt netsh int ip reset c:\network-connection.log netsh int 6to4 reset all netsh int httpstunnel reset all netsh int isatap reset all netsh int tcp reset all netsh int teredo reset all netsh int portproxy reset all netsh branchcache reset netsh winhttp reset netsh winsock reset c:\winsock.log netsh winsock reset netsh winsock reset all netsh winsock reset catalog

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  • How to tune TCP TIME_WAIT timeout on Solaris?

    - by Hongli Lai
    I'm trying to change the TCP TIME_WAIT timeout on Solaris. According to some Google results I need to run this command: ndd -set /dev/tcp tcp_time_wait_interval 60000 However I get: operation failed: Not owner What am I doing wrong? I'm already running ndd as root. Is there another way to tune TIME_WAIT?

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  • Many TCP connexions localajaxchat <=> 1e100

    - by Olivier Pons
    Hi all! I don't get that: as soon as I open a Webpage, whether it's with Firefox or Chrome (I hate so much IE that I didn't test with it), there are tons of TCP connexions between "localajaxchat" and a supposed google ("1e100") domain. I've already read this topic, but my problem seems strange because there are so many TCP connexions for only one page... I don't get it. If someone could explain this problem to me... Thanks a lot!

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  • Citrix Plug-in with TCP/IP access

    - by Mat Banik
    I have created for user file named serverDesktop.ica with following content: [ApplicationServers] XenApp= [XenApp] TransportDriver=TCP/IP Address=IP or DOMAIN NAME of the Server ProxyType=auto WinStationDriver=ICA 3.0 Username= Domain= Password= InitialProgram= WorkDirectory= ClientAudio=On ScreenPercent=100 DesiredHRES=1024 DesiredVRES=768 DesiredColor=8 [WFClient] Version=2 The above just gives the user remote desktop to the server. The question is how do I bring up all the Apps in farm via TCP/IP. The Citrix online plugin does not allow the same access as Program Neighborhood did to farms. Please help.

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  • Cisco ASA - Enable communication between same security level

    - by Conor
    I have recently inherited a network with a Cisco ASA (running version 8.2). I am trying to configure it to allow communication between two interfaces configured with the same security level (DMZ-DMZ) "same-security-traffic permit inter-interface" has been set, but hosts are unable to communicate between the interfaces. I am assuming that some NAT settings are causing my issue. Below is my running config: ASA Version 8.2(3) ! hostname asa enable password XXXXXXXX encrypted passwd XXXXXXXX encrypted names ! interface Ethernet0/0 switchport access vlan 400 ! interface Ethernet0/1 switchport access vlan 400 ! interface Ethernet0/2 switchport access vlan 420 ! interface Ethernet0/3 switchport access vlan 420 ! interface Ethernet0/4 switchport access vlan 450 ! interface Ethernet0/5 switchport access vlan 450 ! interface Ethernet0/6 switchport access vlan 500 ! interface Ethernet0/7 switchport access vlan 500 ! interface Vlan400 nameif outside security-level 0 ip address XX.XX.XX.10 255.255.255.248 ! interface Vlan420 nameif public security-level 20 ip address 192.168.20.1 255.255.255.0 ! interface Vlan450 nameif dmz security-level 50 ip address 192.168.10.1 255.255.255.0 ! interface Vlan500 nameif inside security-level 100 ip address 192.168.0.1 255.255.255.0 ! ftp mode passive clock timezone JST 9 same-security-traffic permit inter-interface same-security-traffic permit intra-interface object-group network DM_INLINE_NETWORK_1 network-object host XX.XX.XX.11 network-object host XX.XX.XX.13 object-group service ssh_2220 tcp port-object eq 2220 object-group service ssh_2251 tcp port-object eq 2251 object-group service ssh_2229 tcp port-object eq 2229 object-group service ssh_2210 tcp port-object eq 2210 object-group service DM_INLINE_TCP_1 tcp group-object ssh_2210 group-object ssh_2220 object-group service zabbix tcp port-object range 10050 10051 object-group service DM_INLINE_TCP_2 tcp port-object eq www group-object zabbix object-group protocol TCPUDP protocol-object udp protocol-object tcp object-group service http_8029 tcp port-object eq 8029 object-group network DM_INLINE_NETWORK_2 network-object host 192.168.20.10 network-object host 192.168.20.30 network-object host 192.168.20.60 object-group service imaps_993 tcp description Secure IMAP port-object eq 993 object-group service public_wifi_group description Service allowed on the Public Wifi Group. Allows Web and Email. service-object tcp-udp eq domain service-object tcp-udp eq www service-object tcp eq https service-object tcp-udp eq 993 service-object tcp eq imap4 service-object tcp eq 587 service-object tcp eq pop3 service-object tcp eq smtp access-list outside_access_in remark http traffic from outside access-list outside_access_in extended permit tcp any object-group DM_INLINE_NETWORK_1 eq www access-list outside_access_in remark ssh from outside to web1 access-list outside_access_in extended permit tcp any host XX.XX.XX.11 object-group ssh_2251 access-list outside_access_in remark ssh from outside to penguin access-list outside_access_in extended permit tcp any host XX.XX.XX.10 object-group ssh_2229 access-list outside_access_in remark http from outside to penguin access-list outside_access_in extended permit tcp any host XX.XX.XX.10 object-group http_8029 access-list outside_access_in remark ssh from outside to internal hosts access-list outside_access_in extended permit tcp any host XX.XX.XX.13 object-group DM_INLINE_TCP_1 access-list outside_access_in remark dns service to internal host access-list outside_access_in extended permit object-group TCPUDP any host XX.XX.XX.13 eq domain access-list dmz_access_in extended permit ip 192.168.10.0 255.255.255.0 any access-list dmz_access_in extended permit tcp any host 192.168.10.29 object-group DM_INLINE_TCP_2 access-list public_access_in remark Web access to DMZ websites access-list public_access_in extended permit object-group TCPUDP any object-group DM_INLINE_NETWORK_2 eq www access-list public_access_in remark General web access. (HTTP, DNS & ICMP and Email) access-list public_access_in extended permit object-group public_wifi_group any any pager lines 24 logging enable logging asdm informational mtu outside 1500 mtu public 1500 mtu dmz 1500 mtu inside 1500 no failover icmp unreachable rate-limit 1 burst-size 1 no asdm history enable arp timeout 60 global (outside) 1 interface global (dmz) 2 interface nat (public) 1 0.0.0.0 0.0.0.0 nat (dmz) 1 0.0.0.0 0.0.0.0 nat (inside) 1 0.0.0.0 0.0.0.0 static (inside,outside) tcp interface 2229 192.168.0.29 2229 netmask 255.255.255.255 static (inside,outside) tcp interface 8029 192.168.0.29 www netmask 255.255.255.255 static (dmz,outside) XX.XX.XX.13 192.168.10.10 netmask 255.255.255.255 dns static (dmz,outside) XX.XX.XX.11 192.168.10.30 netmask 255.255.255.255 dns static (dmz,inside) 192.168.0.29 192.168.10.29 netmask 255.255.255.255 static (dmz,public) 192.168.20.30 192.168.10.30 netmask 255.255.255.255 dns static (dmz,public) 192.168.20.10 192.168.10.10 netmask 255.255.255.255 dns static (inside,dmz) 192.168.10.0 192.168.0.0 netmask 255.255.255.0 dns access-group outside_access_in in interface outside access-group public_access_in in interface public access-group dmz_access_in in interface dmz route outside 0.0.0.0 0.0.0.0 XX.XX.XX.9 1 timeout xlate 3:00:00 timeout conn 1:00:00 half-closed 0:10:00 udp 0:02:00 icmp 0:00:02 timeout sunrpc 0:10:00 h323 0:05:00 h225 1:00:00 mgcp 0:05:00 mgcp-pat 0:05:00 timeout sip 0:30:00 sip_media 0:02:00 sip-invite 0:03:00 sip-disconnect 0:02:00 timeout sip-provisional-media 0:02:00 uauth 0:05:00 absolute timeout tcp-proxy-reassembly 0:01:00 dynamic-access-policy-record DfltAccessPolicy http server enable http 192.168.0.0 255.255.255.0 inside no snmp-server location no snmp-server contact snmp-server enable traps snmp authentication linkup linkdown coldstart crypto ipsec security-association lifetime seconds 28800 crypto ipsec security-association lifetime kilobytes 4608000 telnet timeout 5 ssh 192.168.0.0 255.255.255.0 inside ssh timeout 20 console timeout 0 dhcpd dns 61.122.112.97 61.122.112.1 dhcpd auto_config outside ! dhcpd address 192.168.20.200-192.168.20.254 public dhcpd enable public ! dhcpd address 192.168.0.200-192.168.0.254 inside dhcpd enable inside ! threat-detection basic-threat threat-detection statistics host threat-detection statistics access-list no threat-detection statistics tcp-intercept ntp server 130.54.208.201 source public webvpn ! class-map inspection_default match default-inspection-traffic ! ! policy-map type inspect dns preset_dns_map parameters message-length maximum client auto message-length maximum 512 policy-map global_policy class inspection_default inspect dns preset_dns_map inspect ftp inspect h323 h225 inspect h323 ras inspect ip-options inspect netbios inspect rsh inspect rtsp inspect skinny inspect esmtp inspect sqlnet inspect sunrpc inspect tftp inspect sip inspect xdmcp !

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  • TCP: Address already in use exception - possible causes for client port? NO PORT EXHAUSTION

    - by TomTom
    Hello, stupid problem. I get those from a client connecting to a server. Sadly, the setup is complicated making debugging complex - and we run out of options. The environment: *Client/Server system, both running on the same machine. The client is actually a service doing some database manipulation at specific times. * The cnonection comes from C# going through OleDb to an EasySoft JDBC driver to a custom written JDBC server that then hosts logic in C++. Yeah, compelx - but the third party supplier decided to expose the extension mechanisms for their server through a JDBC interface. Not a lot can be done here ;) The Symptom: At (ir)regular intervals we get a "Address already in use: connect" told from the JDBC driver. They seem to come from one particular service we run. Now, I did read all the stuff about port exhaustion. This is why we have a little tool running now that counts ports and their states every minute. Last time this happened, we had an astonishing 370 ports in use, with the count rising to about 900 AFTER the error. We aleady patched the registry (it is a windows machine) to allow more than the 5000 client ports standard, but even then, we are far far from that limit to start with. Which is why I am asking here. Ayneone an ide what ELSE could cause this? It is a Windows 2003 Server machine, 64 bit. The only other thing I can see that may cause it (but this functionality is supposedly disabled) is Symantec Endpoint Protection that is installed on the server - and being capable of actinc as a firewall, it could possibly intercept network traffic. I dont want to open a can of worms by pointing to Symantec prematurely (if pointing to Symantec can ever be seen as such). So, anyone an idea what else may be the cause? Thanks

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  • Delphi simple TCP server hangs. The form freezes but the server continues managing the clients.

    - by NeoNMD
    I'm using a form with an IdTCPServer on it managing strings from the client with a AThread.connection.readln/writeln system. The string handling works and that isn't the problem. The thing is, the form with the server on it hangs and will not load, but it still managed all the clients connected to it so it IS running but it just doesn't work as a form. I'll make a guess that its sitting on a readline or something... but I have NO idea how i can fix this at this moment in time. Please help. procedure TMonitorFrm.ServerExecute(AThread: TIdPeerThread); procedure post(PostMessage:string); begin try AThread.Connection.WriteLn(PostMessage); except showmessage('Cannot post'); end; end; var ActClient : PClient; sTemp, CommBlock, NewCommBlock, ReceiverName, sContent, sSQL, sCommand : String; iCount2, iCount : Integer; sldb : TSQLiteDatabase; sltb : TSQLiteTable; begin if not AThread.Terminated and AThread.Connection.Connected then begin CommBlock := AThread.Connection.ReadLn(); ActClient := PClient(AThread.Data); ActClient.LastAction := Now; sCommand := copy(CommBlock,0,pos(',',CommBlock)-1); {seperate command} sContent := copy(CommBlock,pos(',',CommBlock)+1,length(CommBlock)-(pos(',',CommBlock)+1)); {seperate data block} iCount:= 0 ; if sCommand = 'Announce' then //SPECIAL begin { Do stuff for this command...} end else if sCommand = 'CheckSect' then {Etcetera...} procedure TMonitorFrm.FormCreate(Sender: TObject); var sCompetitionID : string; sldb : TSQLiteDatabase; sltb : TSQLiteTable; begin Clients := TThreadList.Create; Server.Active := True; AreaPnlList := TComponentList.Create; SectionPnlList := TComponentList.Create; Repeat until InputQuery('Competition Select', 'Please type the ID of the competition', sCompetitionID); iCompetitionID:=StrToInt(sCompetitionID); OpenDatabase(slDb); sltb:=slDb.GetTable('SELECT * FROM SectionTable WHERE CompetitionID='+sCompetitionID); Frame31.CreateSections(sltb,Frame31); sltb.Free; CloseDatabase(slDb); { This section needs to check the SQLite databases for sections and list them in the display window and makes a drag n drop profile... } end;

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  • Tool to monitor HTTP, TCP, etc. Web Service traffic

    - by huseyint
    What's the best tool that you use to monitor Web Service, SOAP, WCF, etc. traffic that's coming and going on the wire? I have seen some tools that made with Java but they seem to be a little crappy. What I want is a tool that sits in the middle as a proxy and does port redirection (which should have configurable listen/redirect ports). Are there any tools work on Windows to do this?

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  • Does sphider can be a search engine for intranet ?

    - by garcon1986
    Hello, Sphinx is a kind of search engine but it should be installed on the server. But i can't install it on the server, so i have to find another solution. Actually, i have tested sphider in a small site. But when I want to integrate it in my intranet, it doesn't work. The error code: 1. Retrieving: http://localhost/XXX at 16:44:20. Updated Link To http://localhost/XXX Size of page: 1.54kb. Starting indexing at 16:44:20. Page contains less than 10 words Links found: 1. New links: 1 2. Retrieving: http://localhost/XXX.php at 16:44:20. Unreachable: http 404 Links found: 0. New links: 0 Anyone has ideas? Thanks

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  • How to implement friction in a physics engine based on "Advanced Character Physics"

    - by paldepind
    I have implemented a physics engine based on the concepts in the classic text Advanced Character Physics by Thomas Jakobsen. Friction is only discussed very briefly in the article and Jakobsen himself notes how "other and better friction models than this could and should be implemented." Generally how could one implement a believable friction model on top of the concepts from the mentioned article? And how could the found friction be translated into rotation on a circle? I do not want this question to be about my specific implementation but about how to combine Jakobsens ideas with a great friction system more generally. But here is a live demo showing the current state of my engine which does not handle friction in any way: http://jsfiddle.net/Z7ECB/embedded/result/ Below is a picture showing and example on how collision detection could work in an engine based in the paper. In the Verlet integration the current and previous position is always stored. Based on these a new position is calculated. In every frame I calculate the distance between the circles and the lines. If this distance is less than a circles radius a collision has occurred and the circle is projected perpendicular out of the offending line according to the size of the overlap (offset on the picture). Velocity is implicit due to Verlet integration so changing position also changes the velocity. What I need to do know is to somehow determine the amount of friction on the circle and move it backwards parallel to the line in order to reduce its speed.

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  • SQLAuthority News – Bookmark – Deprecated Database Engine Features in SQL Server 2008

    - by pinaldave
    When anybody asked me if any specific feature is available in SQL Server 2008 or if any feature will be disabled in future versions of SQL Server, I always point everybody to following list where all the deprecated database engine features are listed. Deprecated Database Engine Features in SQL Server 2008 R2 Deprecated Database Engine Features in SQL Server 2008 This list is quite helpful and everybody should refer it once. This list has many important details. For example, it suggests “80 compatibility level and upgrade from version 80.” will not be supported in next version of SQL Server. If you are using SQL Server 2000 still today (by any chance) you will be not able to upgrade that to next version of SQL Server directly. It is very important to note that if you are using any feature of SQL Server in compatibility mode and if you find them in the list above. You need to start working on the replacement suggested in article. Reference: Pinal Dave (http://blog.SQLAuthority.com) Filed under: Bookmark, SQL, SQL Authority, SQL Documentation, SQL Query, SQL Server, SQL Tips and Tricks, SQLAuthority News, T SQL, Technology

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  • Questions before I revamp my rendering engine to use shaders (GLSL)

    - by stephelton
    I've written a fairly robust rendering engine using OpenGL ES 1.1 (fixed-function.) I've been looking into revamping the engine to use OpenGL ES 2.0, which necessitates that I use shaders. I've been absorbing information all day long and still have some questions. Firstly, lighting. The fixed-function pipeline is guaranteed to have at least 8 lights available. My current engine finds lights that are "close" to the primitives being drawn and enables them; I don't know how many lights are going to be enabled until I draw a given model. Nothing is dynamically allocated in GLSL, so I have to define in a shader some number of lights to be used, right? So if I want to stick with 8, should I write my general purpose shader to have 8 lights and then use uniforms to tell it how many / which lights to use? Which brings me to another question: should I be concerned with the amount of data I'm allocating in a shader? Recent video cards have hundreds of "stream processors." If I've got a fragment shader being used on some number of fragments in a given triangle, I assume they must each have their own stack to work on. Are read-only variables copied here, or read when needed? My initial goal is to rework my code so that it is virtually identical to the current implementation. What I have in mind is to create my own matrix stack so that I can implement something along the lines of push/popMatrix and apply all my translations, rotations, and scales to this matrix, then provide the matrix to the vertex shader so that it can make very quick vertex translations. Is this approach sound? Edit: My original intention was to ask if there was a tutorial that would explain the bare minimum necessary to jump from fixed-function to using shaders. Thanks!

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  • Custom internal search engine [migrated]

    - by nobody
    I am building a social network, and I need a simple internal search engine that will display a list of all website users starting with the ones that have the specific keyword in their username. So here is what i need: a search engine that will take a keyword. the search engine will open a new page with a list of all website users, displaying first the users that have the specific keyword in their username. display your username in the placeholder. So, here is what I have so far: <div class="logobox r"> <form method="post" action="../sity/search.php"> <!--will redirect you to a new page with a list of all website users.--> <input type="text" class="logo" name="searchUser" placeholder="<?php echo $comObj->getSession('username')?>"> <!--will take a keyword as a imput, and will display your username in the placeholder--> <button type="submit" class="sity" value="sity">sity</button> </form> </div> And here is the searchUser function: function searchUser($keyword) { $commObj = new common; $sql = "SELECT `id`,`username`, `profile_pic` FROM ".$this->tables['user']." WHERE `username` LIKE '%".$keyword."%' AND `id` <> ".$commObj->getSession('userid'); $result = $this->selectAll($sql); unset($this->rsa); return $result; } The problem is that when you click on the search box, instead of letting you to enter a keyword, the page will logout you from the website. I still can't figure out why. Here is the link to the website: www.sity.net Any suggestion will be highly appreciated. Thanks

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  • Best way of storing voxels

    - by opiop65
    This should be a pretty easy question to answer, and I'm not looking for how to store the voxels data wise, I'm looking for the theory. Currently, my voxel engine has no global list of tiles. Each chunk has it's own list, and its hard to do things like collision detection or anything that may use tiles that are outside of its own chunk. I recently worked on procedural terrain with a non voxel engine. Now, I want to start using heightmaps in my voxel engine. But, I have a problem. If each chunk has its own list, then it will be pretty difficult to implement the heightmaps. My real question is, is should I store a global list of voxels independent of the chunks? And then I can just easily perform collision detection and terrain generation. However, it would probably be harder to do things such as frustum culling. So how should I store them?

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  • Google Analytics on Static Site Hosted by GAE

    - by Cody Hess
    I finagled hosting a static site on Google App Engine at http://corbyhaas.com The HTML when visiting the URL shows some meta information and a frame to the site's actual address: http://cody-static-sites.appspot.com/corbyhaas which has the content. This is done automagically by Google App Engine. I've set up Google Analytics by including their script in my index.html, but the report shows 100% of visits coming from referring site "corbyhaas.com", which is useless information. Has anyone set up Google Analytics for a static GAE site? Is there a setting in my Analytics dashboard I can tweak, or is this a hazard of using Google App Engine for static content? Also, while it's not relevant here (but could be for future sites), does GAE's method of showing only meta information with frames for static data affect SEO?

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  • D, Vala or Go for game development [on hold]

    - by Sheosi
    I'm looking forward to choose some compiled language for my 3D engine. The engine it's written in C++, however I would like to help coders by using a language which is good for games. I came with these three: Vala, D and Go. The engine is being made to write as less code as posible, also the "main" language it's going to be Lua so any of these will be the "advanced" one (mainly things which could affect performance or . Because of all this and the fact that I heard that Go is good for small projects I thought it would be a pretty good option, however it does not seems to be made (at least originally) for games and also some say I can have trouble with garbage collection in games. So what do you think? Do you have any experience with any of these three in games? How was it?

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  • How to integrate game logic in game engines

    - by MahanGM
    Recently I'm working on a 2d game engine example in .Net with C#. My main problem is that I can't figure out how I should include the game logic within the game. Currently I have a base engine which is a set of classes that they are running sub-systems like Render, Sound, Input and Core functionality. There is an editor which helps the user to add resources, build levels, write scripts and other stuffs. I came up with an idea to use Reflection and CSharpCodeProvider from my editor to compile the written code. This way I can get an executable of my product too. This way is quite well but I would like to know what's really the solution and architecture to do this. My engine's role is 2d platform. The scripting language is C# right now because I can't consist any other embeddable language for now. The game needs compilation and CSharpCodeProvider is the only way for me to do it meantime.

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  • How can I make my main character move in a parabolic arc when jumping?

    - by user1276078
    I'm entering Android game development, and I already have a computer version of a game I want to publish. The thing is, I want to make this as good as it can be. With that said, I need a physics engine, really to only do one thing: make a parabolic movement of my main character as he's jumping in the air. Currently, my computer version simply makes the guy move up at a 45 degree angle, and as soon as it hits the ceiling, down at a 45 degree angle. I need a physics engine/library that would accomplish that, it has to be in java since that's my best language, it has to be 2D, and it has to be able to work on Android. Which physics engine/library could accomplish all of that?

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  • writing 3d game [closed]

    - by user1432980
    I want to write a game as my final year diploma project.(I'm a 4th-year-student now so I've got a year and several months). But I don't know what to choose: either write my own game engine using DirectX9(10)(I don't like OpenGL) or use OGRE + PhysX(Don't like Unity) I'm more interested in writing my own game engine(but I wonder if I'll create engine on the same level as even Unreal 1.0 hah) but on the other side with PhysX I'll have advanced physics in my game and with OGRE I'll have good grahics. For 3d models I want to use Maya. What do you advise me to choose? As for me I've got a little DirectX experience,not bad C++ programming skills(but not expert's) and a little knowledge of Maya. My English isn't perfect either hah...

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