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  • Anyone else being hit by traffic on TCP port 11370

    - by Jakub
    I've been watching my logs (Ubuntu 9.10 server) and dunno about any of you but I am getting a ton of traffic from sources like Russia, Romania, etc.. on port 11370 (my iptables are logndrop'ing it. But was just curious). Some googling revealed this info: http://www.keysigning.org/sks/ -which seems to use port 11370 & 11371 Could that be the service they are scanning for (i don't run it)? ICS shows this: https://isc.incidents.org/port.html?port=11370 Just curious what you guys think and if anyone has seen this before? If need be I can post my log on here, but its just a dropped log of TCP port 11370 from various IPs. Thought it was strange as thats the ONLY Port I seem to repeatedly be hit on (from logs). I'm running on a Linode (VPS) if that matters to annyone.

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  • Accessing Windows from Linux/Mac by name using TCP/IP

    - by stevekuo
    What are some solutions to access Windows by its computer name from Linux and Mac using TCP/IP. That is, from terminal I want to be able to ping my Windows PCs using its host name. My setup is: Various machines running Ubuntu, Windows XP and OS X. Networked using a consumer grade wireless router which provides DHCP. The only DNS is the ISP's, which resolves Internet names and not local host names. The Windows machines can ping each other by name. The Ubuntu and OS X machines can only ping Windows by IP address (name doesn't work).

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  • TCP/IP performance tuning under KVM/Qemu

    - by vpetersson
    With more and more companies switching to public cloud services, I'm curious what you guys' thoughts are on TCP/IP tuning in the cloud. Is it worth bothering with? Given that you don't have access to the host-server, you're somewhat limited I presume Let's say for the sake of the argument that you're running three MongoDB-servers in a replica-set on FreeBSD or Linux that all sync over an internal network. I'd also be curious if anyone made any actual performance benchmarks to back up their arguments. I benchmarked the various network drivers available for KVM/Qemu here, but I'm curious what the gurus here suggest to tune further. I started playing around a bit with the tuning-recommendations as suggested over here, but interestingly enough I saw a decrease in performance, rather than an increase, but perhaps I didn't fully understand the tweaks. Update: I did a few more benchmarks and posted the result here. Unfortunately the result wasn't really what I expected.

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  • Remove Windows 7's limitation on number of concurrent tcp connections (http web requests)

    - by Ghita
    I have an application that tries to open as many http requests as possible (in order to stress test a proxy implementation) It seems to me that Win7 (SP1) may have a limitation on number of concurrent opened connection (it may be the so called half-open state if I'm not wrong). Is there something I can do for client ? and also I test using a vista PC that acts as a proxy server. It would be great if I could configure it to sustain at least 50 new connections initiated / second on client side and many more on server. I made the modification according to this technet article by setting TcpNumConnections = 150 but it doesn't make a difference. I still only see about 20 tcp sockets associated with my http client by using tcpview.

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  • 2D/Isometric map algorithm

    - by Icarus Cocksson
    First of all, I don't have much experience on game development but I do have experience on development. I do know how to make a map, but I don't know if my solution is a normal or a hacky solution. I don't want to waste my time coding things, and realise they're utterly crap and lose my motivation. Let's imagine the following map. (2D - top view - A square) X: 0 to 500 Y: 0 to 500 My character currently stands at X:250,Y:400, somewhere near center of 100px above bottom and I can control him with my keyboard buttons. LEFT button does X--, UP button does Y-- etc. This one is kid's play. I'm asking this because I know there are some engines that automate this task. For example, games like Diablo 3 uses an engine. You can pretty much drag drop a rock to map, and it is automatically being placed here - making player unable to pass through/detect the collision. But what the engine exactly does in the background? Generates a map like mine, places a rock at the center, and checks it like: unmovableObjects = array('50,50'); //we placed a rock at 50,50 location if(Map.hasUnmovableObject(CurrentPlayerX, CurrentPlayerY)) { //unable to move } else { //able to move } My question is: Is this how 2D/Isometric maps are being generated or there is a different and more complex logic behind them?

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  • Transition from 2D to 3D Game development [closed]

    - by jakebird451
    I have been working in the 2D world for a long time from manual blitting in windows to SDL to Python (pygame, pyopengl) and a bunch in between. Needless to say I have been programming for a while. So a while ago I started to program in OpenGL via C++ on my Mac. I then got a little intricate with my work after a while (3D models with skeleton structure and terrain development). After a long time of tinkering, I stopped due to the heavy work just to yield a low level understanding of how OpenGL works. Still interested in Graphics and Game Development I went on a search for a stable game engine with some features to grow on. Licence Requirement: Anything other than GPL (LGPL will do) OS Requirement: Mac & Windows Shader: GLSL or CG (GLSL preferred due to experience) Models: Any model structure with rigging (bone) support & animation I am looking at http://www.ogre3d.org/ currently and am starting to meddle around with some examples. However I am a little reluctant to spend a lot of time on it only to yield another dead end. So instead of falling down a spiraling black pit, I am posting my question to you guys to lead me in the right direction based on my requirements. How was your experience with the engine you recommend? Is it well documented? Does it have well documented examples? Any library requirements (Boost, libpng, etc)?

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  • Fast determination of whether objects are onscreen in 2D

    - by Ben Ezard
    So currently, I have this in each object's renderer's update method: float a = transform.position.x * Main.scale; float b = transform.position.y * Main.scale; float c = Camera.main.transform.position.x * Main.scale; float d = Camera.main.transform.position.y * Main.scale; onscreen = a + width - c > 0 && a - c < GameView.width && b + height - d > 0 && b - d < GameView.height; transform.position is a 2D vector containing the game engine's definition of where the object is - this is then multiplied by Main.scale to translate that coordinate into actual screen space Similarly, Camera.main.transform.position is the in-engine representation of where the main camera is, and this is also multiplied by Main.scale The problem is, as my game is tile-based, thousands of these updates get called every frame, just to determine whether or not each object should be drawn - how can I improve this please?

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  • My 2012 Professional Development Goals

    - by kerry
    Once again I am going to declare some professional goals for my upcoming year. Convert my blog to Jekyll hosted on github – I am tired of wordpress, tired of spam, and would like to try something new.  I have already started on this.  Just need to finish it up. Launch my GWT / Google App Engine application – I am currently developing a GWT application to be deployed to Google App Engine. Do another presentation at the user group – At least a few lightning talks.  I have a few ideas. Attend a tech conference – Dev Nexus is the likely target Post more often – I did 10 posts last year, would like to maybe double that next year (including this one) Attend a user group meeting outside of Nashville JUG – A rollover from last year, I will probably be regularly attend the Interactive Developers meeting Study another language – I have been thinking about looking in to Dart or perhaps Go Launch an Android app – Another holdover from last year I am thinking of doing a small app having to do with managing the silent state of the phone

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  • 3D space game development

    - by user1693061
    I want to develop a 3D game (sci-fi type with spaceships) which can be played on multiplayer mode and by multiplayer i mean around 10 players for start as it will be a personal testing project and mostly educational. I have been searching for some days about the available languages and engines but i am kinda confused. Since i have been learning Java for my 1st year in I.T university and i have pretty good understanding i thought i would go with the Java language and develop that game on an applet so it could be played on a browser. After going through an applet game tutorial i understood how graphics work on an applet. So.. 1st question: Could an applet carry the burden of a 3D game especially on multiplayer? My thinking: It's a space game so the graphics should not be such a big problem since it wont be that crowded with entities apart from ships, planets and some effects. If the java applet is not the way for my project i would't mind "developing it on desktop"(i mean not making it a browser game). 2nd question: Should i use Unity engine for my purpose(space game)? If not name other language/engine combo.

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  • Entity communication: Message queue vs Publish/Subscribe vs Signal/Slots

    - by deft_code
    How do game engine entities communicate? Two use cases: How would entity_A send a take-damage message to entity_B? How would entity_A query entity_B's HP? Here's what I've encountered so far: Message queue entity_A creates a take-damage message and posts it to entity_B's message queue. entity_A creates a query-hp message and posts it to entity_B. entity_B in return creates an response-hp message and posts it to entity_A. Publish/Subscribe entity_B subscribes to take-damage messages (possibly with some preemptive filtering so only relevant message are delivered). entity_A produces take-damage message that references entity_B. entity_A subscribes to update-hp messages (possibly filtered). Every frame entity_B broadcasts update-hp messages. Signal/Slots ??? entity_A connects an update-hp slot to entity_B's update-hp signal. Something better? Do I have a correct understanding of how these communication schemes would tie into a game engine's entity system? How do entities in commercial game engines communicate?

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  • Use a SQL Database for a Desktop Game

    - by sharethis
    Developing a Game Engine I am planning a computer game and its engine. There will be a 3 dimensional world with first person view and it will be single player for now. The programming language is C++ and it uses OpenGL. Data Centered Design Decision My design decision is to use a data centered architecture where there is a global event manager and a global data manager. There are many components like physics, input, sound, renderer, ai, ... Each component can trigger and listen to events. Moreover, each component can read, edit, create and remove data. The question is about the data manager. Whether to Use a Relational Database Should I use a SQL Database, e.g. SQLite or MySQL, to store the game data? This contains virtually all game content like items, characters, inventories, ... Except of meshes and textures which are even more performance related, so I will keep them in memory. Is a SQL database fast enough to use it for realtime reading and writing game informations, like the position of a moving character? I also need to care about cross-platform compatibility. Aside from keeping everything in memory, what alternatives do I have? Advantages Would Be The advantages of using a relational database like MySQL would be the data orientated structure which allows fast computation. I would not need objects for representing entities. I could easily query data of objects near the player needed for rendering. And I don't have to take care about data of objects far away. Moreover there would be no need for savegames since the hole game state is saved in the database. Last but not least, expanding the game to an online game would be relative easy because there already is a place where the hole game state is stored.

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  • Rendering 8 bit graphics

    - by Matjaz Muhic
    I have a strong programming background just not from game development. I only made some pong and snake in high school and I did some OpenGL in college. I want to make my own game engine. Nothing fancy just a simple 2D game engine. But because I'm kinda old school and feeling retro. I want graphics to look like old 8 bit games (megaman, contra, super mario, ...). So how were the old games made back then? I want the simplest approach. Were they also using assets (images) like newer engines now do? How do you achieve this kind of rendering using OpenGL? Keep in mind. Simplest solution. I want to know how it was made back then and how I can replicate that. Doesn't even have to be OpenGL. I can draw on window canvas. I do want to make it from scratch basically.

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  • Psychonauts crashes right after entering load save door

    - by user67974
    Psychonauts crashes right after entering the 'Load Save' door. Here is the terminal output: Shader assembly time: 0.88 seconds Found OpenAL device: 'Simple Directmedia Layer' Found OpenAL device: 'ALSA Software' Found OpenAL device: 'OSS Software' Found OpenAL device: 'PulseAudio Software' Opened OpenAL Device: '(null)' ERROR: CAudioDrv::CAudioDrv->alGenSources reports AL_INVALID_VALUE error. PSYCHONAUTS UNIX FILENAME: corrected 'workresource/sounds/commonfx.isb' to 'WorkResource/Sounds/commonfx.isb' PSYCHONAUTS UNIX FILENAME: corrected 'workresource/sounds/commonvoice.isb' to 'WorkResource/Sounds/commonvoice.isb' PSYCHONAUTS UNIX FILENAME: corrected 'workresource/sounds/commonmusic.isb' to 'WorkResource/Sounds/commonmusic.isb' PSYCHONAUTS UNIX FILENAME: corrected 'workresource/sounds/commonmentalfx.isb' to 'WorkResource/Sounds/commonmentalfx.isb' PSYCHONAUTS UNIX FILENAME: corrected 'workresource/sounds/commonmenfxmem.isb' to 'WorkResource/Sounds/commonmenfxmem.isb' PSYCHONAUTS UNIX FILENAME: corrected 'workresource/sounds/commonfxmem.isb' to 'WorkResource/Sounds/commonfxmem.isb' GameApp::StartUp InitSoundFiles() completed in 0.15 seconds GameApp::StartUp Load some common textures completed in 0.00 seconds WARN: ENGINE: Lua garbage collection starting FreeUnusedBlocksInBuckets released 0 Kb GameApp::StartUp InitEntities() completed in 0.02 seconds PSYCHONAUTS UNIX FILENAME: corrected 'WorkResource/SavedGames/savegameprefs.ini' to 'WorkResource/SAVEDGAMES/savegameprefs.ini' PSYCHONAUTS UNIX FILENAME: corrected 'WorkResource/SavedGames/savegameprefs.ini' to 'WorkResource/SAVEDGAMES/savegameprefs.ini' GameApp::StartUp m_pSaveLoadInterface->Startup() completed in 0.00 seconds GameApp::StartUp m_UserInterface.Setup() completed in 0.00 seconds STUBBED: multisample at EDisplayOptionsWidget (/home/icculus/projects/psychonauts/Source/game/luatest/Game/UIPCDisplayOptions.cpp:97) STUBBED: VK_* at CheckVirtualKey (/home/icculus/projects/psychonauts/Source/CommonLibs/DirectX/SDLInput.cpp:1443) Game: Engine Running hook startup Game: Engine -> SetupGlobalObjects Game: Engine -> SetupLevelMenu Game: Engine -> InitMath GameApp::StartUp InitLua2() completed in 0.00 seconds GameApp::StartUp SetupLevelMenu() completed in 0.00 seconds STUBBED: do we even use this? at InitSocket (/home/icculus/projects/psychonauts/Source/game/luatest/Game/Gameplaylogger.cpp:210) GameApp::StartUp Post-Install total completed in 0.20 seconds Start Up completed in 1.57 seconds UnixMain: StartUp successful.. Working directory: /opt/psychonauts STUBBED: dispatch SDL events at PCMainHandleAnyWindowsMessages (/home/icculus/projects/psychonauts/Source/game/luatest/UnixMain.cpp:56) STUBBED: write me at GetJoystickInput (/home/icculus/projects/psychonauts/Source/CommonLibs/DirectX/SDLInput.cpp:428) STUBBED: write me at GetJoystickActionValue (/home/icculus/projects/psychonauts/Source/CommonLibs/DirectX/SDLInput.cpp:613) PSYCHONAUTS UNIX FILENAME: corrected 'workresource/cutScenes/prerendered/dflogo.bik' to 'WorkResource/cutscenes/prerendered/DFLogo.bik' Prerender subtitle file: workresource\cutScenes\prerendered\dflogo.dfs not found PSYCHONAUTS UNIX FILENAME: corrected 'workresource/cutScenes/prerendered/dflogo.bik' to 'WorkResource/cutscenes/prerendered/DFLogo.bik' STUBBED: fixed function pipeline? at setColorOp (/home/icculus/projects/psychonauts/Source/CommonLibs/DFGraphics/Texture.cpp:2097) STUBBED: fixed function pipeline? at setColorArg1 (/home/icculus/projects/psychonauts/Source/CommonLibs/DFGraphics/Texture.cpp:2106) STUBBED: fixed function pipeline? at setColorArg2 (/home/icculus/projects/psychonauts/Source/CommonLibs/DFGraphics/Texture.cpp:2115) STUBBED: fixed function pipeline? at setAlphaOp (/home/icculus/projects/psychonauts/Source/CommonLibs/DFGraphics/Texture.cpp:2124) STUBBED: fixed function pipeline? at setAlphaArg1 (/home/icculus/projects/psychonauts/Source/CommonLibs/DFGraphics/Texture.cpp:2133) STUBBED: fixed function pipeline? at setAlphaArg2 (/home/icculus/projects/psychonauts/Source/CommonLibs/DFGraphics/Texture.cpp:2142) STUBBED: fixed function pipeline? at setProjected (/home/icculus/projects/psychonauts/Source/CommonLibs/DFGraphics/Texture.cpp:2223) LOC WARN: Could not open Localization file 'Localization/English/_StringTable.lub' STUBBED: memory status at UpdateMemoryTracking (/home/icculus/projects/psychonauts/Source/game/luatest/Game/GameApp.cpp:4884) WARN: Couldn't resize array to 128; out-of-bounds elements are still in use: Vertex Pool, 188 Loading new level 'STMU' STUBBED: Need multithreaded GL at DisplayLoadingScreen (/home/icculus/projects/psychonauts/Source/game/luatest/Game/LoadingScreen.cpp:83) ========================= Memory post unload level ========================= ========================= LOC WARN: Could not open Localization file 'Localization/English/ST_StringTable.lub' DaveD: Info: Texture pack file contains 137 textures Doing a texture readback for locking! Game: Engine Saved[GLOBAL]: InstaHintFord_HostileRecord = [table] Game: Engine Saved[GLOBAL]: InstaHintFord_HostileOrder = [table] WARN: Redundant packfile read: anims\thought_bubble\bubblefirestarting.jan WARN: Redundant packfile read: anims\thought_bubble\bubbleintothemind.jan WARN: Redundant packfile read: anims\thought_bubble\bubbleinvisibility.jan WARN: Redundant packfile read: anims\thought_bubble\bubblepopperfill.jan WARN: Redundant packfile read: anims\thought_bubble\bubbletelekinesis.jan Initializing level script (if there is one) PSYCHONAUTS UNIX FILENAME: corrected 'workresource/sounds/stfx.isb' to 'WorkResource/Sounds/stfx.isb' Game: Engine Reloading goals: Game: Engine Saved[GLOBAL]: NextEncouragement = '/GLZF014TO/ 10' Game: Engine Saved[GLOBAL]: bUsedSalts = 0 Game: Engine Saved[GLOBAL]: bSTEntered = 1 Game: Engine Saved[GLOBAL]: memoriesST = 1 Game: Engine Saved[GLOBAL]: PsiBallColor = 'red' Game: Engine Saved[ST]: lastSubLevel = 'STMU' Game: Engine LOADING LEVEL st.STMU Game: Engine Saved[CA]: CALevelState = 1 Game: Engine Cutscene progression: CS Script moving from state nil to state nil, resultant state nil. Time: 0.124746672809124. * Stack Trace 1: (null) (line -1, file '(none)) () 2: SpawnScript (line -1, file 'C) (global) 3: onBeginLevel (line -1, file '(none)) (field) 4: (null) (line -1, file '(none)) () WARN: Cannot call GetDirectoryListing when running from the DVD Game: Engine Raz spawning at DartStart startpoint VM : LevelScript could not find script 'doorrimlight1' * Stack Trace 1: (null) (line -1, file '(none)) () WARN: (none(-1) SetEntityAlpha LevelScript: NULL script object passed Game: Engine Saved[GLOBAL]: bLoadedFromMainMenu = 1 Game: Engine Saved[GLOBAL]: NextEncouragement = '/GLZF014TO/ 10' Game: Engine Saved[GLOBAL]: NeedRankIncrement = 0 STUBBED: Need multithreaded GL at HideLoadingScreen (/home/icculus/projects/psychonauts/Source/game/luatest/Game/LoadingScreen.cpp:110) WARN: ENGINE: Lua garbage collection starting FreeUnusedBlocksInBuckets released 0 Kb Game: Engine Saved[GLOBAL]: SplineFigmentTVSizex = 4.51434326171875 Game: Engine Saved[GLOBAL]: SplineFigmentTVSizey = 46.38104248046875 Game: Engine Saved[GLOBAL]: SplineFigmentTVSizez = 47.08810424804688 WARN: (none(-1) SetNewAction LevelScript: no string passed ====================== Asset load progression ====================== Initial: 2.518 MB Vertex, 8.688 MB Texture Level : 3.719 MB Vertex, 22.535 MB Texture Scripts: 3.747 MB Vertex, 22.848 MB Texture ====================== ====================== Memory post level load ====================== ====================== WARN: ENGINE: Lua garbage collection starting FreeUnusedBlocksInBuckets released 0 Kb DaveD: Level loaded in 0.14 seconds Anim: anims\objects\tk_arrow_idle.jan: loaded (1 frames latency) Anim: anims\dartnew\helmet\darthelmetdn.jan: loaded (1 frames latency) Anim: anims\thought_bubble\shieldloop.jan: loaded (1 frames latency) Anim: anims\dartnew\standready.jan: loaded (1 frames latency) Anim: anims\dartnew\walkmove.jan: loaded (1 frames latency) Anim: anims\janitor\hint_end.jan: loaded (1 frames latency) Anim: anims\thought_bubble\ballstatic.jan: loaded (1 frames latency) Anim: anims\dartnew\actionfall.jan: loaded (1 frames latency) Anim: anims\dartnew\standstill.jan: loaded (1 frames latency) Anim: anims\dartnew\pack\packbounce_lf_rt.jan: loaded (1 frames latency) Anim: anims\dartnew\pack\packbounce_up_dn.jan: loaded (1 frames latency) Anim: anims\dartnew\helmet\darthelmetdefpose.jan: loaded (1 frames latency) 1: 1 (number) 1: 1 (number) STUBBED: This is probably wrong at GetDt (/home/icculus/projects/psychonauts/Source/CommonLibs/DFUtil/Profiler.cpp:181) STUBBED: set specular highlights at setSpecularEnable (/home/icculus/projects/psychonauts/Source/CommonLibs/DFGraphics/Renderer.cpp:2035) Anim: anims\dartnew\trnrtcycle.jan: loaded (1 frames latency) Anim: anims\dartnew\run.jan: loaded (1 frames latency) Anim: anims\dartnew\walk.jan: loaded (1 frames latency) Anim: anims\thought_bubble\bubbledoublejump.jan: loaded (1 frames latency) Anim: anims\dartnew\longjump.jan: loaded (1 frames latency) Anim: anims\menubrain\door1crack.jan: loaded (1 frames latency) Anim: anims\menubrain\door1crackedidle.jan: loaded (1 frames latency) Anim: anims\menubrain\door1closedidle.jan: loaded (1 frames latency) Anim: anims\dartnew\180.jan: loaded (1 frames latency) Anim: anims\menubrain\door3crack.jan: loaded (1 frames latency) Anim: anims\menubrain\door3crackedidle.jan: loaded (1 frames latency) Anim: anims\menubrain\door3closedidle.jan: loaded (1 frames latency) Anim: anims\dartnew\railslide45angle.jan: loaded (1 frames latency) Anim: anims\dartnew\railslideflat.jan: loaded (1 frames latency) Anim: anims\dartnew\trnlfcycle.jan: loaded (1 frames latency) WARN: (none(-1) SetNewAction LevelScript: no string passed Anim: anims\dartnew\mainmenu_jump.jan: loaded (1 frames latency) Anim: anims\menubrain\door1open.jan: loaded (1 frames latency) ERROR: Assert in /home/icculus/projects/psychonauts/Source/game/luatest/../../CommonLibs/Include/../DFGraphics/Color.h, line 96 v.x >= 0.0f && v.x <= 1.0f && v.y >= 0.0f && v.y <= 1.0f && v.z >= 0.0f && v.z <= 1.0f && v.w >= 0.0f && v.w <= 1.0f Encountered Error: Psychonauts has encountered an error /home/icculus/projects/psychonauts/Source/game/luatest/../../CommonLibs/Include/../DFGraphics/Color.h, line 96 v.x >= 0.0f && v.x <= 1.0f && v.y >= 0.0f && v.y <= 1.0f && v.z >= 0.0f && v.z <= 1.0f && v.w >= 0.0f && v.w <= 1.0f Please contact technical support at http://www.doublefine.com. I am currently using Bumblebee for hybrid graphics, if that helps in any way.

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  • Why are people trying to connect to me network on TCP port 445?

    - by Solignis
    I was playing with my new syslog server and had my m0n0wall firewall logs forwarded as a test, I noticed a bunch of recent firewall log entries that say that it blocked other WAN IPs from my ISP (I checked) from connecting to me on TCP port 445. Why would a random computer be trying to connect to me on a port apperently used for Windows SMB shares? Just internet garbage? A port scan? I am just curious. here is what I am seeing Mar 15 23:38:41 gateway/gateway ipmon[121]: 23:38:40.614422 fxp0 @0:19 b 98.82.198.238,60653 -> 98.103.xxx.xxx,445 PR tcp len 20 48 -S IN broadcast Mar 15 23:38:42 gateway/gateway ipmon[121]: 23:38:41.665571 fxp0 @0:19 b 98.82.198.238,60665 -> 98.103.xxx.xxx,445 PR tcp len 20 48 -S IN Mar 15 23:38:43 gateway/gateway ipmon[121]: 23:38:43.165622 fxp0 @0:19 b 98.82.198.238,60670 -> 98.103.xxx.xxx,445 PR tcp len 20 48 -S IN broadcast Mar 15 23:38:44 gateway/gateway ipmon[121]: 23:38:43.614524 fxp0 @0:19 b 98.82.198.238,60653 -> 98.103.xxx.xxx,445 PR tcp len 20 48 -S IN broadcast Mar 15 23:38:44 gateway/gateway ipmon[121]: 23:38:43.808856 fxp0 @0:19 b 98.82.198.238,60665 -> 98.103.xxx.xxx,445 PR tcp len 20 48 -S IN Mar 15 23:38:44 gateway/gateway ipmon[121]: 23:38:43.836313 fxp0 @0:19 b 98.82.198.238,60670 -> 98.103.xxx,xxx,445 PR tcp len 20 48 -S IN broadcast Mar 15 23:38:48 gateway/gateway ipmon[121]: 23:38:48.305633 fxp0 @0:19 b 98.103.22.25 -> 98.103.xxx.xxx PR icmp len 20 92 icmp echo/0 IN broadcast Mar 15 23:38:48 gateway/gateway ipmon[121]: 23:38:48.490778 fxp0 @0:19 b 98.103.22.25 -> 98.103.xxx.xxx PR icmp len 20 92 icmp echo/0 IN Mar 15 23:38:48 gateway/gateway ipmon[121]: 23:38:48.550230 fxp0 @0:19 b 98.103.22.25 -> 98.103.xxx.xxx PR icmp len 20 92 icmp echo/0 IN broadcast Mar 15 23:43:33 gateway/gateway ipmon[121]: 23:43:33.185836 fxp0 @0:19 b 98.86.34.225,64060 -> 98.103.xxx.xxx,445 PR tcp len 20 48 -S IN broadcast Mar 15 23:43:34 gateway/gateway ipmon[121]: 23:43:33.405137 fxp0 @0:19 b 98.86.34.225,64081 -> 98.103.xxx.xxx,445 PR tcp len 20 48 -S IN Mar 15 23:43:34 gateway/gateway ipmon[121]: 23:43:33.454384 fxp0 @0:19 b 98.86.34.225,64089 -> 98.103.xxx.xxx,445 PR tcp len 20 48 -S IN broadcast I blacked out part of my IP address for my own safety.

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  • TCP/IP over SSL and silverlight

    - by rahulchandran
    I want to write a silverlight page which connects to a tcp/ip server. The server is layering ssl as well. The problem is I don't see a SSLStream in Silverlight. Is this doable (I need the tcp/ip because this page will constantly get events from the server and no I don't want to poll, in fact I can't the server is third party) Thanks

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  • What's the difference between using ProtocolType.IP and ProtocolType.Tcp

    - by Sekhat
    I've just answered problem with sockets in c# where in my example code I initializing my socket using ProtocolType.IP as this is what I've always used in my own code, and it has never caused me problems. But I see many examples specifying ProtocolType.Tcp. I guess, what I'm asking is, by using ProtocolType.IP instead of ProtocolType.Tcp is anything being performed differently under the hood that I should be aware of?

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  • tcptrack shows SYN_SENT connections, does that mean the SYN package reached the server?

    - by xpu
    our server suffered a serious connection timeout problem, so we track tcp connection with tcptrack we found out that, if the client started to connect to the server, tcptrack shows the connection, but in SYN_SENT status, and netstat -nat shows nothing. (tcptrack & netstat all runs on the server) does this mean the syn request reached the server? and no syn/ack was sent back? why the tcptrack could report this connection but netstat could not? what could be the problem that a general apache could not establish a connection with the client? i did a bench test using ab in the same intranet, to the specified NIC, it handled 10000 concurrent connection and 400000 requests ok ps: this doesn't happen every time, but did happened a lot pps: is there any good tools to trace where the tcp connection was lost?

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  • Is it possible to load balance requests from a single source?

    - by Shawn
    In our application, Server A establishes a TCP connection with Server B, then it sends a large amount of requests to Server B over the TCP connection. The request message is XML-based. Server B needs to respond within a very short period, and it takes time to process the requests. So we hope a load balancer can be introduced and we can expedite the processing by using multiple Server B's. This is not a web application. I did some research but failed to find a similar application of load balancer. Can anyone tell me if there's a load balancer can help in our application?

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  • Remotely push DNS server to client via OpenVPN

    - by wishi
    Hi! When I try to push a DNS server via the OpenVPN server-config I don't get that server to be the first DNS server on the connected client system. It ends up being specified as an alternative DNS server. push "dhcp-option DNS 89.238.75.146" # DNS-Server 1 (local djbdns) To overcome certain network restrictions, if they're at place, I use 443 TCP. - That means that my DNS queries are sent via TCP (if I manually reconfigure the DNS server), which doesn't scale very well from a performance perspective. Are there any kewl solutions for that? Marius

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  • Why would a server not send a SYN/ACK packet in response to a SYN packet

    - by codemonkey
    Lately, we've become aware of a TCP connection issue that is mostly limited to mac and Linux users who browse our websites. From the user perspective, it presents itself as a really long connection time to our websites (11 seconds). We've managed to track down the technical signature of this problem, but can't figure out why it is happening or how to fix it. Basically, what is happening is that the client's machine is sending the SYN packet to establish the TCP connection and the web server receives it, but does not respond with the SYN/ACK packet. After the client has sent many SYN packets, the server finally responds with a SYN/ACK packet and everything is fine for the remainder of the connection. And, of course, the kicker to the problem: it is intermittent and does not happen all the time (though it does happen between 10-30% of the time) We are using Fedora 12 Linux as the OS and Nginx as the web server.

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  • How does Router know where to forward packet

    - by kornelijepetak
    If several computers with local addresses (192.168.0.#) are connected to a router and each computer opens a web browser and requests a page over HTTP, when these TCP:80 packets are sent out, the router switches the local address with the static IP of the router (i.e. Provider given IP) so the server can reply to the appropriate address. But how does the router know to which computer to forward the HTTP reply, since the TCP header does not contain the local IP address (does it?), and all computers are using port 80? Does this have anything to do with the MAC addresses? How exactly does this work?

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  • How to configure firewall to allow using a specific port

    - by user174416
    I am trying to make tcp ip connection to a server xxx.xxx.xxx.xxx with port xxxx. But I am getting error message "10061 connection refused". I think firewall on the server is stopping my program to access that port. How can I configure the firewall of server to allow my program to use that port. I had asked this question on stackoverflow (http://stackoverflow.com/questions/13448429/socket-error-while-making-tcp-ip-connection-in-delphi) where I was suggested to ask it on super user. Please provide me any solution....

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  • Meaning of tcp_delack_min

    - by Phi
    Hi, the current Linux Kernel (e.g. 2.6.36) uses Delayed Acknowledgments (delack). In /include/net/tcp.h it says: define TCP_DELACK_MIN ((unsigned)(HZ/25)) So, for a Kernel using a HZ value of 1000, an ACK should be delayed by a minimum of 40 ms. However, RFC 2581 says a TCP implementation should acknowledge every second full sized segment without further delay. Does anybody know whether the Linux Kernel follows that 'should' or whether the TCP_DELACK_MIN value means that even after a full sized segment was received, the ACK continues to be delayed until 40 ms have passed?

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