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  • Cannot Boot, How to recover

    - by Kendor
    Am running 11.10 64-bit with Gnome-shell. Something happened late Friday whereby my machine never gets to the login screen. I do get to an Ubuntu splash logo, after that I get a text screen that it hangs on. The screen is referring to issues with mounting various network resources, including VMWare and also some references to my NAS that are in fstab. If I hit "esc" I can get to the GRUB menu and into recovery console. If I try to do a file system check, I run into a similar error screen that I see when trying to boot normally. A possible clue here is that during my last good session I made some mods to the /etc/hosts file to reference another system which I'm connecting to with Synergy. I don't believe I have hardware issues as I'm able to boot properly with a Live USB and connect to my network/Internet. A few more tidbits. I have regular Dejadups backups on my NAS. I have a good Clonezilla whole drive image which is 4-6 weeks old.. My home is encrypted. I thought I'd try blowing away my hosts file via live USB, but when I mounted the hard drive everything was read-only and I couldn't figure out how to replace it. P.S. I logged in via CLI and modded the host file to remove the entry I'd made, to no avail. System continue to gets stuck on the following: CIFS VFS: default security mechanism requested. The default security mechanism will be upgraded from ntlm to ntlmv2 in kernel version 3.1s Would love some sober advice on how to attack this.

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  • How to properly multi thread an RPG

    - by Nagrom_17
    I am working on an RPG type game in Java and I would like to know a few things relating to threading, What is the best way to implement a "wait for this then do this" without hanging the whole thread? Like waiting for a player to move to a location then pick up an item? or to wait one second then attack? Currently I am spawning new threads every time I need to wait for something, but that doesn't feel like the best solution. Any help is appreciated. EDIT: Clarification and an example of how I currently do things. User clicks on an item The function walkToAndPickUp(item) is called which is basically this: Make a new thread so we don't freeze the thread handling input while the player moves. Tell player to move to the item While the player is not at the item(The player moves through an update() function called in a different thread, I don't know how else to do it without freezing threads) Repeat until the player is at the item If the player is at the item then call delete item from map and add to inventory.

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  • Make a turn based system like final fantasy in AS3

    - by Kaoru
    i wanted to make a turn based system like final fantasy tactics. I already created the map, which is 5x5 tiles grid and the characters which is each character places in the end of the tiles. I have 2 teams, which are named Red and Yellow. ------Red-------: First character is at 0,0. Second character is at 0,1. Third character is at0.2, fourth character is at0.3, and the last one is at0.4`. -----Yellow------: First character is at 5.0. Second character is at 5.1. Third character is at 5.2, fourth character is at 5.3, and the last one is at 5.4. I wanted Red team are moving first and make a decision (whether it is attack or wait), and after 5 characters of the Red team is already made a decision, the Yellow team is the one that make a decision (Yellow team is an AI) But, i don't know how to move my characters into the next grid (e.g: from 0,0 to 0,1) by clicking the left mouse button and also how do i display a grid (when select a move selection) that shows how many tiles that the character able to move. Anyone know about this? or how should i know more about this? is there any recommendations books or webs? And also, i don't know how to move the characters using mouse click.

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  • Blocking apache access via user agent string

    - by Tchalvak
    I've got a scripter who is using a proxy to attack a website I'm serving. I've noticed that they tend to access the site via software with a certain common user agent string (i.e. http://www.itsecteam.com/en/projects/project1_page2.htm "Havij advanced sql injection software" with a user_agent string of Mozilla/4.0 (compatible; MSIE 7.0; Windows NT 5.1; SV1; .NET CLR 2.0.50727) Havij). I'm aware that any cracking software worth it's salt will probably be able to modify it's user agent string, but I'm fine with the scripter having to deal with that feature at some point. So, is there any software out there for automatically blocking access & permanently blacklisting by matching user agent strings?

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  • Optimizing hierarchical transform

    - by Geotarget
    I'm transforming objects in 3D space by transforming each vector with the object's 4x4 transform matrix. In order to achieve hierarchical transform, I transform the child by its own matrix, and then the child by the parent matrix. This becomes costly because objects deeper in the display tree have to be transformed by all the parent objects. This is what's happening, in summary: Root -- transform its verts by Root matrix Parent -- transform its verts by Parent, Root matrix Child -- transform its verts by Child, Parent, Root matrix Is there a faster way to transform vertices to achieve hierarchical transform? What If I first concatenated each transform matrix with the parent matrices, and then transform verts by that final resulting matrix, would that work and wouldn't that be faster? Root -- transform its verts by Root matrix Parent -- concat Parent, Root matrices, transform its verts by Concated matrix Child -- concat Child, Parent, Root matrices, transform its verts by Concated matrix

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  • Working out of a vertex array for destrucible objects

    - by bobobobo
    I have diamond-shaped polygonal bullets. There are lots of them on the screen. I did not want to create a vertex array for each, so I packed them into a single vertex array and they're all drawn at once. | bullet1.xyz | bullet1.rgb | bullet2.xyz | bullet2.rgb This is great for performance.. there is struct Bullet { vector<Vector3f*> verts ; // pointers into the vertex buffer } ; This works fine, the bullets can move and do collision detection, all while having their data in one place. Except when a bullet "dies" Then you have to clear a slot, and pack all the bullets towards the beginning of the array. Is this a good approach to handling lots of low poly objects? How else would you do it?

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  • How to Effectively Create Bullet Patterns

    - by SoulBeaver
    I'm currently creating a top-down shooter like Touhou. The most important factor of the game is that there are many diverse patterns and ways at which bullets are generated and shot at the player, see this video: http://www.youtube.com/watch?v=4Nb5Ohbt1Sg#start=0:60;end=9:53; At the moment, I'm using a class "Pattern" which has a series of steps on moving and shooting. However, I feel this method is quite laborous as I have to create a new Pattern for each attack and perhaps new Bullet classes that will implement a certain behavior. This question received a comment suggesting I should look into BulletML for easy creation and storage of bullets with a specific pattern. It looks decent, but it led me to wonder, what other solutions do you have that I should take into consideration? Update My current design is as follows: An example of an implemented pattern: My GigasPattern first executes a teleport which moves Alice to a certain point (X, Y) on the screen. After this is completed, the pattern starts using the Mover to move the sprite around (whereas teleporting has separate effects and animation). These are of no concern, really, as they are quite simple. The Shooter also creates various Attacks, which are classes again that the Shooter can use to create various patterns of bullets, much like the one in the question I posted. Once the Mover has reached it's destination, both it and the shooter stop and return to an inactive state. The pattern completes, is removed by the AI and a new one gets chosen.

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  • How can I get accurate collision resolution on the corners of rectangles?

    - by ssb
    I have a working collision system implemented, and it's based on minimum translation vectors. This works fine in most cases except when the minimum translation vector is not actually in the direction of the collision. For example: When a rectangle is on the far edge on any side of another rectangle, a force can be applied, in this example down, the pushes one rectangle into the other, particularly a static object like a wall or a floor. As in the picture, the collision is coming from above, but because it's on the very edge, it translates to the left instead of back up. I've searched for a while to find an approach but everything I can find deals with general corner collisions where my problem is only in this one limited case. Any suggestions?

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  • What classes are useful for an aspiring software developer? [closed]

    - by Anonymouse
    I'm a freshman in college trying to graduate in 3 years with a Math/CS dual major, and I don't have a lot of time to be fooling around with useless classes. I've tested out of most of my gen eds and science-y courses, but I need to know: what math and cs courses are most important for someone interested in algorithm development? Math courses already taken: Calc I-III,Linear Algebra, Discrete Math. CS courses taken: Java. Math courses I'm planning to take: ODE, Linear Algebra II, Vector calc, Logic, (Analysis or Algebra), Stats, probability CS courses I'm planning to take: C(required), Data Structures, Numerical Methods, Intro to Analysis of Algorithms. Which is better, analysis or algebra? Did I take enough CS courses? Am I missing out on anything? Thanks.

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  • Static pages for large photo album

    - by Phil P
    I'm looking for advice on software for managing a largish photo album for a website. 2000+ pictures, one-time drop (probably). I normally use MarginalHack's album, which does what I want: pre-generate thumbnails and HTML for the pictures, so I can serve without needing a dynamic run-time, so there's less attack surface to worry about. However, it doesn't handle pagination or the like, so it's unwieldy for this case. This is a one-time drop for pictures from a wedding, with a shared usercode/password for distribution to the guests; I don't wish to put the pictures in a third-party hosting environment. I don't wish to use PHP, simply because that's another run-time to worry about, I might relent and use something dynamic if it's Python or Perl based (as I can maintain things written in those). I currently have: Apache serving static files, Album-generated, some sub-directories to divide up the content to be a little more manageable. Something like Album but with pagination already handled would be great, but I'm willing to have something a little more dynamic, if it lets people comment or caption and store the extra data in something like an sqlite DB. I'd want something light-weight, not a full-blown CMS with security updates every three months. I don't want to upload pictures of other peoples' children into a third-party free service where I don't know what the revenue model is. (For my site: revenue is none, costs out of pocket). Existing server hosting is *nix, Apache, some WSGI. Client-side I have MacOS. Any advice?

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  • Firefox cannot recognize certificates for well knows sites

    - by RCola
    When trying to connect to well known sites, for instance hotmail.com Firefox shows that This Connection in Untrusted. In the OptionsAdvancedCertificates it's configured to select one matching certificate automatically. Why Firefox does not trust current connection? Can it be Man-in-the-middle attack or it's something like broken certificate storage on my computer? UPDATE UPDATE2 Solved: the problem is Antivirus Web Access protection. It interferes with HTTPS connection. Similar to Man-in-the-middle? Why ESET cannot do it correctly?

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  • Linux web server shared hosting file errors

    - by dfilkovi
    I'm using a shared hosting to host my website and have some problems with files from time to time. First, one of my file (php) was missing a part of code (nothing to do with hackers just a random piece of code was missing), then after some time a value inside a mysql table was also missing a part, then a whole table column disappeared, after that a whole file on my site disappeared and lastly again some code from a file disappeared, my hosting service says it has nothing to do with them, but this is stupid, how can this happen, no hacker attack could do such a thing, I believe it's some kind of a disk corruption or bad backup. Anyone have any ideas?

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  • OpenVPN (HideMyAss) client on Ubuntu: Route only HTTP traffic

    - by Andersmith
    I want to use HideMyAss VPN (hidemyass.com) on Ubuntu Linux to route only HTTP (ports 80 & 443) traffic to the HideMyAss VPN server, and leave all the other traffic (MySQL, SSH, etc.) alone. I'm running Ubuntu on AWS EC2 instances. The problem is that when I try and run the default HMA script, I suddenly can't SSH into the Ubuntu instance anymore and have to reboot it from the AWS console. I suspect the Ubuntu instance will also have trouble connecting to the RDS MySQL database, but haven't confirmed it. HMA uses OpenVPN like this: sudo openvpn client.cfg The client configuration file (client.cfg) looks like this: ############################################## # Sample client-side OpenVPN 2.0 config file # # for connecting to multi-client server. # # # # This configuration can be used by multiple # # clients, however each client should have # # its own cert and key files. # # # # On Windows, you might want to rename this # # file so it has a .ovpn extension # ############################################## # Specify that we are a client and that we # will be pulling certain config file directives # from the server. client auth-user-pass #management-query-passwords #management-hold # Disable management port for debugging port issues #management 127.0.0.1 13010 ping 5 ping-exit 30 # Use the same setting as you are using on # the server. # On most systems, the VPN will not function # unless you partially or fully disable # the firewall for the TUN/TAP interface. #;dev tap dev tun # Windows needs the TAP-Win32 adapter name # from the Network Connections panel # if you have more than one. On XP SP2, # you may need to disable the firewall # for the TAP adapter. ;dev-node MyTap # Are we connecting to a TCP or # UDP server? Use the same setting as # on the server. proto tcp ;proto udp # The hostname/IP and port of the server. # You can have multiple remote entries # to load balance between the servers. # All VPN Servers are added at the very end ;remote my-server-2 1194 # Choose a random host from the remote # list for load-balancing. Otherwise # try hosts in the order specified. # We order the hosts according to number of connections. # So no need to randomize the list # remote-random # Keep trying indefinitely to resolve the # host name of the OpenVPN server. Very useful # on machines which are not permanently connected # to the internet such as laptops. resolv-retry infinite # Most clients don't need to bind to # a specific local port number. nobind # Downgrade privileges after initialization (non-Windows only) ;user nobody ;group nobody # Try to preserve some state across restarts. persist-key persist-tun # If you are connecting through an # HTTP proxy to reach the actual OpenVPN # server, put the proxy server/IP and # port number here. See the man page # if your proxy server requires # authentication. ;http-proxy-retry # retry on connection failures ;http-proxy [proxy server] [proxy port #] # Wireless networks often produce a lot # of duplicate packets. Set this flag # to silence duplicate packet warnings. ;mute-replay-warnings # SSL/TLS parms. # See the server config file for more # description. It's best to use # a separate .crt/.key file pair # for each client. A single ca # file can be used for all clients. ca ./keys/ca.crt cert ./keys/hmauser.crt key ./keys/hmauser.key # Verify server certificate by checking # that the certicate has the nsCertType # field set to "server". This is an # important precaution to protect against # a potential attack discussed here: # http://openvpn.net/howto.html#mitm # # To use this feature, you will need to generate # your server certificates with the nsCertType # field set to "server". The build-key-server # script in the easy-rsa folder will do this. ;ns-cert-type server # If a tls-auth key is used on the server # then every client must also have the key. ;tls-auth ta.key 1 # Select a cryptographic cipher. # If the cipher option is used on the server # then you must also specify it here. ;cipher x # Enable compression on the VPN link. # Don't enable this unless it is also # enabled in the server config file. #comp-lzo # Set log file verbosity. verb 3 # Silence repeating messages ;mute 20 # Detect proxy auto matically #auto-proxy # Need this for Vista connection issue route-metric 1 # Get rid of the cached password warning #auth-nocache #show-net-up #dhcp-renew #dhcp-release #route-delay 0 120 # added to prevent MITM attack ns-cert-type server # # Remote servers added dynamically by the master server # DO NOT CHANGE below this line # remote-random remote 173.242.116.200 443 # 0 remote 38.121.77.74 443 # 0 # etc... remote 67.23.177.5 443 # 0 remote 46.19.136.130 443 # 0 remote 173.254.207.2 443 # 0 # END

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  • Bomb timer adventure game win32 c++ [on hold]

    - by user3491746
    I'm working on an adventure game in win32 and opengl for my 2nd year university project for class. I am pretty much finished my game but I'm stuck on the concept of how to program a timer which outputs hh : mm : ss -- but which countdown, not up. I've made a clock which counts up using vector matrices and the segxseg matrix algorithm but I cannot figure out how to make a clock (it can be simple even text using wsprintf) that counts down in that format. Can anyone possible give me an example or some literature that I can read on how to do this? Please dont suggest for me to use another environment, I've already been working here for 2 months on this game, and I'm pretty much done so i'm at no point to switch over. Can anyone show me how I can take a shot at this component of my project? Thanks a bunch! Anything that I can get is appreciated.

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  • Level Representation in a 2D Game

    - by meszar.imola
    I would like to create a 2D game, where a character should move on a stage/level. My stage would be static, constructed some little cubes, similar to the well-known Mario game: some of the elements should represent an element of the way where the character can step, but if the element is missing, the character should fall. My problem is, how to represent this programmatically? My first thought was to represent the stage with a vector, which should contain boolean elements, depending on the state of the element on the stage - if it's missing or not. But this means, I have to verify at my character's x or y position change if it has a stage element under or not (if not, to simulate the falling of the character) - I think it is not the best practice, it's not the beautiful solution. Can you help me with some advice, how to represent the stage?

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  • Is it a bad practice to include all the enums in one file and use it in multiple classes?

    - by Bugster
    I'm an aspiring game developer, I work on occasional indie games, and for a while I've been doing something which seemed like a bad practice at first, but I really want to get an answer from some experienced programmers here. Let's say I have a file called enumList.h where I declare all the enums I want to use in my game: // enumList.h enum materials_t { WOOD, STONE, ETC }; enum entity_t { PLAYER, MONSTER }; enum map_t { 2D, 3D }; // and so on. // Tile.h #include "enumList.h" #include <vector> class tile { // stuff }; The main idea is that I declare all enums in the game in 1 file, and then import that file when I need to use a certain enum from it, rather than declaring it in the file where I need to use it. I do this because it makes things clean, I can access every enum in 1 place rather than having pages openned solely for accessing one enum. Is this a bad practice and can it affect performance in any way?

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  • How should I start refactoring my mostly-procedural C++ application?

    - by oob
    We have a program written in C++ that is mostly procedural, but we do use some C++ containers from the standard library (vector, map, list, etc). We are constantly making changes to this code, so I wouldn't call it a stagnant piece of legacy code that we can just wrap up. There are a lot of issues with this code making it harder and harder for us to make changes, but I see the three biggest issues being: Many of the functions do more (way more) than one thing We violate the DRY principle left and right We have global variables and global state up the wazoo. I was thinking we should attack areas 1 and 2 first. Along the way, we can "de-globalize" our smaller functions from the bottom up by passing in information that is currently global as parameters to the lower level functions from the higher level functions and then concentrate on figuring out how to removing the need for global variables as much as possible. I just finished reading Code Complete 2 and The Pragmatic Programmer, and I learned a lot, but I am feeling overwhelmed. I would like to implement unit testing, change from a procedural to OO approach, automate testing, use a better logging system, fully validate all input, implement better error handling and many other things, but I know if we start all this at once, we would screw ourselves. I am thinking the three I listed are the most important to start with. Any suggestions are welcome. We are a team of two programmers mostly with experience with in-house scripting. It is going to be hard to justify taking the time to refactor, especially if we can't bill the time to a client. Believe it or not, this project has been successful enough to keep us busy full time and also keep several consultants busy using it for client work.

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  • china and gmail attachs -

    - by doug
    "We have evidence to suggest that a primary goal of the attackers was accessing the Gmail accounts of Chinese human rights activists. Based on our investigation to date we believe their attack did not achieve that objective. Only two Gmail accounts appear to have been accessed, and that activity was limited to account information (such as the date the account was created) and subject line, rather than the content of emails themselves.” [source] I don't know much about how internet works, but as long the chines gov has access to the chines internet providers servers, why do they need to hack gmail accounts? I assume that i don't understand how submitting/writing a message(from user to gmail servers) works, in order to be sent later to the other email address. Who can tell me how submitting a message to a web form works?

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  • Which linux x86 hardware keystore?

    - by byeo
    I'm terminating SSL/TLS in my DMZ and I have to assume that machine will be hacked. At which point my certificates are compromised. Previously I've used nCipher hardware keystore/accelerator to solve this issue. These cards won't reveal the private key even to root. The card performs the encryption and decryption onboard and is hardened against physical attack. The only way to get at the keys is by attaching a smart card reader to the card itself. I'm having trouble finding information about something to recreate this approach. Is this the domain of specialist switches and firewalls these days? This old page references some of the old hardware: http://www.kegel.com/ssl/hw.html#cards

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  • How to synchronise the acceleration, velocity and position of the monsters on the server with the players?

    - by Nick
    I'm building an MMO using Node.js, and there are monsters roaming around. I can make them move around on the server using vector variables acceleration, velocity and position. acceleration = steeringForce / mass; velocity += acceleration * dTime; position += velocity * dTime; Right now I just send the positions over, and tell the players these are the "target positions" of the monsters, and let the monsters move towards the target positions on the client with a speed dependant on the distance of the target position. It works but looks rather strange. How do I synchronise these properly with the players without looking funny to them, taking into account the server lag? The problem is that I don't know how to make use of the correct acceleration/velocity values here; right now they just move directly in a straight line to the target position instead of accelerating/braking there properly. How can I implement such behaviour?

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  • Need efficient way to keep enemy from getting hit multiple times by same source

    - by TenFour04
    My game's a simple 2D one, but this probably applies to many types of scenarios. Suppose my player has a sword, or a gun that shoots a projectile that can pass through and hit multiple enemies. While the sword is swinging, there is a duration where I am checking for the sword making contact with any enemy on every frame. But once an enemy is hit by that sword, I don't want him to continue getting hit over and over as the sword follows through. (I do want the sword to continue checking whether it is hitting other enemies.) I've thought of a couple different approaches (below), but they don't seem like good ones to me. I'm looking for a way that doesn't force cross-referencing (I don't want the enemy to have to send a message back to the sword/projectile). And I'd like to avoid generating/resetting multiple array lists with every attack. Each time the sword swings it generates a unique id (maybe by just incrementing a global static long). Every enemy keeps a list of id's of swipes or projectiles that have already hit them, so the enemy knows not to get hurt by something multiple times. Downside is that every enemy may have a big list to compare to. So projectiles and sword swipes would have to broadcast their end-of-life to all enemies and cause a search and remove on every enemy's array list. Seems kind of slow. Each sword swipe or projectile keeps its own list of enemies that it has already hit so it knows not to apply damage. Downsides: Have to generate a new list (probably pull from a pool and clear one) every time a sword is swung or a projectile shot. Also, this breaks down modularity, because now the sword has to send a message to the enemy, and the enemy has to send a message back to the sword. Seems to me that two-way streets like this are a great way to create very difficult-to-find bugs.

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  • Working with vectors and transformations

    - by user29163
    I am going to write an graphical 2D application that allows user to create polygons and transform them through transformation such as rotation an so on. I was hoping someone can give pro and cons arguments for the different choices I got in my mind. (Its all in Java btw!) a). Represent vectors by filling matrices with 'real' numbers. This means making a matrix datas tructure that supports multiplication, transposing etc b). Make a own vector class, such that I can make a matrix class that support those vectors.

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  • Phishing site uses subdomain that I never registered

    - by gotgenes
    I recently received the following message from Google Webmaster Tools: Dear site owner or webmaster of http://gotgenes.com/, [...] Below are one or more example URLs on your site which may be part of a phishing attack: http://repair.gotgenes.com/~elmsa/.your-account.php [...] What I don't understand is that I never had a subdomain repair.gotgenes.com, but visiting it in the web browser gives an actual My DNS is FreeDNS, which does not list a repair subdomain. My domain name is registered with GoDaddy, and the nameservers are correctly set to NS1.AFRAID.ORG, NS2.AFRAID.ORG, NS3.AFRAID.ORG, and NS4.AFRAID.ORG. I have the following questions: Where is repair.gotgenes.com actually registered? How was it registered? What action can I take to have it removed from DNSs? How can I prevent this from happening in the future? This is pretty disconcerting; I feel like my domain has been hijacked. Any help would be much appreciated.

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  • iptables - drop all HTTP(S) traffic but from CloudFlare

    - by Martin
    I would like to allow only HTTP(S) traffic coming from CloudFlare. In that way attackers cannot attack the server directly. I know CloudFlare is not mainly a DDoS mitigator, but I would like to try it either way. I'm currently only having access to iptables (ipv4 only), but will try to install ip6tables soon. I just need to have this fixed soon. (we're getting (D)DoSed atm.) I was thinking about something like this: iptables -I INPUT -s <CloudFlare IP> --dport 80 -j ACCEPT iptables -I INPUT -s <CloudFlare IP> --dport 443 -j ACCEPT iptables -I INPUT -p tcp --dport 80 -j DROP iptables -I INPUT -p tcp --dport 443 -j DROP I know that CloudFlare has multiple IPs, but just for an example. Would this be the right way?

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  • Finding Locked Out Users

    - by Bart Silverstrim
    Active Directory up to 2008 network (our servers are a mix of 2008, 2003...) I'm looking for a quick way to query AD to find out what users are locked out, preferably from a batch or script file, to monitor for possible issues with either user accounts being attacked by an automated attack or just anomalies in the network. I've Googled and my Google-fu has failed; I found a query off Microsoft's own knowledgebase that cites a string to use on Server 2003 with the management snap-in's saved queries (http://support.microsoft.com/kb/555131) but when I entered it, the query returned 400 users that a spot-check showed did NOT have a checkmark in the "Account is locked out" box under "account." In fact, I don't see anything wrong with their accounts. Is there a simple utility (wisesoft bulkadusers apparently uses this method behind the scenes, since it's results were also wrong) that will give a count of users and possibly their user object names? Script? Something?

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