server client

The Creeping Death Of Multiplayer’s Persistent Social Spaces

I didn’t hang out much as a teenager—or at least, I didn’t think I did. In fact, if you’d asked me to, I would’ve most likely looked at you like I was some distant intergalactic visitor from an alien society; the kind that doesn’t understand the concept of things like sleeping, or capitalism, or brunch. “’Hang… out’?” I would have asked, making sure to enunciate the quotation marks with as much feigned confusion as my tiresome pubescent whine could muster. “Like, just sit around somewhere? Why? What would we do?”

The subtext was intentionally clear: if it didn’t involve video games, I wasn’t interested. And yet, as obstinately, destructively anti-social as I was during this crucial developmental stage, the reality was that I had favourite hangout spots just like any awkward youth; a special variety of hangout spots that—thanks to the changing landscape of online multiplayer models—I now worry may be disappearing forever.

Shared virtual spaces aren’t anything new. Ever since the first mainframe programmers found themselves with too much time on their hands and not enough online pornography, people have been using computers to enter shared worlds, chat with one another, and (usually) kill things along the way. Client/server models—wherein a multitude of players connect to some central host machine responsible for running the game and maintaining its world—have endured since those primitive times, through the rise and fall of deathmatch, all the way up to the present day. The spaces have gotten larger, the rules have diversified, and the technology has become exponentially more complex, but the basic model remains popular, both on an abstract and practical level. In computer communications they call it ‘star topology’, because of the radial organisation of connections: a set of clients all linked to a common focal point, through which they act and communicate. Simple and reliable—well, as long as somebody doesn’t unplug the hub again, mum.

But what does ‘a server’ even mean these days, anyway? Contemporary online gaming has done so much to cushion its audiences from the fiddly details of its implementation that their role has become amorphous at best. For many games, ‘the servers’ are just the developer’s anonymous workhorses, of which everyone is vaguely aware but nobody ever sees; nameless machines working behind the scenes, providing temporary receptacles for a matchmaking algorithm to funnel players into. For all intents and purposes they’re totally interchangeable, distinguished only by their physical location. People file in, people play a game, and people file out. No muss, no fuss.

That wasn’t how Counter-Strike: Source did things, though.

No, it was quite a different story. Like many multiplayer shooters, the overwhelming majority of servers were operated by the community—often with their own customised map lists, rules and mods—and the only way to play was to explicitly pick one from a list. Crucially, this gave them distinct identities and distinct audiences, as they were always all-too eager to announce. “24/7 DUST2 NO SNIPERS” proclaimed one server name, promising endless no-nonsense shootybangs for the most vanilla of vanilla white boys. Names like “GunGame DeathMatch #1 | SKINS | STATS | RANKS” and “Lo-Grav ScoutzKnivez 100tick” jostled in the browser’s mix, alongside more mystifying and exotic options that would no doubt download hundreds of scrappy custom assets at the drop of a hat. Clan tags and URLs were proudly displayed, like club logos and sponsorship placards, signalling that their servers were not just a service delivered from on high; they were a product of people coming together, passing the money tin around, and carving out a space for themselves.

A space. That was what was most important. Not the physical space of a shelf on a server rack somewhere, or the transient virtual environments we’d perpetually pepper with bullet holes, but the abstract, persistent space of the server session itself, shared by every connected player. A space in which everyone is implicitly present and able to speak with one another, communicating through the chat box and an untold number of scratchy, low-quality, early-2000s headset microphones. With a matchmaking service, that nameless space only persists for the duration of the match before being recycled and lost forever, but when it has a name and an address, it becomes fixed; a point that people can find and return to again.

What happens when a space has all these qualities? When it’s available to many, appeals to a relative few, and has room for a few dozen at most? When it enables play and conversation, and allows them to coexist with minimal detriment to either? When it can be counted on—barring unexpected downtime at the hands of a cheap, disinterested server host—to always be exactly where you left it? A space like that can only take on the role of a focal point; a place of casual congregation. People drop in and drop out, some only staying for minutes at a time, but there are regulars in the mix; familiar names, recognisable avatars. People with nothing in particular to do and nowhere special to go, drifting in from school and work and heaven knows where else, ready to get back on a treadmill they’ve been turning for the better part of a decade. These spaces, these servers, were my hangout spots. They were the secluded cafeteria table, the climbing frame at the local park, the chalked-up goalposts on the wall behind the deli. Places that would give you something to talk about. Places that gave you an excuse to be there, for as long or as briefly as necessary.

It doesn’t feel quite right, waxing nostalgic about a period of my life when I so carelessly frittered my time away, learning nothing, scarcely developing as a person, ensconced in an atmosphere so masculine and juvenile that it’s a wonder it didn’t permanently turn me into the worst kind of gamer. And yet, it’s rare to experience such a natural sense of tight-knit community in the world of video games: no lobbies, no premediated arrangements, no guilds, no forum boards or profile pages, just people informally sharing a space, coming back again and again to a hub until they gradually get to know one another. Death in Counter-Strike is often swift, and—until the next round, at least—quite permanent, so it’s not uncommon to find yourself without much to do for the next few minutes besides spectating the remaining players and chatting with your fellow deceased. Here’s the guy who inexplicably snipes better when he’s drunk, and there’s the head admin who pops up once in a while to abuse his divine powers and fuck with people. Here comes the exhausting pre-pubescent kid who gets ritualistically teased, and over there is the guy who probably hacks but is too charismatic and fun-loving to ever ban. Did I form lasting friendships with any of them? Good lord, no. But they made for far more engaging playmates than complete strangers plucked arbitrarily from the matrix, and they couldn’t have become that without the common ground that the server provided.

For me, those days of inhabiting such a shared social space are gone; thrown into the dustbin of my teenage time-sinks alongside Runescape and habitual masturbation. Like many other people with fruitful, busy lives, I’ve grown to appreciate the convenience of being able to jump in a queue and just get a straightforward, uniform, as-intended multiplayer experience with people who are more-or-less appropriate competitors, no matter how thickly the dust has settled between sessions. But what is multiplayer when everyone’s either a total stranger or an established friend? What is multiplayer without any sense of place, or belonging? The prevalence of matchmaking systems, and the gradual shying away from community-run servers, has made online play more accessible—and rightfully so!—but the, temporal, fleeting, impersonal encounters they create are no social substitute for the virtual equivalent of the skate park outside Leederville station. We’ve wedged other systems into place to try and connect people across the treacherous, shifting waters—friend lists, teams, guilds, that sort of thing—but like many one-off secondary social networking solutions, they usually serve only to formalise connections already made through other means. “How do we play? Oh, right, I have to add you on this thing first. What’s your tag? Yeah, yeah, sent.”

None of this is necessarily an attempt to champion one thing over another: I don’t believe that the model of using servers as small-scale social hubs should supplant other multiplayer models, nor do I think that my endless hours spent being gunned down by the same few-dozen maladjusted young Australian men was a proper substitute for developing… y’know, actual social skills. Nevertheless, as with most tectonic shifts in gaming, it’s hard to shake the feeling that we’re not collectively fully aware of the significance of the baby currently riding out the door on a tide of bathwater. Multiplayer should be about people as much as it is about play, and as long as both are involved, there ought to be room for the chalked-up goalposts on the wall behind the deli.

Looking for RP

Name: Pascaleret Valtin
Server: Balmung
Looking For: Clients, customers, business partners, rivals. Maybe you’re an adventuring company who needs a stock of medicines and would like to have a PC handle it, an adventurer willing to take on a job hunting for rare ingredients, or just an individual who’s looking for anything from a simple healing potion to a “miracle cure-all herbal supplement made from plants blessed by Nophica Herself!* (*results not guaranteed)”. We can work something out! I’m definitely happy to DM some events for adventurers looking for work.
Not looking for: ERP, torture/kidnapping/rape/etc plots. Relationship/dating RP.

(This got kinda long, so putting the rest beneath the cut!)

Keep reading

anonymous asked:

In Devblog #3 you say that PvP isn't going to be in the game. Is that written in stone for now, or is that just for the current development phase? Surely if players will be able to take control of monsters, that could be grounds for a sort of asynchronus mode of PvP where a player takes control of an "elite" or "assassin" monster that would have items too. Is PvP just off the menu?

Generally speaking, in networking a portion of the control is given to the client (your local version of the game) and the rest is given to the server (the over-the-internet master version of the game.) Making things client authoritative makes it feel more responsive and correct for the local player, but making things server authoritative makes it fairer and less susceptible to cheating. Since this is a PvE game, that means that we can give the client a bunch more authority (and therefore a much smoother experience) since the monsters won’t complain about lag compensation, getting shot around walls, etc. However, that means that if there WAS PvP, it would simply be unfair because the server trusts the client too much to report hits, among other things.

So yeah, it could “functionally” support PvP, but it would be no fun even for screwing around. Also none of the items nor abilities given to the player-controlled characters are intended to be fair on the receiving end. It would just be not fun.


is a software program for remotely controlling a Microsoft Windows computer system over a network. It was created in 1998 and has been very controversial for its potential of being used as a backdoor.

NetBus was written in Delphi by Carl-Fredrik Neikter, a Swedish programmer in March 1998. It was in wide circulation before Back Orifice was released, in August 1998. The author claimed that the program was meant to be used for pranks, not for illegally breaking into computer systems. Translated from Swedish, the name means “NetPrank”.

However, use of NetBus has had serious consequences. In 1999, NetBus was used to plant child pornography on the work computer of a law scholar at Lund University. The 3,500 images were discovered by system administrators, and the law scholar was assumed to have downloaded them knowingly. He lost his research position at the faculty, and following the publication of his name fled the country and had to seek professional medical care to cope with the stress. He was acquitted from criminal charges in late 2004, as a court found that NetBus had been used to control his computer.[1]

There are two components to the client–server architecture. The server must be installed and run on the computer that should be remotely controlled. It was an .exe file with a file size of almost 500 KB. The name and icon varied a lot from version to version. Common names were “Patch.exe” and “SysEdit.exe”. When started for the first time, the server would install itself on the host computer, including modifying the Windows registry so that it starts automatically on each system startup. The server is a faceless process listening for connections on port 12345 (in some versions, the port number can be adjusted). Port 12346 is used for some tasks, as well as port 20034. (WIKI)

Imagine you own a dating website called (I checked; it doesn’t exist). Because you’re so smart and popular and successful, every single person on Earth uses your website and will faithfully follow your dating recommendations. However, if you match everyone up, and there are two pairs of people such that person A from the first couple prefers person B from the second couple, and person B also prefers A, then A and B will elope and leave their former partners lonely. So don’t do that!

Another important note: the only distinguishing factor of a potential mate is their Myers Briggs type. Body type, age, languages spoken, race, sexual preference - none of these affect the chemistry between any two potential mates. Just mbti. Got it? Great.

So here’s where it gets interesting, even with all of those convenient assumptions: ISFJs are super common, comprising roughly 14% of people, and ISTJs are not far behind. However, ISFJs are “ideally matched” with ESFPs, which make up a far smaller slice of the population. So when you run out of ESFPs, maybe you hook up the remaining ISFJs with ESTPs, their second best match? Well, if you do that, the poor ISTJs will have no one left, and the ESTPs that you paired with the ISFJs will prefer the ISTJs, who in turn will prefer the ESTPs. So that doesn’t work. Now what?

Well it turns out that this silly little conundrum is actually an extremely important problem to mathematicians - and not for the obvious reasons! Turns out that this problem - referred to as the Stable Roommates Problem - is part of a class of matching problems that shows up all over the place in really important ways. For example, a variant called the Stable Marriages Problem is used to match servers and clients on the internet, doctors to patients, and even design efficient markets, which is why the Nobel Prize was awarded in 2012 for an efficient way to solve this problem.

So, being a programmer myself, I quickly set to work coding up a little simulation of 100 representative people. 14 were ISFJs, 2 were INFJs, etc. I used mbti theory and a little bit of intuition to create preference lists for each of them. I think it’s too much to go into every single reason why I designed the preference lists the way I did, but here’s a quick explanation:

My preference list as an ENTP is as follows:

My reasoning in making this list is based solely on my type, so I think it’ll apply mostly to all ENTPs, and the same pattern should work for any other perceiver-dom. If you’re a judger-dom, however, I altered it slightly. If you’re an ESTJ, for example, instead of going to ISFP after ISTP, you go to INTP, because INTPs lead with the inverse of your first function, making them preferable to a feeler with whom you’d have much less in common.

Here’s the full chart:

Then, I ran the algorithm, dumped the data into Excel, and made this Radar chart to show the quality of the relationships. The 1′s mean that those types are paired to their ideal match, while the big numbers (like 14) mean that that type is with their 14th best match and thus are going to have a crappy relationship.

As you can see, most people are pretty happy. The island of death is relatively small, and includes several unhappy ENFPs. However, of all the types, I have the most faith in the ENFP’s ability to adapt to a relationship against which the odds are stacked, especially since these unhappy relationships are most frequently between two ENFPs. ISTJs are also among the unhappy spouses, and I think that ISTJs will leverage their patience and dedication to make the most out of a poor situation. The other types are paired with partners relatively close to optimum, so overall, people are quite happy.

This brings up an interesting question, though: Why is it that the frequency of types doesn’t correspond to the frequency of their ideal match type? Why must we have imperfect marriages at all? And how is it that there are so many ENFPs that they’re forced to unhappily consort with one another?

The best I can come up with so far is that ENFPs must be really good at relationships - so good that they can reproduce far more often than expected given their typology. So, uh, kudos to the ENFPs, I suppose? Or perhaps we should be mad that sociocultural influences idealize ENFP relationships so much that ENFPs are unhappily common? You decide.

Difference between SAN and NAS:

SAN and NAS are two different storage systems; difference between them is the cost and complexity to use and operate the storage system.
• Network-attached storage is less costly than Storage area networks for its users to handle and operate.
• Network-attached storage uses TCP/IP network protocol and applications such as NFS or CIFS for file access.
• Managing Network-attached storage is a lot easier than Storage area networks.
• Storage area networks can cater to a large scale of users but Network-attached storage cannot but the change is coming.
• Network-attached storages are efficient for organizing and delivering data to clients over the network and data can be transferred over long distances efficiently.
• The major difference between the two storage networks is the cost and complexity to use and operate the storage system.

In-Depth Fantroll Questionnaire

Here Is a Really long, Very in-Depth questionnaire to really get to know your troll OC. You should come into this with an idea of what your character is like, or else you will get stuck. You can use this as much as you want, just if you post it anywhere, link back to me! Some of the questions are very general, while others are Alternia- specific. I wrote them as if “you” are the character, but you can answer them in third person if you want. Feel free to skip questions, because, trust me, there’s alot of em. But try to answer them all! Now, Enough from me, let’s get started!


What is your full name?


What’s your Blood color? (Land or seadweller?)

What is your Trolltag and typing quirk?

How’s your vocabulary? Any particular phrase you like to use?

How old are you? When’s your Wriggling day?? 

Describe what your sign looks like.

Write a full physical description of yourself.

Any cool powers? 

Right or left handed?

Strife specibus? (Optional- briefly describe how your fetch modus works)

What is something you like to keep in an accessible place in your sylladex?

Describe your lusus.

Do you get along well with your lusus? Are they difficult to feed?

Give a brief description of your hive.

What are three random interests you have?

How do you handle stress?

Do you have a mutation or weakness of any kind that could get you culled? If so, How are you still alive?

What do you know about your ancestor? Do you even believe In that story?


Are you a leader or a follower?

Are you more introverted or extroverted?

Do you tend to argue or avoid conflict?

Are you a listener or a talker?

How long is your attention span?

Do you laugh a lot? What’s funny to you?

Are you more Athletic, Artistic, or Intellectual?

What would you do if someone attacked you for no reason?

Any Fears?

What would happen if your greatest fear manifested itself?

Do you make decisions based on Emotions or logic?

Game only questions

(Only answer these if you are in a Sburb/Sgrub/Whatever game session- or if you just want to. If not, skip these.)

At first, did you want to play? Who convinced you to join?

Derse or prospit? When did you wake up on your moon?

How many others are in the session with you?

Did you prototype anything weird as your sprite?

Name, then briefly describe your Land. How did you feel when you first arrived?

What was your quest?

What are your consorts like?

What Is your Classpect? Active or passive?

Did you die? If so, how? Were you revived? Did you go God Tier? (If you died more than once, answer for all deaths)

If you are God Tier, Describe how you felt in the moments before you died and directly after you woke up again.

If applicable, Was your death Heroic or Just? Why?

Who Is your Server player? Client player?

Denizen? Did you ever face them? How did that go?


What is your earliest memory?

What do you consider the most important event of your life so far?

Who has had the most influence on you?

What is your greatest regret?

Have you killed somebody? How do you feel about it? Have you killed more than one person? Then whose death impacted you the most?

Has someone close to you died? How? if they were killed, do you want revenge?

Embarrassing story- Go!

Have you ever almost died or otherwise had a bad major injury? What happened?

If you could change one thing from your past, what would it be, and why?

Has anyone ever betrayed you or stabbed you in the back? Do you forgive them?

Have you betrayed somebody? Why? Do you regret it?

Tell the story of a scar you have.


In general, how do you treat others (politely, rudely, by keeping them at a distance, etc.)? Does this change if you know them well?

What do you look for in a potential matesprit?

Any current relationships?




Auspistice? (What leaf?)

What are some past relationships that didn’t quite work out?

If you have a morial, do you usually find yourself calming down your parter or is it the other way around?

First kiss?

Is there anyone you (platonically) Despise?

Who would you turn to if you were in desperate need of help?

Let’s be honest. Any crushes? Do you plan to do anything about them?

You find yourself in a fight. Who do you most want to have your back?

Who do you talk to when you want to rant about something?

If you died or went missing, who do you think would miss you?

Would you rather be in a big group or small one?

How long does it usually take for you to trust others?

Do you care what others think of you? Really think about it. Do you?

Do you hold grudges?

Opinions and Interests

How do you feel about where you stand on the Hemospectrum?

What are your opinions on the Hemospectrum as a class system in general?

When you look at someone, how much does their blood color have to do with your opinion of them?

Do you like to read? If so, what genre?

What about Tv/Movies? What genre do you like?

Do you believe in magic?

What is your greatest fear?

How religious are you?

What is your most cherished fantasy?

Do you believe in soulmates/true love?

What would you die (or otherwise go to extremes) for?

What do you believe makes a successful life?

What is your biggest secret? Have you told anyone about this? If so, who?

Would you rather talk to someone over trollian or face to face?

Do you know how to dance?

Pet peeves?

What type of Music do you like?


What is your most treasured possession? Why?

A day in the life…

You’ve got nothing to do. Who do you talk to?

The sun is already high in the sky and you’re still awake. What do you do to entertain yourself? (Remember, trolls are nocturnal… )

Are you more organized or messy?

Describe the routine of a normal day for you. How do you feel when this routine is disrupted?

Would you leap at the call to adventure, or would you have to be dragged along?

It’s raining and the power is out. How do you spend the night?

Favorite food?

Do you FLARP? If you do, what name do you go by? Describe your costume. Do you have a partner? Who?

All of a sudden your hive is on fire. What are the first five objects you save?


What do you want to be when you grow up? (If you’re older, What’s your occupation?)

Where do you see yourself in two sweeps? Five?

Be honest. How long would you survive? (Assuming you grew up to adulthood and the game didn’t mess everything up if you played.)

What would you like to be remembered for after your death?

If you could choose, how would you want to die? How do you think you will actually die?

What Is your biggest goal in life?


What is your greatest strength?

Greatest weakness?

What three words you would you use to best describe your personality?

What three words would others use?

Name a few things you consider yourself to be good at. What about bad at?

Do you think your attractive?

Name two things you like about yourself. Two things you don’t?

If you could change one thing about yourself, what would you change?


What emoticon describes you best?

Whoever is walking ahead of you drops a wallet with (whatever the troll equivalent of) 120 dollars in it. What do you do?

What would you blog about on Bubblr?

What is currently in your trash can?

Would you rather be a little too hot or a little too cold?

If there is a random fact I didn’t get to in this questionare you want to say about yourself, do it here!

Hope you Enjoyed!

NOTE: Reposted on fantrolls-and-positivity, which is another blog owned by me. 

Sweet Elite: An Otome Game made and Designed for you

Hi everyone! :)
I usually don’t post non-mcl related things on this blog but I’m very excited to share this project I’ve been working on with you!! 

If you’ve been following me for a while, you know that I am a very busy lady. Several months ago, I started developing a game with the help of other lovely My Candy Love fans (<3). This game is designed to fix many problems and controversial issues we’ve seen in the community, including: 

  1. No Same-sex Dating: Girl players want to date girl characters and boy players want to date boy characters. Most games do not offer an LGTBQA branch of the storyline.
  2. Lack of Diversity: Players often have to settle with a playable character that has no skin color/race options. Furthermore, characters in-game (datable or not) are rarely PoC and many of you would like a more diverse cast.
  3. Lack of variety & cliché characters and stories: Many players would like more dialogue options as well as choices that truly make a difference in the end. 

Therefore, I have gathered a team of amazing people to make our own game. A game that listens to the wants of our players, and a game that would solve all of the problems listed above. 

And now that I’ve hit 1000+ followers and that we have enough material to show, I think it’s time to introduce you guys to Sweet Elite and the characters you can expect to meet while playing! 

If you want to find out how to join the team and put your artistic, writing, programming, editing, etc. skills into the project, keep reading or visit this page for full details!

You don’t even have to be part of the team to help. Spreading the word around, reblogging this post and wanting to know more about the game is enough. It means a lot to us. <3

Keep reading to find out more about the game :)

Keep reading

anonymous asked:

Hello! Just asking to figure something out, I want to make my quest have the god tiers and personalities of the people in my session. Like maybe you'd have to fight a group of consorts with the powers of the people in your sessions god tiers or just something like that. How and do you think that would work? Like if you complete the loop of people becoming a server player and client player the quest starts and the personalities or something are implemented.

If you want to do that, I would suggest not being consorts

Some sort of land construct would be better

Stone guardians, golems, robots, etc

1: Consorts are citizens, you shouldn’t be fighting them. They might be dangerous or unhelpful, but still, they aren’t the real enemy and a quest shouldn’t have them like that
2: With some sort of construct you can do a thing like Jane’s lanterns, them powering up and getting lights for each person to join. Plus, it makes designation easy when a stone soldier has a pink heart on their chest, signifying they are the Heart player, you know?


Normal (?)


What I didn’t know/didn’t feel like doing I left blank/didn’t do

Name: Narulia Spunk
Species: Troll
Gender: Female
Age: 22
Derse or Prospit?: Derse
Fetch Modus: A red SD card
Strife Specibus: Fistkind
Weapon: None
Game Entry Item: A single Bean
Sprite: (Prototypes, pre- or post-entry, and final form)
Exile: (Their name and function pre- and post-exile)
Server Player:
Client Player:
Title: Bard of Heart
Active or Passive?: Passive
Medium: Land of Cubes and Outbursts

Troll-Specific Information: (Human characters delete this section!)

Blood color: Jade Green
Symbol: Treble Clef

Lusus: Goat
Ancestor: The Deciple
Hive: West of North, covered in beans she drew
Horns: six little spikes
Trolltag: wh0mstisThis
Quirk: Replaces “L”s with 1s and Os with 0 Example: Loss would be typed as 10ss
Matesprit: None
Kismesis: None that I want to go through
Moirail: Same as kismesis
Auspistice: Same as kismesis

General Appearance: (All characters must fill out from here down!)

Do they need to wear glasses or contacts?: No
If yes, are they nearsighted or farsighted?: No
They should wear their glasses, but do they always?: No
Weight: 140 lbs
Height: 6’0
Notable features: Somewhat long fangs
Hair: long ponytail
Disabilities/Health Concerns: none

Favorites and Least Favorites:

Color: Red
Music: Dubstep
Movie: Independence Day
Book: None
Food: Eggs and Beans (Together or seperate)
Clothing: Black T shirt with her symbol in green (I made due with what I had)
Prized possession(s): A glass egg
Alchemized item(s): Bowl of beans
Other likes/dislikes: Dislikes the color blue

Personality: Erratic, unpredictable, but mostly laid back

Biggest goal: to Chill
Greatest fear: No chill
Darkest secret: sometimes wears an adult diaper bc comfy
Does anyone know?: A friend troll
If yes, how did they find out?: Walked in on her
Greatest strength: Calm under pressure
Greatest weakness: Stopping once she starts
Greatest accomplishment: Lol whut
Biggest regret: Someone seeing her in her personal time clothing
Are they more aggressive, assertive, or passive?: Passive
Are they emotional or stoic?: Emotional
Which do they trust more, their head or their heart?: Head
Are they an introvert or extrovert?: Introvert

whatttt have i been up tooooo: the monday after graduation, i began working full time at general dynamics, one of our country’s largest defense corporations, as a software engineer. ive got a sweet little cubicle by the window and a drawer full of steel cut oatmeal and a bowl to eat for breakfast. itll be about two months next week, and im really proud to say last friday, i had an official code review for my deliverable software. i worked alone under the RF team to design a piece of server-client software that communicates with national instrument frequency synthesizers, and built a python gui that will actually be used for the program’s customer. its been a really great first project, before i join the program’s actual software team, because i could demonstrate my technical and software design skills, given exact specifications. 

in the meantime, i moooveedd. even though both my parents work within 5 minutes of my work place and carpooling was very streamlined, i really felt like i was moving backwards, back under the wing of my parents. i was met with a truck ton of resistance, but im really glad to be living in my own apartment with great friends. ive recently taken up watercolor - ya so theyre cheap crayola water colors and staples paintbrushes, but ive enjoyed coming home from work and getting into that watercolor routine. i hope to film a sketchbook tour in the near future, when ive filled all the pages, so get ready for that.

IMO retail store workers should be paid more partly because they’re local, on-the-ground company representatives.

like, when you go shopping or out to eat, who do you interact with? 9 out of 10 times it’s the cashier or sales associate or the person out on the floor doing whatever they’re doing. sometimes it’s the manager, but most of the time it’s one of those people. if you’re a regular somewhere, you start recognizing the staff. sometimes you get friendly and chat with them a bit. even if you don’t, you still see them more often. you start associating them with the company brand. I’m sure most people have a place they go to regularly where they know the staff at least by face, if not name.

now, I want you to think about major companies like Target, Macy’s, JC Penney, Starbucks, Dunkin Donuts, McDonald’s, Burger King, etc. Can you name even one CEO or top executive of any of those companies? I know I sure can’t.

and like, there’s companies that have official celebrity spokespeople, and obviously it’s effective marketing to have a celebrity endorse your brand, but you can’t form a personal or server-client connection with a distant celebrity the way you can with a local store associate. your experiences with a company are shaped almost entirely by your interactions with store staff. you form a good or bad opinion of a brand based on how your experiences in its stores were.

so one reason retail workers deserve a higher salary is that they act as unofficially-titled company representatives for local customer bases. your cashier is equally if not more so “the face of” a company than any athlete or movie star.

Bug that can leak crypto keys just fixed in widely used OpenSSH

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Guilherme TavaresA critical bug that can leak secret cryptographic keys has just just been fixed in OpenSSH, one of the more widely used implementations of the secure shell (SSH) protocol.
The vulnerability resides only in the version end users use to connect to servers and not in versions used by servers. A maliciously configured server could exploit it to obtain the contents of the connecting computer’s memory, including the private encryption key used for SSH connections. The bug is the result of code that enables an experimental roaming feature in OpenSSH versions 5.4 to 7.1
“The matching server code has never been shipped, but the client code was enabled by default and could be tricked by a malicious server into leaking client memory to the server, including private client user keys,” OpenSSH officials wrote in an advisory published Thursday. “The authentication of the server host key prevents exploitation by a man-in-the-middle, so this information leak is restricted to connections to malicious or compromised servers.”
The advisory said that anyone using a vulnerable version should update right away. Those who are unable to update should disable roaming by adding the string UseRoaming no to the global ssh_config(5) file or to the user configuration in ~/.ssh/config, or by entering -UseRoaming=no on the command line.
According to a separate advisory from Qualys, the security firm that discovered and privately reported the vulnerability, the information leak can be exploited only after the end user has been successfully authenticated by the server. While that drastically reduces the chances of the bug being exploited in the wild, Qualys researchers held out the possibility that highly determined attackers already may have made use of the bug, possibly by compromising legitimate servers trusted by end users. Such exploits would be useful once attackers had already compromised a targeted server and wanted to ensure continued access in the event the initial entry point had been fixed.
“This information leak may have already been exploited in the wild by sophisticated attackers, and high-profile sites or users may need to regenerate their SSH keys accordingly,” they wrote.
By giving attackers the ability to read the RAM of vulnerable computers, the bug has similarities to the 2014 Heartbleed vulnerability that affected the OpenSSL crypto library. That bug was much more serious because it made it possible for anyone with moderate hacking skills to exploit any website that used OpenSSL. By contrast, the OpenSSH bug can only be exploited after a vulnerable end user connects to a maliciously configured server.
Post updated to add details from Qualys advisory.

Bug that can leak crypto keys just fixed in widely used OpenSSH was originally published on Cyber Parse

anonymous asked:

Hello! I'm super frequent and I'm here to bother you yet again! JonTron posted a fairly sensational video called The Blizzard Rant. If you have the time, I would very much like you to give it a watch and explain what Blizzard's real reasons were. If I've learned anything from you, it's that gamers don't know what goes on in the studios and in our ignorance, we feel the need to blame something that seems unfair. But I want your credible guess as to what's going on at Blizzard. Thank you!

Ok, so… I watched the video, and I’ve broken down his complaints into the following points:

  1. The people running the private wow server (Nostalrius) weren’t taking away potential revenue from Blizzard - they aren’t charging to play there. Issuing a legal C&D is a jerk move.
  2. There’s clearly an audience for “legacy” WoW servers that are running old versions of the game. Why doesn’t Blizzard just support a product that people clearly want?
  3. Blizzard used to care about gamers and listen to them, but now they don’t.

As a developer who actually spent a couple of years working on a live AAA MMOG myself, this is my immediate response:

But let’s break down his specific points one by one. Caution: length.

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Surprise, surprise. Grandpa Harley is back and ALIVE.

In which John finds out that shaving cream is flammable, Dave can’t control his bladder, Jade hits her grandpa’s booze, and Rose writes a poem about the incompetence of her co-players.

John finds himself in the Land of Wind and Shade! Well, “finds himself” is a manner of speaking, he has pretty much been here all along, only way higher up!

Okay, so we got a whole land to explore and somewhere here is DAD’s car (which we absolutely have to find because John’s server copy of Sburb is in it), also the unabridged version of Colonel Sassacre! John still has to read the first few pages with Nanna’s message and she for some reason decided to make everything more difficult and threw it away?? Because she is weird like that, I guess. (the truth is that she is the villain all along, that’s nanna, it’s her, the true final boss, screw chess pieces.)

Also, the constellation that dance beneath the clouds, they are just the fireflies! Nanna was feeling poetic.

I GET TO FIGHT THE IMPS????!! John, prepare to die five hundred times, I’m truly sorry, I’m very bad at this kind of games but I’m afraid that this won’t stop me from killing every one of those little bastards.

….Talk to you like what?! Unless grandma just created a Pesterchum account. Her chumhandle… gelasticCounselor. Sounds good.  Although I like to think that the two of them are just shouting at each other while the imps nearby watch, perplexed. Even though they are too far, I guess??

BUT TO MORE IMPORTANT POINTS! This sheds light on a very important subject! Jade’s choice of prototyping can’t be Grandpa! If sprites cannot  move from the location of their houses, Grandpa would be breaking all the rules! He just slay imps left and right, he staffed them, the giant ones too! But the point is that he not only killed Jade’s imps, but also Rose’s, Dave’s and John’s ones! That means he will/already has (?? what is this Intermission level of time bullshit??) travel from one planet to another! Please don’t ask me how though. Also he… randomly comes back to life… yeah…. Hell, maybe it’s some sort of bonus in the game, like… Jade gets through the Third Gate, handfuls of confetti greet her at her passage and BOOM. “END OF GATE THREE BONUS! Bring a loved one back to life! But choose wisely! You won’t get this proposal again!!” Okay, no but it would be cool. The End Gate Bonuses. Bringing Grandpa back is cool too. 

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SBURB creation outline and plan

I’m dead serious, I want SBURB to become a game so I will make it myself and this is how I’ll make it:

6/12/16: announcement day, if I actually put forth effort I should have something presentable by this day.

11/11/16: SBURB Alpha release date. Basic stuff should be set up: inventory system, classpects, alchemy, server/client connections, character creation, basic world generation.

4/13/17: SBURB Beta release date (Troll upd8): new stuff added (trolls primarily, hence the upd8 name) plus a dream bubble MMO built in. If I didn’t get doomed time lines as a thing in Alpha, it will definitely be a thing by this upd8.

6/12/17: Cherub upd8: single player dead session playability. Also includes cherubs as playable characters alongside trolls and humans.

10/25/17: planned full SBURB release date, adding any and all features I have not included in previous upd8s.

This plan is subject to change and I don’t know if I’ll keep myself motivated to finish it, but I want this to happen. If anyone wants to jump on board with helping me develop I might consider and/or assign you something like artwork. I would love to have Hussie support my project and I’ll fight to make this a reality through legal troubles, but it ultimately is his idea so if he wants it to stop it will stop and I don’t plan on making a profit off of it unless he permits me to.