2,126 karma · joined June 21, 2009
https://github.com/CyberShadow
[ my public key: https://keybase.io/cybershadow; my proof: https://keybase.io/cybershadow/sigs/iQOqJAZGCVN0DykK2PLwcTGU247dIo3aZnm6s6VOgjk ]
Perfect.
https://steamcommunity.com/sharedfiles/filedetails/?id=22411...
No, this is the worst of the two cases: it allows predicting all outcomes at the start of the turn AND allows manipulating the outcome. So, in a territory control scheme like Team17, you can choose whether to pick up that crate now, or wait a turn or two until picking it up will result in a better outcome.
> But the server is not another player. It's not a player at all. It's the arbiter of truth.
No, that's not how peer-to-peer games work. In the current implementation, it is the "arbiter of truth" because it's the "server" in the TCP/IP sense, but it is still run and controlled by a player, and should not have any intrinsic advantage.
> At some point games will just accept this and allow the player with too slow of a connection to be disadvantaged.
Maybe games with a centralized networking model. We deliberately avoided doing anything in this direction for Worms Armageddon because it puts a death clock on the game and the community - see all games which are no longer playable because the developer/publisher decided that keeping the servers online was no longer profitable.
> To the extent that a server should tolerate slow connections, it is a handicap given by the game to players with slow connections.
In the hypothetical secure scheme I described above, ALL players are affected, not just the slowest one.
Edit: more information in the HN announcement: https://news.ycombinator.com/item?id=26590720
As of wireplumber 0.4.8, they will now automatically switch to the headset profile when an application begins recording audio! It's now almost seamless (though I do still need to manually select the audio device every time in Firefox).
Although the Worms games are turn-based, gameplay typically involves performing a lot of actions within one turn. Walking, jumping, using utilities (which don't end your turn), and finally firing a weapon. Many of these actions can trigger an event with a random outcome, which should ideally be unpredictable and un-manipulatable, such as which weapon will be found in a weapon crate, or how long the fuse of a mine with a random fuse will be.
In a peer-to-peer game, the server is just another player, and should not be considered intrinsically more trustworthy. Ignoring latency, it's possible to implement a scheme of securely generating random data, in which everyone produces a verifiable hash (commitment) of a random number, and after everyone announced their hash everyone announces their random number, which is then XORed together to produce the outcome (see e.g. Keybase's "Cryptographic coin flipping"). The problem with this approach is that the latency to obtain the result becomes the roundtrip to the player with the slowest connection and back.
The solution we used for managing secret state, when the state is from a random source, is to delay generating the secret information for as long as possible (so, e.g., if a card is drawn, the drawn card is decided at that moment, as opposed to pre-shuffling the deck at the start of the game). We experimented with some designs in which the secret is revealed only to the player who owns it, and the rest only see a verifiable hash of the secret until the player performs an action which reveals the secret; however, it doesn't solve the general problem that any time the game must immediately (without network latency) make a random choice, the design must compromise between either allowing a hacked client to predict the result (when the RNG output is stable) or manipulate it (when the RNG output changes very often, e.g. every frame).
Sadly, the newer games went for a simpler synchronization algorithm, in which if a discrepancy is detected, the entire state is simply copied over from one player's game to another. This does allow blatant cheating; I'm guessing it was a concession due to the new engine lacking in robustness or portability.
> It helps people that don't know that you can watch to subscribe for updates.
How would one fairly decide which project READMEs should have such an animation, and which shouldn't? It certainly calls a lot of attention to itself.
This looks nice, though I looked through my command history of "watch" and couldn't find any use cases where hwatch would be more useful. Am I using it wrong?
I no longer use it, and instead use Magisk startup scripts to start the Linux userspace, but it remains useful as an installer.
Case in point: I had never heard about Onyx. Coincidence or causation?
The advantage of this approach over running Linux in a sandbox / VM is that you can administer your Android device from the Linux side, which means that you can use your existing backup strategy or other automation tools. With a USB/bluetooth keyboard, it can also work as a small PC in your pocket.
On a practical note, at the top level or in the middle of progn-like constructs, you can do "block comments" with just:
'( ... )
I.e., quote the form to prevent evaluating it.
More impressive: manipulating strings at compile-time.
Even more impressive: using string manipulation at compile-time to build valid D code, then use string mixins to inject it into the current program, passing it on to the compiler to be compiled as part of the program being built. This is done by std.regex to compile regular expressions to native code during compilation.
Even further impressive: using a string import to read a DSL from disk, transpiling it into D code, and passing it on to the compiler. This is used by Vibe.d to compile HTML templates to native code.
Granted, all this is fairly old news, and a few other languages have since caught up.
https://news.ycombinator.com/user?id=dang
It looks like they should be in 85th place?
The approach being used in containerization is namespaces. You can put new processes into a new IPC / user / PID / network / time / etc. namespace, which isolates them from the parent namespace. Once that's done and you can't mess with other processes via the filesystem / kernel, the remaining hole is servers with inadequate security models, such as X11.
kernel.yama.ptrace_scope = 1
> If you can run gdb on that distribution, then you can definitely do it, even if it's just because they whitelist gdb in selinux/aa (in which case you can just script gdb).
No, you can't. Try it.
> And I rather doubt it is a default, since ptrace-based sandboxing is a thing (even Firefox was using it).
You can trace child processes, but not any other process.
No, they cannot. As an unprivileged process, you cannot access other processes' memory, with major distributions' default settings, even if the two processes share the same UID. The only way to achieve that would be to modify some execution path (e.g. .bashrc) to launch an evil wrapper which runs the target process in a way that allows reading its memory.
https://github.com/virt-manager/virt-manager/issues/358
Edit: found this, so maybe Red Hat considers this a feature which is working by design: https://github.com/virt-manager/virt-manager/pull/166