Search Results

Search found 30511 results on 1221 pages for 'linux networking'.

Page 208/1221 | < Previous Page | 204 205 206 207 208 209 210 211 212 213 214 215  | Next Page >

  • Serializing network messages

    - by mtsvetkov
    I am writing a network wrapper around boost::asio and was wondering what is a good and simple way to serialize my messages. I have a message factory which can take care of dispatching the data to the correct builder, but I want to know if there are any established solutions for getting the binary data on the sender side and consequently passing the data for deserialization on the receiver end. Some options I've explored are: passing a pointer to a char[] to the serialize/deserialize functions (for serialize to write to, and deserialize to read from), but it's difficult to enforce buffer size this way; building on that, I decided to have the serialize function return a boost::asio::mutable_buffer, however ownership of the memory gets blurred between multiple classes, as the network wrapper needs to clean up the memory allocated by the message builder. I have also seen solutions involving streambuf's and stringstream's, but manipulating binary data in terms of its string representation is something I want to avoid. Is there some sort of binary stream I can use instead? What I am looking for is a solution (preferrably using boost libs) that lets the message builder dictate the amount of memory allocated during serialization and what that would look like in terms of passing the data around between the wrapper and message factory/message builders. PS. Messages contain almost exclusively built-in types and PODs and form a shallow but wide hierarchy for the sake of going through a factory. Note: a link to examples of using boost::serialization for something like this would be appreciated as I'm having difficulties figuring out the relation between it and buffers.

    Read the article

  • UFW blocking random packets on 443

    - by s2jcpete
    All, I have UFW setup to allow traffic on port 443. It works as expected, though I have a large amount of UFW Block log entries. To Action From -- ------ ---- 80 ALLOW Anywhere 443 ALLOW Anywhere 22222 ALLOW Anywhere 80 ALLOW Anywhere (v6) 443 ALLOW Anywhere (v6) 22222 ALLOW Anywhere (v6) However in my syslog file I see this: [UFW BLOCK] IN=eth0 OUT= MAC=XXX SRC=<foreignip> DST=<serverip> LEN=40 TOS=0x00 PREC=0x00 TTL=116 ID=22025 DF PROTO=TCP SPT=49622 DPT=443 WINDOW=0 RES=0x00 ACK RST URGP=0 About 30 or so seconds later pound (which I'm using for SSL decryption and port redirection) throws a connection timed out messsage. I'm assuming this is because UFW is blocking the packet. I'm at a loss as to an explination. Could the packet be malformed or something, is this normal? Edit - I have since changed the /etc/defaults/ufw and set ipv6=no, so the v6 rules are no longer in the mix. The server is still showing the block / connection timed out behavior though. The new ufw status output is: Status: active Logging: on (low) Default: deny (incoming), allow (outgoing) New profiles: skip To Action From -- ------ ---- 80 ALLOW IN Anywhere 443 ALLOW IN Anywhere 22222 ALLOW IN Anywhere

    Read the article

  • audio and video data in RTP

    - by Banana
    Suppose a user wants to transmit both audio and video to another user, whose formats are AMR for audio and H.264 for video. Does the user have to transmit audio and video packets always separately? Meaning that it is not possible to mix audio and video within the same RTP packed, is that correct? If this is true I guess the RTP protocol will need to know the SSRC of both audio and video to be able to check the sync of the two streams.

    Read the article

  • Ubuntu Desktop on PC as an IPv6 router?

    - by Cliff
    I have a DELL PC with Ubuntu 12.10 and a pandaboard running the latest linaro ubuntu 12.08. The Ethernet on the panda board is reporting 'no ipv6 router present' regardless of what router I connect (they are all probably not ipv6). I can connect via a cross-over Ethernet cable the pandaboard to the DELL PC. Can I setup the DELL PC to act as an IPv6 router. the PC has a wireless connect to our router/ADSL box. I would Really appreciate some help here so if you have an alternative please suggest it.

    Read the article

  • accessing files on a shared folder via IIS

    - by Darkcat Studios
    Im not sure if this suits stackexchange, serverfault or here... so i'll go with here for a start. I'm having issues setting up a network share to be accessed by IIS, all I need to do is read/write files on the Other server. We have 2 servers set up (Both 2008 R2 & IIS 7.5), one is the WEB server, which is externally accessible and NOT part of the domain. We also have an Intranet server which has no internet connectivity and is part of the domain. These 2 servers can talk to each other happily, I have the SQL server on the WEB server shared across to the intranet server so that the web content is editable from the intranet. I can share a folder on the web server (say, wwwroot/Images/) and connect to it from the intranet server, even have it as a mapped drive (but i know thats not going to work for IIS to access it), So there seems not to be a connectivity issue. I can also set up a Virtual folder in IIS on the Intranet server - this is where it gets annoying - I cant connect using pass-through authentication because there is no suitable user on the web server (which is not on the domain). If i set up a user on the web server, eg Intranet_USR, and give it appropriate rights to the folder, files and share, i can connect, but only view folder contents in IIS, not read, although that user has read privileges!! Any help much appreciated!

    Read the article

  • Distributing my Application inside a Debian Virtual Machine Image-- How to meet GPL obligations?

    - by bdk
    I have a Linux application I've developed, and I have created a standalone VMWare Image that people can download to try out the application without needing to install and configure a Linux Server. I created this VMWare Image by starting with a base Debian system, installing a bunch of packages and then configuring all the packages and daemons my application depends on. Upon load, the VMWare Image boots right into an X Server running only my application and no Window manager, so its more of a "Virtual Appliance" than a normal Linux Desktop environment. Users generally will never see a command prompt or any application other than my own. (My application itself I have a handle on the licensing issues of) Now I would like to distribute this image, but I'm not sure how to meet my GPL (and other licenses the various Debian components are released under) Obligations. As I understand it, I have two primary obligations to meet. Providing Copyright and License Information for each component I use. As I understand it, all the information I am required to present is located in the /usr/share directory in the Debian, but since my users generally will never touch a console or terminal, they will never see this. Does providing a text file containing a concatenation of all the files inside /usr/share meet this obligation Making source code available for all components I distribute. Since I am not creating the image from source, but from binary packages, I can't provide the actual source code that results in exactly my image being generated. Does providing an ftp mirror and an offer to send that mirror on DVDs of the Debian source debs for all the packages I use meet this obligation? Anything Else I'm required to do to legally distribute this image?

    Read the article

  • Computer becomes unreachable on lan after some time

    - by Ashfame
    I work on my laptop and ssh into my desktop. I use a lot of key based authentication for many servers for work but recently I couldn't login because ssh would pick up and try all the keys and it stops trying before ultimately falling back to password based login. So right now I am using this command: ssh -X -o PubkeyAuthentication=no [email protected] #deskto The issue is after sometime the desktop would just become unreachable from laptop. I won't be able to open its localhost through IP and today I tried ping'in it and found a weird thing. Instead of 192.168.1.4, it tries to ping 192.168.1.3 which I am sure is the root cause as it just can't reach 192.168.1.4 when its actually trying for 192.168.1.3 Ping command output: ashfame@ashfame-xps:~$ ping 192.168.1.4 PING 192.168.1.4 (192.168.1.4) 56(84) bytes of data. From 192.168.1.3 icmp_seq=1 Destination Host Unreachable From 192.168.1.3 icmp_seq=2 Destination Host Unreachable From 192.168.1.3 icmp_seq=3 Destination Host Unreachable From 192.168.1.3 icmp_seq=4 Destination Host Unreachable From 192.168.1.3 icmp_seq=5 Destination Host Unreachable From 192.168.1.3 icmp_seq=6 Destination Host Unreachable From 192.168.1.3 icmp_seq=7 Destination Host Unreachable From 192.168.1.3 icmp_seq=8 Destination Host Unreachable From 192.168.1.3 icmp_seq=9 Destination Host Unreachable ^C --- 192.168.1.4 ping statistics --- 10 packets transmitted, 0 received, +9 errors, 100% packet loss, time 9047ms pipe 3 Also the ping command message comes in multiple and not one by one. (izx answer's the weirdness I thought there was in ping command.) I did check for desktop, its local IP is still the same, so something is going on in my laptop. Any ideas? P.S. - Laptop runs Ubuntu 12.04 & Desktop runs Ubuntu 11.10 Laptop is connected through wifi to router and Desktop is connected through LAN to router. Update: Even after setting up static IP leases in router settings, I again ran into this issue.

    Read the article

  • Multiplayer tile based movement synchronization

    - by Mars
    I have to synchronize the movement of multiple players over the Internet, and I'm trying to figure out the safest way to do that. The game is tile based, you can only move in 4 directions, and every move moves the sprite 32px (over time of course). Now, if I would simply send this move action to the server, which would broadcast it to all players, while the walk key is kept being pressed down, to keep walking, I have to take this next command, send it to the server, and to all clients, in time, or the movement won't be smooth anymore. I saw this in other games, and it can get ugly pretty quick, even without lag. So I'm wondering if this is even a viable option. This seems like a very good method for single player though, since it's easy, straight forward (, just take the next movement action in time and add it to a list), and you can easily add mouse movement (clicking on some tile), to add a path to a queue, that's walked along. The other thing that came to my mind was sending the information that someone started moving in some direction, and again once he stopped or changed the direction, together with the position, so that the sprite will appear at the correct position, or rather so that the position can be fixed if it's wrong. This should (hopefully) only make problems if someone really is lagging, in which case it's to be expected. For this to work out I'd need some kind of queue though, where incoming direction changes and stuff are saved, so the sprite knows where to go, after the current movement to the next tile is finished. This could actually work, but kinda sounds overcomplicated. Although it might be the only way to do this, without risk of stuttering. If a stop or direction change is received on the client side it's saved in a queue and the char keeps moving to the specified coordinates, before stopping or changing direction. If the new command comes in too late there'll be stuttering as well of course... I'm having a hard time deciding for a method, and I couldn't really find any examples for this yet. My main problem is keeping the tile movement smooth, which is why other topics regarding synchronization of pixel based movement aren't helping too much. What is the "standard" way to do this?

    Read the article

  • How can an application (like Firefox) be forced to use a certain network interface?

    - by Lekensteyn
    I've two interfaces: eth0 and wlan0 on a notebook. Possible use cases: eth0 grants me Internet access, and wlan0 is currently connected to a router which does not have Internet-connectivity. For development purposes, I need to connect to the wlan0 by default, but use eth0 for surfing eth0 and wlan0 are both connected to the Internet. For a torrent application, eth0 should be used for speed, but for portability of the notebook, SSH should have a connection over wlan0 eth0 is a wire connection, wlan0 is a wireless one. Sensible data should be transferred over eth0, but other traffic can go over wlan0 as well. Is there a way to force applications (like nc.traditional or firefox) to use a certain network interface? A wrapper like example-wrapper eth0 program is fine too if such program exist. It would be nice if it could configured within Firefox (in runtime). I'd like to avoid IPTables solutions if possible.

    Read the article

  • how to find 3g modem signal strength with out AT commands?

    - by neckTwi
    when i try to find signal strength of my modem using AT+CSQ, the usb device is locked by the network manager. To find the signal strength with AT+CSQ i have to first disable network connection using #nmcli nm wwan off to unlock the device inode /dev/ttyUSBX. Is there any nmcli option to get signal strength or any other option? EDIT The gdbus object for NetworkManager don't have any method like getSignalStrength. Network manager is locking device file preventing to use AT commands. nm-applet was able to display signal strength in system tray. so there should be a way to get signal strength form network manager! nmcli is command line counter part of nm-applet. Can i get signal strength using nmcli? nothing about signal strength is mentioned in its man pages.

    Read the article

  • keep getting added to hosts.deny + iptables

    - by Sc0rian
    I am confused to why this has started to happen. On my local network, if I click 10-20 apache/http links my server will decide to add me hosts.deny file and block me on iptables. Its not just apache, it seems to happen with any kinda of traffic, that comes in on a flood method. Like I use subsonic, if I change tracks 10-20 times, it will do it. I would assume I have some sort of firewall which is sitting on the server which is doing this. However I do not have fail2ban or any denyhosts in /var/lib. I cannot work out why I keep getting added to hosts.deny/iptables. Thanks

    Read the article

  • Ubuntu 12.04 USB wireless not recognized

    - by Justin
    I have searched for awhile now for ways to fix my problem but have come up with nothing. I am running Ubuntu 12.04 on my desktop computer. I am unable to find the Enable Wireless button in the network area. It just doesn't appear. Everything else works on my laptop. I believe it's the drivers for my USB network adapter. I also have no way of using a wired connection at the moment. Thanks for any help!

    Read the article

  • How do I set up a server for SSH?

    - by Rob S.
    At my workplace (a university) we have two Ubuntu servers. One is a teacher server and the other is a student server. I am currently setting up a new server to replace the existing teacher server. The new server is currently online and I am trying to get it setup so I can SSH into it from my home. Right now, I can SSH into the existing teacher or student server and then SSH into the new server. However, I can not SSH directly into the new server. What must I do so that I can SSH directly into the new server? Thank you very much in advance for your time.

    Read the article

  • Network strange problem

    - by Ali
    I have a CPanel server with 5 IPs and a few domains. During night, access to main domain through HTTP return 324 no response many times. After several refresh it comes but many assets won't load and return 324. Using HTTPS is fine. During day HTTP is also fine. But another domain on that very sever works fine all the day through HTTP. The server DNS are ns1 and ns2 of the first domain. Second domain is on the shared IP and first domain has a dedicated IP. I cant resolve the problem :( and appreciate any help so much!

    Read the article

  • How to perform game object smoothing in multiplayer games

    - by spaceOwl
    We're developing an infrastructure to support multiplayer games for our game engine. In simple terms, each client (player) engine sends some pieces of data regarding the relevant game objects at a given time interval. On the receiving end, we step the incoming data to current time (to compensate for latency), followed by a smoothing step (which is the subject of this question). I was wondering how smoothing should be performed ? Currently the algorithm is similar to this: Receive incoming state for an object (position, velocity, acceleration, rotation, custom data like visual properties, etc). Calculate a diff between local object position and the position we have after previous prediction steps. If diff doesn't exceed some threshold value, start a smoothing step: Mark the object's CURRENT POSITION and the TARGET POSITION. Linear interpolate between these values for 0.3 seconds. I wonder if this scheme is any good, or if there is any other common implementation or algorithm that should be used? (For example - should i only smooth out the position? or other values, such as speed, etc) any help will be appreciated.

    Read the article

  • Multicast in Ubuntu

    - by iwant2learn
    Can some one please explain the steps required to configure a multicast in Ubuntu? I have a simple program taken from Internet. I get errors when I execute the client program. I get the error as: Opening datagram socket....OK. Setting SO_REUSEADDR...OK. Binding datagram socket...OK. Adding multicast group error: No such device: When I execute the server program I get the error as: Opening the datagram socket...OK. Setting local interface error: Cannot assign requested address I am using Ubuntu to run the program. I have two different laptops but connected via the same network. I am using wireless network to perform the above operation.

    Read the article

  • How to create shared home directories across multiple computers?

    - by Joe D
    I know there are ways to share a folder across computers making it easy to move files. But I was wondering how one would setup a single login which lets you access the same files regardless of which machine you login on? What I would like is something similar to something you would see in a college campus where students login on machines in the lab and see their files regardless of which machine they use. I know there are server involved here. I have a need to create this on a smaller scale where we have a few computers available (and one of these could act as the server if needed and host the files) that every one shares. Note, the specific install of software might be different on each computer but the login and OS are the same. Since some computers have additional capability that our group members will need to use at rotating schedules (software licenses or hardware components, etc.). I have not done this before, so I would appreciate detailed instructions if possible or a reference to a guide that describes this. Thanks in advance.

    Read the article

  • Is it illegal to forward copyrighted content? [closed]

    - by Mike
    Ok, this may be a strange question, but let's start: If I illegally download a movie (for example...) from a HTTP Web Server, there are many routers between me and the Web Server which are forwarding the data to my PC. As I understand, the owners of the routers are not legally responsible for the data they forward (please correct if I'm wrong). What if I would install a client of a peer-to-peer network on my PC and this client (peer) would forward copyrighted content received from peers to other peers? Hope someone understand what I mean ;-) Any answer or comment would be highly appreciated. Mike Update 1: I'm asking this question because I want to develop a p2p-application and try to figure out how to prevent illegal content sharing/distribution (if forwarding content is really illegal...) Update 2: What if the data forwarded by my peer is encrypted, so I'm technically not able to read and check it?

    Read the article

  • Disabling IPv6 on a single interface

    - by ijw
    I'm slightly weirded out by the fact that Ubuntu won't process ipv4 DHCP unless you explicitly tell it to, but will happily take ipv6 RAs unless you tell it not to. Is there any way to change the default behaviour to be 'do nothing unless I explicitly turn it on'? (Note to answerers: I'm not looking to globally disable ipv6, or completely turn off autoconf. I'm looking to disable autoconf by default (as in, I don't want ipv6 unless I say so in /etc/network/interfaces, in the same way that I don't just get a v4 address unless I've explicitly turned on dhcp). What's happening is that, for any interface that's up - e.g. has an ipv4 config - a v6 address tends to just turn up on the interface as well, despite the fact that I've not enabled that explicitly. The solutions to date are fine as far as they go, but if I disable v6 or autoconf globally, I can't then re-enable v6 on a per-interface basis with a simple command in /etc/network/interfaces. I'm fairly sure I'm asking for the moon on a stick, mind you.)

    Read the article

  • Network configuration problem with ubuntu

    - by Musti
    I am a new Ubuntu user. In my dorm there is a bit strange connection way for internet, I have to configure given "IP address, Subnetmask, Default gateway, Preferred DNS server, and Alternate DNS server" to have an internet connection, otherwise it is imposible. Actually it is very easy in windows, I am just opening Network and Sharing Center and then setting up TCP/IPv4. I had some attempt in Ubuntu, but just failed :/ Can anyone tell me how to configure? Thanks in advance... Musti

    Read the article

  • How Does Windows Confirm Wi-Fi Access and Whether Hot Spot Authentication Is Necessary?

    - by Jason Fitzpatrick
    Windows is quite adept at telling you if you have a properly functioning Internet connection, but how exactly does it do so? Digging into how Windows handles the problem offers insight into Windows connectivity messages. Today’s Question & Answer session comes to us courtesy of SuperUser—a subdivision of Stack Exchange, a community-drive grouping of Q&A web sites. How to Fix a Stuck Pixel on an LCD Monitor How to Factory Reset Your Android Phone or Tablet When It Won’t Boot Our Geek Trivia App for Windows 8 is Now Available Everywhere

    Read the article

  • How to rewrite a TCP MMOG server designed to run in a single machine, in a distributed way?

    - by Dokkat
    I have a MMOG server running on C++, using winsockets. My server won't support more than 200 players. I had the idea of redesigning it so it will use multiple servers instead of one, so, maybe, for example, each server could take care of a number of players, and, if it was too laggy, it could transfer the responsability of that player to other server. I'm not sure of how to program a consistent game logic like that, though. Are there techniques for this?

    Read the article

  • Difference between a socket and a port

    - by cobie
    Could someone please explain quite clearly the difference between a port and a socket. I know that a port serves as a door into the network for an application process and that the application process uses a socket connection to the given port number to handle network communication but when you have multiple processes listening on a single port number, I am finding it difficult to understand the difference between the socket and the port and how they all fit together.

    Read the article

  • Scuttlebutt Reconciliation from "Efficient Reconciliation and Flow Control for Anti-Entropy Protocols"

    - by Maus
    This question might be more suited to math.stackexchange.com, but here goes: Their Version Reconciliation takes two parts-- first the exchange of digests, and then an exchange of updates. I'll first paraphrase the paper's description of each step. To exchange digests, two peers send one another a set of pairs-- (peer, max_version) for each peer in the network, and then each one responds with a set of deltas. The deltas look like: (peer, key, value, version), for all tuples for which peer's state maps the key to the given value and version, and the version number is greater than the maximum version number peer has seen. This seems to require that each node remember the state of each other node, and the highest version number and ID each node has seen. Question Why must we iterate through all peers to exchange information between p and q?

    Read the article

  • A simple example of movement prediction

    - by Daniel
    I've seen lots of examples of theory about the reason for client-side prediction, but I'm having a hard time converting it into code. I was wondering if someone knows of some specific examples that share some of the code, or can share their knowledge to shed some light into my situation. I'm trying to run some tests to get a the movement going (smoothly) between multiple clients. I'm using mouse input to initiate movement. I'm using AS3 and C# on a local Player.IO server. Right now I'm trying to get the Client side working, as I'm only forwarding position info with the client. I have 2 timers, one is an onEnterFrame and the other is a 100ms Timer, and one on mouseClick listener. When I click anywhere with a mouse, I update my player class to give it a destination point On every enterFrame Event for the player, it moves towards the destination point At every 100ms it sends a message to the server with the position of where it should be in a 100ms. The distance traveled is calculated by taking the distance (in Pixels) that the player can travel in one second, and dividing it by the framerate for the onEnterFrame handler, and by the update frequency (1/0.100s) for the server update. For the other Players, the location is interpolated and animated on every frame based on the new location. Is this the right way of doing it?

    Read the article

< Previous Page | 204 205 206 207 208 209 210 211 212 213 214 215  | Next Page >