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  • Is there a way to prevent a message from accidentally being sent?

    - by dan
    I am terrified of accidentally sending a reply before I'm finished editing it. Usually what I do is either: copy the email into word, edit in word, then hit reply-to-all in outlook, paste in my text, and send. hit reply-to-all, delete the recipient names, edit, add the recipient names, and send. Is there a way to 'lock' the email so I can't send it while I'm making edits in Outlook? I hate having to switch between programs just so I can edit.

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  • How can I diagnose what's causing Outlook 2007 when sending an attachment to fail with error 800CCC0F even though the message was sent?

    - by James
    As the title suggests, I've got an issue where outlook 2007 is reporting it failed to send email with error 800ccc0f (unexpectedly terminated connection) but only with attachments. The email is actually sent, but outlook keeps retrying (stays in the outbox), generating more emails to the original recipient (which do get delivered) I've got QMail on the server side supporting a half dozen domains. It doesn't appear to matter which account I send from. I can successfully send attachments via alternate mail clients (webmail, thunderbird) while outlook is failing, or send messages without attachments; so it's seemingly not the accounts themselves or serverside, which leaves outlook as the culprit. There doesn't appear to be any pattern to the failures, and it's not consistent (I successfully sent an attachment as recently as 3 weeks ago) so I'm at a loss as to where to look. Qmail logs don't look any different between successes and failures. Has anybody seen this before/have a solution? UPDATE : It appears it's only PDF files that this occurs with, so I'm even more stumped. I can send html/docx/txt and zip, UNLESS the zip file contains a pdf ... whiskey tango foxtrot

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  • How i can deliver email to my non exchange users

    - by yograj
    Hi to Concern I want to deliver email to my Non exchange user here our domain is same and i have some exchange user that is host by in our end and some external user with same domain.if i ll send any email from my exchange user then they are able to send email to any other domain but if iwant to send email in my exchange user [email protected] to [email protected] (non exchange user) then i m not able to get this email here can you pls help me what i need to do here. thanks

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  • How do I set up a mailing list for over 2000 people?

    - by John Hoffman
    I manage IT for a large organization with over 2000 people. The administration would like to send an email (often with up to 5 word document attachments) about once per week. They also want to categorize people. For instance, about 40 people are "teachers," about 1800 people are "students," and about 10 people are "board members." They may send an email to any combination of these categories. Here's what I have tried: I bought a server, installed Ubuntu server edition on it, and wrote a python script to send out their emails. However, pretty soon, mail services such as Gmail and Yahoo began to treat the mail I send out as SPAM. I'm guessing this is because I am sending an email with 2000+ people in the "bcc" field. Maintaining this server also takes a lot of time. How do I set up a mailing list for over 2000 people? Must I defer to paid services?

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  • Delay in displaying contents in JDialog

    - by Yohan
    Please have a look at the following code import java.awt.*; import java.awt.event.*; import javax.swing.*; import java.util.List; import java.util.ArrayList; public class SendEmailForm extends JDialog { private JLabel to, cc, bcc, subject, account; private JTextField toTxt, ccTxt, bccTxt, subjectTxt; private JTextArea messageTxt; private JButton send; private JComboBox accountBox; private JScrollPane scroll; private GridBagLayout gbl; private GridBagConstraints gbc; public SendEmailForm() { //Declaring instance variables to = new JLabel("To: "); cc = new JLabel("CC: "); bcc = new JLabel("BCC: "); subject = new JLabel("Subject: "); account = new JLabel("Select an Account: "); toTxt = new JTextField(20); ccTxt = new JTextField(20); bccTxt = new JTextField(20); subjectTxt = new JTextField(20); messageTxt = new JTextArea(20, 50); messageTxt.setLineWrap(true); scroll = new JScrollPane(messageTxt); scroll.setVerticalScrollBarPolicy(JScrollPane.VERTICAL_SCROLLBAR_AS_NEEDED); scroll.setHorizontalScrollBarPolicy(JScrollPane.HORIZONTAL_SCROLLBAR_NEVER); accountBox = new JComboBox(); accountBox.addItem("Yahoo"); accountBox.addItem("GMail"); accountBox.addItem("MSN"); //accountBox.addItem("Yahoo"); //accountBox.addItem("Yahoo"); JPanel buttonPanel = new JPanel(); buttonPanel.setLayout(new FlowLayout()); send = new JButton("Send"); send.addActionListener(new SendButtonAction()); buttonPanel.add(send); //Creating thr GUI //GUI CREATION IS REMOVED IN THIS POST this.setTitle("Send Emails"); this.setVisible(true); this.pack(); this.setLocationRelativeTo(null); this.validate(); } private class SendButtonAction implements ActionListener { public void actionPerformed(ActionEvent ae) { ProgressMonitor pm = new ProgressMonitor(); //Retreiving the user name and password List userData = new ArrayList(); EmailDBConnector emailCon = new EmailDBHandler(); userData = emailCon.getUserNameAndPassword( accountBox.getSelectedItem().toString().trim()); String userName = userData.get(0).toString(); String password = userData.get(1).toString(); System.out.println(userName); System.out.println(password); pm.setVisible(true); SendEmail sendEmail = new SendEmail(toTxt.getText(), userName.trim(), bccTxt.getText(), ccTxt.getText(), accountBox.getSelectedItem().toString().trim(), messageTxt.getText().trim(), password.trim(), subjectTxt.getText()); String result = sendEmail.send(); //pm.dispose(); JOptionPane.showMessageDialog(null, result); } } private class ProgressMonitor extends JDialog { public ProgressMonitor() { this.setLayout(new BorderLayout()); JLabel text = new JLabel("Sending..Please wait..."); this.add(text, "Center"); this.pack(); this.validate(); this.setLocationRelativeTo(null); } } } First, this is an email program. In here, when the JDialog is called, it just opens as a 100% blank window. I have added a JLabel, but it is not there when it is displaying. Anyway, it takes sometime to send the email, after the email is sent, I can see the JLabel in the JDialog. If I take my issue into one sentence, I am calling the JDialog before the email is sent, but it appears blank, after the email is sent, it's content are there! Why is this? Please help!

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  • Websockets through Stunnel is giving random bytes.

    - by user16682
    I have several servers set up for a web application that I am developing. One is a load balancing server, and I'm running a php WebSockets server on this balancer. The website that I am developing on uses ssl, so I have my WebSockets running through a wss uri connecting directly to the balancer, where I have set up stunnel4 to decrypt all traffic at a certain port and re-rout it to my php WebSockets server. This works fine when it comes down to connecting to my server. That's not the problem. The problem occurs when I try to send data to the server. Occasionally when I try this, stunnel does not appear to be decrypting the data properly. I get garbage characters in my termanal running the server: what appear to be completely random bytes. This can sometimes go on for several consecutive messages that I send before abruptly working again. It is very erratic and unpredictable. Sometimes I refresh the page, and all the messages work perfectly. Sometimes the WebSocket connects and I have to wait 5-10 seconds before any messages I send are interpreted properly by the server. Other times I can't send any messages at all, because they all end up as garbage. I believe this is a stunnel problem, but I am not certain. Does anybody have any experience with this? I would like a more predictable server if I can get it. Some more information: This occurs extensively in Chrome, not quite as much in FireFox, and never in Safari. The php server I am using is phpws http://code.google.com/p/phpws/ -- On the WebSocket connection, this server would sometimes detect that the header was only 1 byte in size, the first byte of the WebSockets header. I had to modify the server to flush the buffer ever time this occurred so that it would reliably connect.

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  • Sendmail encrypted

    - by user1948828
    I manage a website running on Apache. It has public and private areas. When people apply for an account to access the protected portions of the site, they do a TLS/SSL protected POST containing their information which is saved to a (hopefully) nonpublic directory on the server. Then I have a python script which takes URL Encoded POSTS with this user information, sends back a plaintext confirmation to the applicant, encrypts their information with a freeware java command-line utility to protect it (specifically this one: http://spi.dod.mil/ewizard.htm), base64 encodes them, puts them in a file as a mime attachment and uses sendmail to forward the file information to my (and several coworkers' scattered around the country) email account(s) on an Exchange server with Outlook clients. This has worked well for years, but is awkward because it involves manually decrypting the information on a windows box once it is received, using the above mentioned encryption utility. This significantly limits how many can be processed. I would like to be able to encrypt my information in a format that Outlook/Exchange can inherently understand and display so that these emails can be viewed simply by clicking on them. I do have company provided PKI public certs for all the people I need to send to, and am able to send/receive encrypted emails on Outlook manually, but would like to know how I can send to Outlook from apache/linux/python from the command line using the same PKI certs. Dont need to receive them, just send. Is there a utility that can do this? I had thought pgp might but I havent been able to figure it out.

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  • Best way to implement mouse-based movement in MMOG

    - by fiftyeight
    I want to design an MMO where players click the destination they want to walk to with their mouse and the character moves there, similar to Runescape in this manner. I think it should be easier than keyboard movement since the client can simply send the server the destination each time the player clicks on a destination. The main thing I'm trying to decide is what to do when there are obstacles in the way. It's no problem to implement a simple path-finding solution on the client, the question is if the server will do path-finding as well, since it'll probably take too much Computation power from the server. What I though is that when there is an obstacle the client will send only the first coordinate it plans to go to and then when he gets there he'll send the next coordinate automatically. For example if there is a rock in the way the character will decide on a route that is made of two destinations so it goes around the rock and when it arrives at the first destination it sends the next coordinate. That way if the player changes destination is the middle he won't send unnecessary information. Is this a good way to implement it and is there a standard way MMOGs usually do it? EDIT: I should also mention that the server will make sure all movements are legal and there aren't any walls in the way etc. In the way I wrote it should be quite easy since all movements will be sent in straight lines so the server will just check there aren't any obstacles along that line.

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  • Optimal communication pattern to update subscribers

    - by hpc
    What is the optimal way to update the subscriber's local model on changes C on a central model M? ( M + C - M_c) The update can be done by the following methods: Publish the updated model M_c to all subscribers. Drawback: if the model is big in contrast to the change it results in much more data to be communicated. Publish change C to all subscribes. The subscribers will then update their local model in the same way as the server does. Drawback: The client needs to know the business logic to update the model in the same way as the server. It must be assured that the subscribed model stays equal to the central model. Calculate the delta (or patch) of the change (M_c - M = D_c) and transfer the delta. Drawback: This requires that calculating and applying the delta (M + D_c = M_c) is an cheap/easy operation. If a client newly subscribes it must be initialized. This involves sending the current model M. So method 1 is always required. Think of playing chess as a concrete example: Subscribers send moves and want to see the latest chess board state. The server checks validity of the move and applies it to the chess board. The server can then send the updated chessboard (method 1) or just send the move (method 2) or send the delta (method 3): remove piece on field D4, put tower on field D8.

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  • Gmail Now Supports Google Drive Integration; Share Files Up to 10GB

    - by Jason Fitzpatrick
    Gmail users can now easily send large files thanks to Google Drive’s increased integration with Gmail–blow through the 25MB in-email attachment limit and share files up to 10GB. From the official Gmail announcement: Have you ever tried to attach a file to an email only to find out it’s too large to send? Now with Drive, you can insert filesup to 10GB – 400 times larger than what you can send as a traditional attachment. Also, because you’re sending a file stored in the cloud, all your recipients will have access to the same, most-up-to-date version.  Like a smart assistant, Gmail will also double-check that your recipients all have access to any files you’re sending. This works like Gmail’s forgotten attachment detector: whenever you send a file from Drive that isn’t shared with everyone, you’ll be prompted with the option to change the file’s sharing settings without leaving your email. It’ll even work with Drive links pasted directly into emails.  The new Gmail/Drive integration is rolling out in waves to users over the next few days and is accessible via the new Gmail compose window. How To Use USB Drives With the Nexus 7 and Other Android Devices Why Does 64-Bit Windows Need a Separate “Program Files (x86)” Folder? Why Your Android Phone Isn’t Getting Operating System Updates and What You Can Do About It

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  • Multiplayer approach for tablets on wi-fi (FPS/TPS)? Server authority, etc

    - by Fraggle
    Looking for some guidance or what has worked well for others in implementing a multiplayer FPS/TPS type game on tablets (probably just 2-6 players at a time). The main issue being that tablets/phones are typically "less" connected than say a console or pc might be. And therefore, my thought is that to have complete Server authority of everything is not going to work. But maybe I'm off base on that. So I guess I'm struggling with what (if anything) should happen on a central server and what should happen locally. Or is centralized approach even needed? Some approaches I might do: Player movement : my thought is to control this locally (player-owner) and update server with positon (which then sends out to other clients). Use client side prediction for opponent players so that connection loss will not show a plane for example stop in mid air. Server will send update and try to smoothly correct an opponent player position to server updated one.But don't update owners position on owners device from server. Powerups (health kit/ammo/coins/etc) : need to see them disappear immediately, so do it locally. Add the health locally, but perhaps allow for server correction. If server doesn't see player near that powerup, reject the powerup and adjust server health for player. Fire weapons: Have to see it happen right away, so fire locally, create local bullet and send on its way. Send rpc to server so that this player on other clients also fires. Hit detection: Get's trickier. Make bullet/projectile disappear locally, and perhaps perform local hit animations (shaking, whatever). non-authoritative approach= take the damage locally and send rpc to server or others to update health and inform of hit. Authoritative approach-Don't take the damage, or adjust health. Server will do that if it detects a hit. Anyway that's my current thought stream. Let me know what you think of the above or what has worked for you.

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  • Windows recv method usage

    - by vandamon taigi
    I'm making a multiplayer game and I have an issue with the recv function ( or the send one , not sure ). Server side code : char* UserName = new char[256]; ZeroMemory(UserName,256); recv(sConnect,UserName,256,0); // works char* Password = new char[256]; ZeroMemory(Password,256); recv(sConnect,Password,256,0); // works users[ ++usercount ] = new Client(UserName,Password,sConnect); if( users[usercount] ->GetLogInSuccesful() ) send(sConnect,"0x0001",6,0); // debugging shows it gets here and sends the data. Client side code : send(server->getsConnect(),User,256,0); // works send(server->getsConnect(),Pass,256,0); // works char* Response = new char[6]; ZeroMemory(Response,6); recv(server->getsConnect(),Response,6,0); // gets stuck here. Any ideea why does it get stuck on that recv ? I also tried by making response [256] or such.

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  • Is sending data to a server via a script tag an outdated paradigm?

    - by KingOfHypocrites
    I inherited some old javascript code for a website tracker that submits data to the server using a script url: var src = "http://domain.zzz/log/method?value1=x&value2=x" var e = document.createElement('script'); e.src = src; I guess the idea was that cross domain requests didn't haven't to be enabled perhaps. Also it was written back in 2005. I'm not sure how well XmlHttpRequests were supported at the time. Anyone could stick this on their website and send data to our server for logging and it ideally would work in most any browser with javascript. The main limitation is all the server can do is send back javascript code and each request has to wait for a response from the server (in the form of a generic acknowledgement javascript method call) to know it was received, then it sends the next. I can't find anyone doing this online or any metrics as to whether this faster or more secure than XmlHttpRequests. I don't know if this is just an old way of doing things or it's still the best way to send data to the server when you are mostly trying to send data one way and you need the best performance possible. So in summary is sending data via a script tag an outdated paradigm? Should I abandon in favor of using XmlHttpRequsts?

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  • How to show validation messages in MVC?

    - by Ian Boyd
    When a user tries to click:        Save and they have entered in some invalid data, i want to notify them. This can be with methods such as: directing their attention to the thing that needs their attention with a balloon hint automatically dropping down a combo-box triggering an animation showing a modal dialog box etc What is the mechanism where a controller tells the view to show a validation message for some controls, given that different views have different notification methods? p.s. the controller doesn't know the order that controls are physically arranged in the view (e.g. LTR locale wants to notify the user in a top-down-left-to-right visual order, while RTL locale wants to notify the user in a bottom-up-right-to-left order)

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  • How to establish a two-way communication between Activity and Service in different process?

    - by steff
    Hi everyone, I'm working on establishing a two-way communication between an Activity and a Service which runs in a different process. Querying the process from the Activity is no big deal. But I want the process to notify the Activity on events. The idea behind it is this: the service runs independently from the actual app. It queries a webserver periodically. If a new task is found on the webserver the process should notify the activity. I found this thread over at AndDev.org but it doesn't seem to work for me. I've been messing around with BroadcastReceiver. I've implemented an interface which should notify the Activity but the problem is that the listener is always null since the Broadcast from the process is done via Intent, hence the class that extends BroadcastReceiver will be newly instantiated. How can I establish a 2-way communication? This has to be possible. Thanks for any help, steff

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  • Ruby Actions: How to avoid a bunch of returns to halt execution?

    - by Alexandre
    How can I DRY the code below? Do I have to setup a bunch of ELSEs ? I usually find the "if this is met, stop", "if this is met, stop", rather than a bunch of nested ifs. I discovered that redirect_to and render don't stop the action execution... def payment_confirmed confirm_payment do |confirmation| @purchase = Purchase.find(confirmation.order_id) unless @purchase.products_match_order_products?(confirmation.products) # TODO notify the buyer of problems return end if confirmation.status == :completed @purchase.paid! # TODO notify the user of completed purchase redirect_to purchase_path(@purchase) else # TODO notify the user somehow that thigns are pending end return end unless session[:last_purchase_id] flash[:notice] = 'Unable to identify purchase from session data.' redirect_to user_path(current_user) return end @purchase = Purchase.find(session[:last_purchase_id]) if @purchase.paid? redirect_to purchase_path(@purchase) return end # going to show message about pending payment end

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  • What is stopping data flow with .NET 3.5 asynchronous System.Net.Sockets.Socket?

    - by TonyG
    I have a .NET 3.5 client/server socket interface using the asynchronous methods. The client connects to the server and the connection should remain open until the app terminates. The protocol consists of the following pattern: send stx receive ack send data1 receive ack send data2 (repeat 5-6 while more data) receive ack send etx So a single transaction with two datablocks as above would consist of 4 sends from the client. After sending etx the client simply waits for more data to send out, then begins the next transmission with stx. I do not want to break the connection between individual exchanges or after each stx/data/etx payload. Right now, after connection, the client can send the first stx, and get a single ack, but I can't put more data onto the wire after that. Neither side disconnects, the socket is still intact. The client code is seriously abbreviated as follows - I'm following the pattern commonly available in online code samples. private void SendReceive(string data) { // ... SocketAsyncEventArgs completeArgs; completeArgs.Completed += new EventHandler<SocketAsyncEventArgs>(OnSend); clientSocket.SendAsync(completeArgs); // two AutoResetEvents, one for send, one for receive if ( !AutoResetEvent.WaitAll(autoSendReceiveEvents , -1) ) Log("failed"); else Log("success"); // ... } private void OnSend( object sender , SocketAsyncEventArgs e ) { // ... Socket s = e.UserToken as Socket; byte[] receiveBuffer = new byte[ 4096 ]; e.SetBuffer(receiveBuffer , 0 , receiveBuffer.Length); e.Completed += new EventHandler<SocketAsyncEventArgs>(OnReceive); s.ReceiveAsync(e); // ... } private void OnReceive( object sender , SocketAsyncEventArgs e ) {} // ... if ( e.BytesTransferred > 0 ) { Int32 bytesTransferred = e.BytesTransferred; String received = Encoding.ASCII.GetString(e.Buffer , e.Offset , bytesTransferred); dataReceived += received; } autoSendReceiveEvents[ SendOperation ].Set(); // could be moved elsewhere autoSendReceiveEvents[ ReceiveOperation ].Set(); // releases mutexes } The code on the server is very similar except that it receives first and then sends a response - the server is not doing anything (that I can tell) to modify the connection after it sends a response. The problem is that the second time I hit SendReceive in the client, the connection is already in a weird state. Do I need to do something in the client to preserve the SocketAsyncEventArgs, and re-use the same object for the lifetime of the socket/connection? I'm not sure which eventargs object should hang around during the life of the connection or a given exchange. Do I need to do something, or Not do something in the server to ensure it continues to Receive data? The server setup and response processing looks like this: void Start() { // ... listenSocket.Bind(...); listenSocket.Listen(0); StartAccept(null); // note accept as soon as we start. OK? mutex.WaitOne(); } void StartAccept(SocketAsyncEventArgs acceptEventArg) { if ( acceptEventArg == null ) { acceptEventArg = new SocketAsyncEventArgs(); acceptEventArg.Completed += new EventHandler<SocketAsyncEventArgs>(OnAcceptCompleted); } Boolean willRaiseEvent = this.listenSocket.AcceptAsync(acceptEventArg); if ( !willRaiseEvent ) ProcessAccept(acceptEventArg); // ... } private void OnAcceptCompleted( object sender , SocketAsyncEventArgs e ) { ProcessAccept(e); } private void ProcessAccept( SocketAsyncEventArgs e ) { // ... SocketAsyncEventArgs readEventArgs = new SocketAsyncEventArgs(); readEventArgs.SetBuffer(dataBuffer , 0 , Int16.MaxValue); readEventArgs.Completed += new EventHandler<SocketAsyncEventArgs>(OnIOCompleted); readEventArgs.UserToken = e.AcceptSocket; dataReceived = ""; // note server is degraded for single client/thread use // As soon as the client is connected, post a receive to the connection. Boolean willRaiseEvent = e.AcceptSocket.ReceiveAsync(readEventArgs); if ( !willRaiseEvent ) this.ProcessReceive(readEventArgs); // Accept the next connection request. this.StartAccept(e); } private void OnIOCompleted( object sender , SocketAsyncEventArgs e ) { // switch ( e.LastOperation ) case SocketAsyncOperation.Receive: ProcessReceive(e); // similar to client code // operate on dataReceived here case SocketAsyncOperation.Send: ProcessSend(e); // similar to client code } // execute this when a data has been processed into a response (ack, etc) private SendResponseToClient(string response) { // create buffer with response // currentEventArgs has class scope and is re-used currentEventArgs.SetBuffer(sendBuffer , 0 , sendBuffer.Length); Boolean willRaiseEvent = currentClient.SendAsync(currentEventArgs); if ( !willRaiseEvent ) ProcessSend(currentEventArgs); } A .NET trace shows the following when sending ABC\r\n: Socket#7588182::SendAsync() Socket#7588182::SendAsync(True#1) Data from Socket#7588182::FinishOperation(SendAsync) 00000000 : 41 42 43 0D 0A Socket#7588182::ReceiveAsync() Exiting Socket#7588182::ReceiveAsync() - True#1 And it stops there. It looks just like the first send from the client but the server shows no activity. I think that could be info overload for now but I'll be happy to provide more details as required. Thanks!

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  • Autotest notifications on Ubuntu virtual environment

    - by Luciano
    I am having trouble getting Rails autotest notifications to work on the Engine Yard Vagrant environment. On the Mac, I normally get the notifications via Growl. However, on the virtual environment (which runs Ubuntu) that doesn't work. I tried running Linux notification setups such as libnotify+autotest-notification, but I get the following error: libnotify-Message: Unable to get session bus: /bin/dbus-launch terminated abnormally with the following error: Autolaunch error: X11 initialization failed. ** (notify-send:1004): CRITICAL **: dbus_g_proxy_connect_signal: assertion `DBUS_IS_G_PROXY (proxy)' failed ** (notify-send:1004): CRITICAL **: dbus_g_proxy_connect_signal: assertion `DBUS_IS_G_PROXY (proxy)' failed ** (notify-send:1004): CRITICAL **: dbus_g_proxy_call: assertion `DBUS_IS_G_PROXY (proxy)' failed Another path would be to have Growl receive the notifications remotely, but I don't even know where to begin with that... Any suggestions?

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  • Jquery adding events

    - by JBone
    I want to add an event handler to some dynamically added elements. I simplified my problem into the basic code below. I am using the new JQuery 1.7 on feature to say "hey for all labels in the CancelSurvey id element call this notify function when they are clicked." function notify(event) { console.log(event.data.name); } $('#CancelSurvey').on('click', 'label', { name: $(this).attr("id") }, notify); I want to pass the id of the label as parameter "name". When I try to alert this it is undefined (they are defined in the html created). I believe that using the $(this) is not referencing the label selector in this case. It actually seems to be referencing the document itself. Any ideas on how to accomplish this?

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  • Sending Messages to SignalR Hubs from the Outside

    - by Ricardo Peres
    Introduction You are by now probably familiarized with SignalR, Microsoft’s API for real-time web functionality. This is, in my opinion, one of the greatest products Microsoft has released in recent time. Usually, people login to a site and enter some page which is connected to a SignalR hub. Then they can send and receive messages – not just text messages, mind you – to other users in the same hub. Also, the server can also take the initiative to send messages to all or a specified subset of users on its own, this is known as server push. The normal flow is pretty straightforward, Microsoft has done a great job with the API, it’s clean and quite simple to use. And for the latter – the server taking the initiative – it’s also quite simple, just involves a little more work. The Problem The API for sending messages can be achieved from inside a hub – an instance of the Hub class – which is something that we don’t have if we are the server and we want to send a message to some user or group of users: the Hub instance is only instantiated in response to a client message. The Solution It is possible to acquire a hub’s context from outside of an actual Hub instance, by calling GlobalHost.ConnectionManager.GetHubContext<T>(). This API allows us to: Broadcast messages to all connected clients (possibly excluding some); Send messages to a specific client; Send messages to a group of clients. So, we have groups and clients, each is identified by a string. Client strings are called connection ids and group names are free-form, given by us. The problem with client strings is, we do not know how these map to actual users. One way to achieve this mapping is by overriding the Hub’s OnConnected and OnDisconnected methods and managing the association there. Here’s an example: 1: public class MyHub : Hub 2: { 3: private static readonly IDictionary<String, ISet<String>> users = new ConcurrentDictionary<String, ISet<String>>(); 4:  5: public static IEnumerable<String> GetUserConnections(String username) 6: { 7: ISet<String> connections; 8:  9: users.TryGetValue(username, out connections); 10:  11: return (connections ?? Enumerable.Empty<String>()); 12: } 13:  14: private static void AddUser(String username, String connectionId) 15: { 16: ISet<String> connections; 17:  18: if (users.TryGetValue(username, out connections) == false) 19: { 20: connections = users[username] = new HashSet<String>(); 21: } 22:  23: connections.Add(connectionId); 24: } 25:  26: private static void RemoveUser(String username, String connectionId) 27: { 28: users[username].Remove(connectionId); 29: } 30:  31: public override Task OnConnected() 32: { 33: AddUser(this.Context.Request.User.Identity.Name, this.Context.ConnectionId); 34: return (base.OnConnected()); 35: } 36:  37: public override Task OnDisconnected() 38: { 39: RemoveUser(this.Context.Request.User.Identity.Name, this.Context.ConnectionId); 40: return (base.OnDisconnected()); 41: } 42: } As you can see, I am using a static field to store the mapping between a user and its possibly many connections – for example, multiple open browser tabs or even multiple browsers accessing the same page with the same login credentials. The user identity, as is normal in .NET, is obtained from the IPrincipal which in SignalR hubs case is stored in Context.Request.User. Of course, this property will only have a meaningful value if we enforce authentication. Another way to go is by creating a group for each user that connects: 1: public class MyHub : Hub 2: { 3: public override Task OnConnected() 4: { 5: this.Groups.Add(this.Context.ConnectionId, this.Context.Request.User.Identity.Name); 6: return (base.OnConnected()); 7: } 8:  9: public override Task OnDisconnected() 10: { 11: this.Groups.Remove(this.Context.ConnectionId, this.Context.Request.User.Identity.Name); 12: return (base.OnDisconnected()); 13: } 14: } In this case, we will have a one-to-one equivalence between users and groups. All connections belonging to the same user will fall in the same group. So, if we want to send messages to a user from outside an instance of the Hub class, we can do something like this, for the first option – user mappings stored in a static field: 1: public void SendUserMessage(String username, String message) 2: { 3: var context = GlobalHost.ConnectionManager.GetHubContext<MyHub>(); 4: 5: foreach (String connectionId in HelloHub.GetUserConnections(username)) 6: { 7: context.Clients.Client(connectionId).sendUserMessage(message); 8: } 9: } And for using groups, its even simpler: 1: public void SendUserMessage(String username, String message) 2: { 3: var context = GlobalHost.ConnectionManager.GetHubContext<MyHub>(); 4:  5: context.Clients.Group(username).sendUserMessage(message); 6: } Using groups has the advantage that the IHubContext interface returned from GetHubContext has direct support for groups, no need to send messages to individual connections. Of course, you can wrap both mapping options in a common API, perhaps exposed through IoC. One example of its interface might be: 1: public interface IUserToConnectionMappingService 2: { 3: //associate and dissociate connections to users 4:  5: void AddUserConnection(String username, String connectionId); 6:  7: void RemoveUserConnection(String username, String connectionId); 8: } SignalR has built-in dependency resolution, by means of the static GlobalHost.DependencyResolver property: 1: //for using groups (in the Global class) 2: GlobalHost.DependencyResolver.Register(typeof(IUserToConnectionMappingService), () => new GroupsMappingService()); 3:  4: //for using a static field (in the Global class) 5: GlobalHost.DependencyResolver.Register(typeof(IUserToConnectionMappingService), () => new StaticMappingService()); 6:  7: //retrieving the current service (in the Hub class) 8: var mapping = GlobalHost.DependencyResolver.Resolve<IUserToConnectionMappingService>(); Now all you have to do is implement GroupsMappingService and StaticMappingService with the code I shown here and change SendUserMessage method to rely in the dependency resolver for the actual implementation. Stay tuned for more SignalR posts!

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  • Integration Patterns with Azure Service Bus Relay, Part 3: Anonymous partial-trust consumer

    - by Elton Stoneman
    This is the third in the IPASBR series, see also: Integration Patterns with Azure Service Bus Relay, Part 1: Exposing the on-premise service Integration Patterns with Azure Service Bus Relay, Part 2: Anonymous full-trust .NET consumer As the patterns get further from the simple .NET full-trust consumer, all that changes is the communication protocol and the authentication mechanism. In Part 3 the scenario is that we still have a secure .NET environment consuming our service, so we can store shared keys securely, but the runtime environment is locked down so we can't use Microsoft.ServiceBus to get the nice WCF relay bindings. To support this we will expose a RESTful endpoint through the Azure Service Bus, and require the consumer to send a security token with each HTTP service request. Pattern applicability This is a good fit for scenarios where: the runtime environment is secure enough to keep shared secrets the consumer can execute custom code, including building HTTP requests with custom headers the consumer cannot use the Azure SDK assemblies the service may need to know who is consuming it the service does not need to know who the end-user is Note there isn't actually a .NET requirement here. By exposing the service in a REST endpoint, anything that can talk HTTP can be a consumer. We'll authenticate through ACS which also gives us REST endpoints, so the service is still accessed securely. Our real-world example would be a hosted cloud app, where we we have enough room in the app's customisation to keep the shared secret somewhere safe and to hook in some HTTP calls. We will be flowing an identity through to the on-premise service now, but it will be the service identity given to the consuming app - the end user's identity isn't flown through yet. In this post, we’ll consume the service from Part 1 in ASP.NET using the WebHttpRelayBinding. The code for Part 3 (+ Part 1) is on GitHub here: IPASBR Part 3. Authenticating and authorizing with ACS We'll follow the previous examples and add a new service identity for the namespace in ACS, so we can separate permissions for different consumers (see walkthrough in Part 1). I've named the identity partialTrustConsumer. We’ll be authenticating against ACS with an explicit HTTP call, so we need a password credential rather than a symmetric key – for a nice secure option, generate a symmetric key, copy to the clipboard, then change type to password and paste in the key: We then need to do the same as in Part 2 , add a rule to map the incoming identity claim to an outgoing authorization claim that allows the identity to send messages to Service Bus: Issuer: Access Control Service Input claim type: http://schemas.xmlsoap.org/ws/2005/05/identity/claims/nameidentifier Input claim value: partialTrustConsumer Output claim type: net.windows.servicebus.action Output claim value: Send As with Part 2, this sets up a service identity which can send messages into Service Bus, but cannot register itself as a listener, or manage the namespace. RESTfully exposing the on-premise service through Azure Service Bus Relay The part 3 sample code is ready to go, just put your Azure details into Solution Items\AzureConnectionDetails.xml and “Run Custom Tool” on the .tt files.  But to do it yourself is very simple. We already have a WebGet attribute in the service for locally making REST calls, so we are just going to add a new endpoint which uses the WebHttpRelayBinding to relay that service through Azure. It's as easy as adding this endpoint to Web.config for the service:         <endpoint address="https://sixeyed-ipasbr.servicebus.windows.net/rest"                   binding="webHttpRelayBinding"                    contract="Sixeyed.Ipasbr.Services.IFormatService"                   behaviorConfiguration="SharedSecret">         </endpoint> - and adding the webHttp attribute in your endpoint behavior:           <behavior name="SharedSecret">             <webHttp/>             <transportClientEndpointBehavior credentialType="SharedSecret">               <clientCredentials>                 <sharedSecret issuerName="serviceProvider"                               issuerSecret="gl0xaVmlebKKJUAnpripKhr8YnLf9Neaf6LR53N8uGs="/>               </clientCredentials>             </transportClientEndpointBehavior>           </behavior> Where's my WSDL? The metadata story for REST is a bit less automated. In our local webHttp endpoint we've enabled WCF's built-in help, so if you navigate to: http://localhost/Sixeyed.Ipasbr.Services/FormatService.svc/rest/help - you'll see the uri format for making a GET request to the service. The format is the same over Azure, so this is where you'll be connecting: https://[your-namespace].servicebus.windows.net/rest/reverse?string=abc123 Build the service with the new endpoint, open that in a browser and you'll get an XML version of an HTTP status code - a 401 with an error message stating that you haven’t provided an authorization header: <?xml version="1.0"?><Error><Code>401</Code><Detail>MissingToken: The request contains no authorization header..TrackingId:4cb53408-646b-4163-87b9-bc2b20cdfb75_5,TimeStamp:10/3/2012 8:34:07 PM</Detail></Error> By default, the setup of your Service Bus endpoint as a relying party in ACS expects a Simple Web Token to be presented with each service request, and in the browser we're not passing one, so we can't access the service. Note that this request doesn't get anywhere near your on-premise service, Service Bus only relays requests once they've got the necessary approval from ACS. Why didn't the consumer need to get ACS authorization in Part 2? It did, but it was all done behind the scenes in the NetTcpRelayBinding. By specifying our Shared Secret credentials in the consumer, the service call is preceded by a check on ACS to see that the identity provided is a) valid, and b) allowed access to our Service Bus endpoint. By making manual HTTP requests, we need to take care of that ACS check ourselves now. We do that with a simple WebClient call to the ACS endpoint of our service; passing the shared secret credentials, we will get back an SWT: var values = new System.Collections.Specialized.NameValueCollection(); values.Add("wrap_name", "partialTrustConsumer"); //service identity name values.Add("wrap_password", "suCei7AzdXY9toVH+S47C4TVyXO/UUFzu0zZiSCp64Y="); //service identity password values.Add("wrap_scope", "http://sixeyed-ipasbr.servicebus.windows.net/"); //this is the realm of the RP in ACS var acsClient = new WebClient(); var responseBytes = acsClient.UploadValues("https://sixeyed-ipasbr-sb.accesscontrol.windows.net/WRAPv0.9/", "POST", values); rawToken = System.Text.Encoding.UTF8.GetString(responseBytes); With a little manipulation, we then attach the SWT to subsequent REST calls in the authorization header; the token contains the Send claim returned from ACS, so we will be authorized to send messages into Service Bus. Running the sample Navigate to http://localhost:2028/Sixeyed.Ipasbr.WebHttpClient/Default.cshtml, enter a string and hit Go! - your string will be reversed by your on-premise service, routed through Azure: Using shared secret client credentials in this way means ACS is the identity provider for your service, and the claim which allows Send access to Service Bus is consumed by Service Bus. None of the authentication details make it through to your service, so your service is not aware who the consumer is (MSDN calls this "anonymous authentication").

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  • Strange Flash AS3 xml Socket behavior

    - by Rnd_d
    I have a problem which I can't understand. To understand it I wrote a socket client on AS3 and a server on python/twisted, you can see the code of both applications below. Let's launch two clients at the same time, arrange them so that you can see both windows and press connection button in both windows. Then press and hold any button. What I'm expecting: Client with pressed button sends a message "some data" to the server, then the server sends this message to all the clients(including the original sender) . Then each client moves right the button 'connectButton' and prints a message to the log with time in the following format: "min:secs:milliseconds". What is going wrong: The motion is smooth in the client that sends the message, but in all other clients the motion is jerky. This happens because messages to those clients arrive later than to the original sending client. And if we have three clients (let's name them A,B,C) and we send a message from A, the sending time log of B and C will be the same. Why other clients recieve this messages later than the original sender? By the way, on ubuntu 10.04/chrome all the motion is smooth. Two clients are launched in separated chromes. windows screenshot Can't post linux screenshot, need more than 10 reputation to post more hyperlinks. Listing of log, four clients simultaneously: [16:29:33.280858] 62.140.224.1 >> some data [16:29:33.280912] 87.249.9.98 << some data [16:29:33.280970] 87.249.9.98 << some data [16:29:33.281025] 87.249.9.98 << some data [16:29:33.281079] 62.140.224.1 << some data [16:29:33.323267] 62.140.224.1 >> some data [16:29:33.323326] 87.249.9.98 << some data [16:29:33.323386] 87.249.9.98 << some data [16:29:33.323440] 87.249.9.98 << some data [16:29:33.323493] 62.140.224.1 << some data [16:29:34.123435] 62.140.224.1 >> some data [16:29:34.123525] 87.249.9.98 << some data [16:29:34.123593] 87.249.9.98 << some data [16:29:34.123648] 87.249.9.98 << some data [16:29:34.123702] 62.140.224.1 << some data AS3 client code package { import adobe.utils.CustomActions; import flash.display.Sprite; import flash.events.DataEvent; import flash.events.Event; import flash.events.IOErrorEvent; import flash.events.KeyboardEvent; import flash.events.MouseEvent; import flash.events.SecurityErrorEvent; import flash.net.XMLSocket; import flash.system.Security; import flash.text.TextField; public class Main extends Sprite { private var socket :XMLSocket; private var textField :TextField = new TextField; private var connectButton :TextField = new TextField; public function Main():void { if (stage) init(); else addEventListener(Event.ADDED_TO_STAGE, init); } private function init(event:Event = null):void { socket = new XMLSocket(); socket.addEventListener(Event.CONNECT, connectHandler); socket.addEventListener(DataEvent.DATA, dataHandler); stage.addEventListener(KeyboardEvent.KEY_DOWN, keyDownHandler); addChild(textField); textField.y = 50; textField.width = 780; textField.height = 500; textField.border = true; connectButton.selectable = false; connectButton.border = true; connectButton.addEventListener(MouseEvent.MOUSE_DOWN, connectMouseDownHandler); connectButton.width = 105; connectButton.height = 20; connectButton.text = "click here to connect"; addChild(connectButton); } private function connectHandler(event:Event):void { textField.appendText("Connect\n"); textField.appendText("Press and hold any key\n"); } private function dataHandler(event:DataEvent):void { var now:Date = new Date(); textField.appendText(event.data + " time = " + now.getMinutes() + ":" + now.getSeconds() + ":" + now.getMilliseconds() + "\n"); connectButton.x += 2; } private function keyDownHandler(event:KeyboardEvent):void { socket.send("some data"); } private function connectMouseDownHandler(event:MouseEvent):void { var connectAddress:String = "ep1c.org"; var connectPort:Number = 13250; Security.loadPolicyFile("xmlsocket://" + connectAddress + ":" + String(connectPort)); socket.connect(connectAddress, connectPort); } } } Python server code from twisted.internet import reactor from twisted.internet.protocol import ServerFactory from twisted.protocols.basic import LineOnlyReceiver import datetime class EchoProtocol(LineOnlyReceiver): ##### name = "" id = 0 delimiter = chr(0) ##### def getName(self): return self.transport.getPeer().host def connectionMade(self): self.id = self.factory.getNextId() print "New connection from %s - id:%s" % (self.getName(), self.id) self.factory.clientProtocols[self.id] = self def connectionLost(self, reason): print "Lost connection from "+ self.getName() del self.factory.clientProtocols[self.id] self.factory.sendMessageToAllClients(self.getName() + " has disconnected.") def lineReceived(self, line): print "[%s] %s >> %s" % (datetime.datetime.now().time(), self, line) if line=="<policy-file-request/>": data = """<?xml version="1.0"?> <!DOCTYPE cross-domain-policy SYSTEM "http://www.adobe.com/xml/dtds/cross-domain-policy.dtd"> <!-- Policy file for xmlsocket://ep1c.org --> <cross-domain-policy> <allow-access-from domain="*" to-ports="%s" /> </cross-domain-policy>""" % PORT self.send(data) else: self.factory.sendMessageToAllClients( line ) def send(self, line): print "[%s] %s << %s" % (datetime.datetime.now().time(), self, line) if line: self.transport.write( str(line) + chr(0)) else: print "Nothing to send" def __str__(self): return self.getName() class ChatProtocolFactory(ServerFactory): protocol = EchoProtocol def __init__(self): self.clientProtocols = {} self.nextId = 0 def getNextId(self): id = self.nextId self.nextId += 1 return id def sendMessageToAllClients(self, msg): for client in self.clientProtocols: self.clientProtocols[client].send(msg) def sendMessageToClient(self, id, msg): self.clientProtocols[id].send(msg) PORT = 13250 print "Starting Server" factory = ChatProtocolFactory() reactor.listenTCP(PORT, factory) reactor.run()

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  • P2P synchronization: can a player update fields of other players?

    - by CherryQu
    I know that synchronization is a huge topic, so I have minimized the problem to this example case. Let's say, Alice and Bob are playing a P2P game, fighting against each other. If Alice hits Bob, how should I do the network component to make Bob's HP decrease? I can think of two approaches: Alice perform a Bob.HP--, then send Bob's reduced HP to Bob. Alice send a "I just hit Bob" signal to Bob. Bob checks it, and reduce its own HP, then send his new HP to everyone including Alice. I think the second approach is better because I don't think a player in a P2P game should be able to modify other players' private fields. Otherwise cheating would be too easy, right? My philosophy is that in a P2P game especially, a player's attributes and all attributes of its belonging objects should only be updated by the player himself. However, I can't prove that this is right. Could someone give me some evidence? Thanks :)

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  • Cannot install vlc in ubuntu 13.10

    - by nisargshah95
    for some reasons I cannot instal VLC media player on my Ubuntu Gnome 13.10 32bit. I added the VideoLAN PPA repository and ran sudo apt-get update and sudo apt-get install vlc Here's the log - nisarg@nisarg-ThinkPad-T61:~$ sudo apt-get install vlc Reading package lists... Done Building dependency tree Reading state information... Done The following extra packages will be installed: liba52-0.7.4 libaacs0 libass4 libavcodec53 libavformat53 libavutil51 libbluray1 libcddb2 libcrystalhd3 libdc1394-22 libdca0 libdirac-encoder0 libdirectfb-1.2-9 libdvbpsi8 libdvdnav4 libdvdread4 libebml3 libfaad2 libgsm1 libiso9660-8 libkate1 libmad0 libmatroska5 libmodplug1 libmpcdec6 libmpeg2-4 libopus0 libpostproc52 libresid-builder0c2a libschroedinger-1.0-0 libsdl-image1.2 libsdl1.2debian libsidplay2 libssh2-1 libswscale2 libtar0 libts-0.0-0 libtwolame0 libupnp6 libva-x11-1 libva1 libvcdinfo0 libvlc5 libvlccore5 libwebp4 libx264-123 libxcb-composite0 libxcb-keysyms1 libxcb-randr0 libxcb-xv0 libzvbi-common libzvbi0 tsconf vlc-data vlc-nox vlc-plugin-notify vlc-plugin-pulse Suggested packages: libbluray-bdj firmware-crystalhd libdvdcss2 debhelper opus-tools videolan-doc The following NEW packages will be installed: liba52-0.7.4 libaacs0 libass4 libavcodec53 libavformat53 libavutil51 libbluray1 libcddb2 libcrystalhd3 libdc1394-22 libdca0 libdirac-encoder0 libdirectfb-1.2-9 libdvbpsi8 libdvdnav4 libdvdread4 libebml3 libfaad2 libgsm1 libiso9660-8 libkate1 libmad0 libmatroska5 libmodplug1 libmpcdec6 libmpeg2-4 libopus0 libpostproc52 libresid-builder0c2a libschroedinger-1.0-0 libsdl-image1.2 libsdl1.2debian libsidplay2 libssh2-1 libswscale2 libtar0 libts-0.0-0 libtwolame0 libupnp6 libva-x11-1 libva1 libvcdinfo0 libvlc5 libvlccore5 libwebp4 libx264-123 libxcb-composite0 libxcb-keysyms1 libxcb-randr0 libxcb-xv0 libzvbi-common libzvbi0 tsconf vlc vlc-data vlc-nox vlc-plugin-notify vlc-plugin-pulse 0 upgraded, 58 newly installed, 0 to remove and 7 not upgraded. Need to get 16.7 MB of archives. After this operation, 75.0 MB of additional disk space will be used. Do you want to continue [Y/n]? y Get:1 http://ppa.launchpad.net/videolan/stable-daily/ubuntu/ saucy/main vlc-data all 2.0.8+git20131025+r620-0~r13~ubuntu13.10.1 [4,967 kB] Get:2 http://ppa.launchpad.net/videolan/stable-daily/ubuntu/ saucy/main libvlccore5 i386 2.0.8+git20131025+r620-0~r13~ubuntu13.10.1 [384 kB] Get:3 http://ppa.launchpad.net/videolan/stable-daily/ubuntu/ saucy/main libvlc5 i386 2.0.8+git20131025+r620-0~r13~ubuntu13.10.1 [42.4 kB] Get:4 http://ppa.launchpad.net/videolan/stable-daily/ubuntu/ saucy/main vlc-nox i386 2.0.8+git20131025+r620-0~r13~ubuntu13.10.1 [2,084 kB] Get:5 http://ppa.launchpad.net/videolan/stable-daily/ubuntu/ saucy/main vlc i386 2.0.8+git20131025+r620-0~r13~ubuntu13.10.1 [1,078 kB] Get:6 http://ppa.launchpad.net/videolan/stable-daily/ubuntu/ saucy/main vlc-plugin-notify i386 2.0.8+git20131025+r620-0~r13~ubuntu13.10.1 [5,836 B] Get:7 http://ppa.launchpad.net/videolan/stable-daily/ubuntu/ saucy/main vlc-plugin-pulse i386 2.0.8+git20131025+r620-0~r13~ubuntu13.10.1 [18.2 kB] Err http://archive.ubuntu.com/ubuntu/ saucy/universe libaacs0 i386 0.6.0-2 Connection failed [IP: 91.189.92.176 80] 51% [Waiting for headers] Now it doesn't move forward after this point. Any suggestions?

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  • frame lock networking

    - by kochol
    I'm developing an RTS game and I want to add multiplayer support to my game. I picked the easiest technique to implement for start frame locking technique. I used server client networking architecture (I think it's my first mistake I think using peer to peer is a better one for this) On game update every clients send their commands and maybe receive some command then render the frame and wait for all clients to send their update complete message then all of them can go for the next frame. I send commands and all logic is calculated on the clients based on commands but the clients can go out of sync easily. Every AI controlled units make different decisions on each clients What I have to do to sync my game? Do you suggest me a better network architecture or technique?

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