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#tcp editing adventures
curiosity-killed · 17 days
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Pro: finally figured out what to do with this character
Additional pro: it’s murder
Con: I can’t quite figure out the logistics of their death
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loadculture616 · 3 years
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Install Docker Inside Jenkins Container
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Overview
Install Docker-compose In Jenkins Container
Install Docker Cli On Jenkins Container
Install Docker Inside Jenkins Container Tracking
Install Docker Inside Jenkins Container Box
Install Docker Command In Jenkins Container
Install Docker-compose In Jenkins Container
I have installed a ubuntu 18.04 container inside which I tried to start the docker service. This comes up quite often when trying to build bitbucket or Jenkins CI.
It is a Jenkins Cloud plugin for Docker. The aim of this docker plugin is to be able to use a Docker host to dynamically provision a docker container as a Jenkins agent node, let that run a single build, then tear-down that node, without the build process (or Jenkins job definition) requiring any awareness of docker.
In case of Docker Container, since the container runs on your host OS, you can save precious boot-up time. This is a clear advantage over Virtual Machine. Consider a situation where I want to install two different versions of Ruby on my system. Now we can run our container and proceed with inside container operations: docker run -i –add-host=”saphost1.docker.sap.corp saphost1:172.17.0.2″ –ipc=host –privileged -t -h saphost1 baseos. Prepare SAP HANA media. Ok, container is working fine and you can play inside.Once it is stopped, all changes will be erased.
This plugin allows containers to be dynamically provisioned as Jenkins nodes using Docker. It is a Jenkins Cloud plugin for Docker.
The aim of this docker plugin is to be able to use a Docker host to dynamically provision a docker container as a Jenkins agent node, let that run a single build, then tear-down that node, without the build process (or Jenkins job definition) requiring any awareness of docker.
The Jenkins administrator configures Jenkins with knowledge of one or more docker hosts (or swarms), knowledge of one or more 'templates' (which describe the labels/tags that this template provides, the docker image, how to start it, etc) and Jenkins can then run docker containers to provide Jenkins (agent) Nodes on which Jenkins can run builds.
See also
Support and contribution guide
Note: There is more than one docker plugin for Jenkins. While this can be confusing for end-users, it's even more confusing when end users report bugs in the wrong place. e.g. if you are using Jenkins pipeline / workflow / Jenkinsfile builds with code including terms like docker.withDockerRegistry or docker.image etc then you're using the docker-workflow plugin and should go to its repository instead of this one. Rbenv docker hub.
Note: This plugin does not provide a Docker daemon; it allows Jenkins to use a docker daemon. i.e. Once you've installed docker on your OS, this plugin will allow Jenkins to use it.
A quick setup is :
get a docker environment running
follow the instructions for creating a docker image that can be used as a Jenkins Agent
Docker Environment
Follow the installation steps on the docker website.
If your Jenkins instance is not on the same OS as the docker install, you will need to open the docker TCP port so that Jenkins can communicate with the docker daemon. This can be achieved by editing the docker config file and setting (for example)
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The docker configuration file location will depend your system, but it is likely to be /etc/init/docker.conf , /etc/default/docker or /etc/default/docker.io.
Multiple Docker Hosts
If you want to use more than just one physical node to run containers, you can use Docker Swarm Standalone or you can define more than one docker 'cloud'. The docker engine swarm mode API is not supported (at present; enhancement contributions would be welcomed).
Install Docker Cli On Jenkins Container
To use the standalone swarm, follow docker swarm standalone instructions and configure Jenkins with the swarm's API endpoint.
Jenkins Configuration
Docker plugin is a 'Cloud' implementation. You'll need to edit Jenkins system configuration (Jenkins -> Manage -> System configuration) and add a new Cloud of type 'Docker'.
Configure Docker (or Swarm standalone) API URL with required credentials. The test button lets you check the connection. High sierra dmg bootable usb.
Then configure Agent templates, assigning them labels that you can use so your jobs select the appropriate template, and set the docker container to be run with whatever container settings you require.
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Creating a docker image
You need a docker image that can be used to run Jenkins agent runtime. Depending on the launch method you select, there's some prerequisites for the Docker image to be used:
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Launch via SSH
sshd server and a JDK installed. You can use jenkins/ssh-agent as a basis for a custom image.
a SSH key (based on unique Jenkins master instance identity) can be injected in container on startup, you don't need any credential set as long as you use standard openssl sshd. For backward compatibility or non-standard sshd packaged in your docker image, you also have option to provide manually configured ssh credentials
Note: If the docker container's host SSH key is not trusted by Jenkins (usually the case) then you'll need to set the SSH host key verification method to 'non-verifying'.
Launch via JNLP
a JDK installed. You can use jenkins/inbound-agent as a basis for a custom image.
Jenkins master URL has to be reachable from container.
container will be configured automatically with agent's name and secret, so you don't need any special configuration of the container.
Launch attached
a JDK installed. You can use jenkins/agent as a basis for a custom image.
To create a custom image and bundle your favorite tools, create a Dockerfile with the FROM Tropico 6 mac download free. full version pc. to point to one of the jenkins/*-agent reference images, and install everything needed for your own usage, e.g.
Note on ENTRYPOINT
Avoid overriding the docker command, as the SSH Launcher relies on it.
You can use an Entrypoint to run some side service inside your build agent container before the agent runtime starts and establish a connection .. but you MUST ensure your entrypoint eventually runs the passed command:
Install Docker Inside Jenkins Container Tracking
Further information
Install Docker Inside Jenkins Container Box
More information can be obtained from the online help built into the Jenkins WebUI. Most configurable fields have explanatory text. This, combined with knowledge of docker itself, should answer most questions.
Install Docker Command In Jenkins Container
Jenkins can be configured using Groovy code, and the docker plugin is no exception. For example, this configuration script could be run automatically upon Jenkins post-initialization or through the Jenkins script console. If run, this script will configure the docker-plugin to look for a docker daemon running within the same OS as the Jenkins master (connecting to Docker service through unix:///var/run/docker.sock) and with the containers connecting to Jenkins using the 'attach' method.
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sendinguallmylove · 5 years
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Turbo VPN for laptop is software with amazing elements. The App is easy to use and set up, by utilizing it that you would be able to connect to distinct digital networks and it lets you join with this website which is blocked. It's going to aid the user to enter the blocked content material. Faster VPN is freed from rate, and it's a software that allows you to hook up with a digital personal network so that you can browse the internet with none restrictions, accessing pages that would, in general, be restricted in your area. It gives the user to enjoy the whole free VPN customer. Easy to make use of. You might be only one click far from connecting VPN. Unlimited bandwidth and limitless free trial time.
Also, Read VPN Master for PC Windows
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Also, Read Super VPN for PC Windows and Mac
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Also, Read Free Unlimited VPN for Mac
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There are some other first-class options are on hand. But these (above) two ways are satisfactory for all and at all times still now!
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androidmaniaco · 4 years
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172 ofertas Google Play: aplicaciones y juegos gratis y con grandes descuentos por poco tiempo
172 ofertas Google Play: aplicaciones y juegos gratis y con grandes descuentos por poco tiempo
La economía no siempre acompaña, por lo que es siempre de agradecer cuando los desarrolladores rebajan temporalmente el precio de sus aplicaciones y juegos, que puedes conseguir hasta gratis. Como cada semana, aquí seleccionamos las mejores ofertas de Google Play del momento, con juegos, aplicaciones y paquetes de personalización de pago que puedes conseguir gratis o a un precio mucho menor.
46 aplicaciones Android gratis
Como es costumbre, empezamos con las aplicaciones, juegos y paquetes de icono de pago que puedes llevarte totalmente gratis y quedártelos para siempre. En la lista hay algunos juegos interesantes como Dead Rain o Neo Monsters, así como Nini Aprende a contar, para los más pequeños de la casa.
Aplicaciones
Car-Bluetooth-Activator 0,79 euros gratis
Total Media Player Pro 2,99 euros gratis
Yertle the Turtle - Dr. Seuss 3,29 euros gratis
Gallery - Photo Gallery, Video Player 2020 0,99 euros gratis
Crypto Helper 0,79 euros gratis
Simple Quote Widget - Quote of the day widget 0,79 euros gratis
80s música de radio Pro 0,61 euros gratis
Binaria calculadora Pro 0,50 euros gratis
Fracciones matemáticas Pro 0,61 euros gratis
Logarithm Calculator Pro 0,59 euros gratis
Temperature Converter Pro 0,59 euros gratis
Healthy Dining 2,09 euros gratis
Entrenamientos en casa Gym Pro (Sin anuncio) 1,79 euros gratis
Juegos
[VIP] DungeonMon : Idle Merge Monster 0,99 euros gratis
[VIP]Infinity Dungeon 2- Summoner Girl and Zombies 0,99 euros gratis
Héroes Dot Ⅱ : Top Summoner 0,89 euros gratis
Dot Heroes III - Keep the Castle VIP Edition 1,79 euros gratis
Solo Halma / Solitario (juego de mesa) 1,49 euros gratis
Ruby Square: juego de lógica (700 acertijos) 0,89 euros gratis
The Rich King VIP - Amazing Clicker 1,09 euros gratis
Dead Rain : New zombie virus 1,99 euros gratis
Neo Monsters 0,50 euros gratis
[VIP] +9 God Blessing Knight - Cash Knight 9,49 euros gratis
Five Words - A Word Matrix Puzzle Game 1,10 euros gratis
Terra Fighter 2 Pro 0,89 euros gratis
Timing Hero VIP : Retro Fighting Action RPG 3,79 euros gratis
Tortuga Racing - Educational Math Racing Game 0,99 euros gratis
2 Player Quiz Pro 1,99 euros gratis.
Man-Eating Plant VIP 0,99 euros gratis
Isometric Squares - puzzle ² 1,39 euros gratis
Juegos de Música: Froggy Bands 2,29 euros gratis
Niní aprende a contar 2,29 euros gratis
Dead Bunker 2 HD 0,59 euros gratis
Pocket World VIP: La isla de la exploración 1,99 euros gratis
Stone Of Souls 0,59 euros gratis
IMAGEine Premium 2,19 euros gratis
League of Stickman 2020- Ninja Arena PVP(Dreamsky) 0,59 euros gratis
Last Day Survival-Zombie Shooting 24H Dark Dungeon 0,59 euros gratis
Zombie Avengers:(Dreamsky)Stickman War Z-zombi 0,59 euros gratis
ESCAPE(VIP)Secret of the Hidden Room: Collaborator 4,49 euros gratis
Super Oscar Premium 1,99 euros gratis
Dr. Panda Ice Cream Truck 2 3,49 euros gratis
The Slimeking's Tower (No ads) 5,49 euros gratis
Personalización
Amphetamine - Icon Pack 1,09 euros gratis
Cuticon Drop - Icon Pack 1,09 euros gratis
Live Wallpaper HD/3D Parallax Background Ringtones 1,49 euros gratis
126 aplicaciones Android con descuento
Seguimos el recopilatorio con las aplicaciones, juegos y paquetes de icono de pago que puedes conseguir a un precio mucho menor del habitual. En aplicaciones tenemos dos imprescindibles para quienes tienen una Mi Band o un reloj Amazfit, Tools & Mi Band y Tools & Amazfit. De juegos, destacan Cessabit, Worms 2, Worms 3 y Escapists 1 y 2.
Aplicaciones
BT/USB/TCP Bridge Pro 1,59 euros 0,99 euros
Historia del mundo 3,49 euros 2,29 euros
Laviolet Bullet Journal -Calendario, Habit Tracker 3,80 euros 2,60 euros
Himnos Nacionales PRO 1,59 euros 0,99 euros
NT Convertidor - Convertidor de Unidades Premium 3,29 euros 1,59 euros
Wifi Auto PRO 1,59 euros 0,99 euros
Cambridge First B2 Practice 14,99 euros 8,49 euros
Polskie Radio Pro 5,99 euros 3,49 euros
XSafe VPN Pro: VPN Proxy Server & Secure Service 15,99 euros 1,09 euros
12 Rules for Life - An Antidote to Chaos 5,49 euros 3,29 euros
Change DNS Pro (No Root 3G/Wifi) 2,29 euros 0,79 euros
Character Maker -How to draw 3,19 euros 1,79 euros
Tools & Mi Band 4,39 euros 2,99 euros
Tools & Amazfit 4,39 euros 2,99 euros
Maestro WiFi(Sin anuncios) - Analizador WiFi 2,09 euros 1,09 euros
Audio Video Tools Pro 10,99 euros 4,99 euros
PhotoMap PRO Galería 4,09 euros 1,99 euros
Analizador de WiFi(sin anuncios) - Prueba de WiFi 2,19 euros 1,09 euros
Medidor de señal WiFi(Sin anuncio) - Escáner WiFi 2,09 euros 1,19 euros
2 Amateur ham CW Morse code practice oscillators 4,39 euros 2,19 euros
10 WPM Amateur ham radio CW Morse code trainer 4,39 euros 2,19 euros
20WPM Amateur ham radio Koch CW Morse code trainer 4,39 euros 2,19 euros
Amateur Ham Radio QTH Grid Square Calculator Tool 4,39 euros 2,19 euros
Math Effect Full 3,99 euros 1,79 euros
Pupil Distance Meter Pro | Accurate PD measure 4,99 euros 3,29 euros
¿Quién utiliza mi WiFi(Sin anuncio) - Escáner WiFi 2,09 euros 1,19 euros
Gold Rush! Anniversary 2,49 euros 1,29 euros
Juegos
My so-called future girlfriend [Visual Novel] 2,49 euros 1,39 euros
Rising Empires 2 - 4X fantasy strategy 3,29 euros 1,69 euros
RPG Knight Bewitched 2,29 euros 1,09 euros
Xenomorph Genocide Alien Invasion Kill All Humans 3,69 euros 2,19 euros
Greenskin Invasion 3,69 euros 0,79 euros
Space Grunts 4,79 euros 2,49 euros
Aveyond 1: Rhen's Quest 8,49 euros 1,09 euros
Aveyond 2: Ean's Quest 8,49 euros 1,09 euros
Aveyond 3-1: Lord of Twilight 6,49 euros 1,09 euros
Aveyond 3-3: The Lost Orb 6,49 euros 1,09 euros
Aveyond 3-4: The Darkthrop Prophecy 6,49 euros 1,09 euros
Bridge Constructor Medieval 1,99 euros 0,99 euros
Bridge Constructor Portal 5,49 euros 2,49 euros
Cessabit: Relájate 1,99 euros 0,99 euros
Dead Age 3,49 euros 0,99 euros
Death Pit 2,29 euros 0,59 euros
Her Story 5,49 euros 2,19 euros
In Between 2,99 euros 0,99 euros
Pixel Heroes: Byte & Magic 6,99 euros 1,99 euros
race.a.bit 1,99 euros 0,99 euros
Retro Winter Sports 1986 1,99 euros 0,99 euros
Roguelite: Pixel RPG 1,69 euros 1,09 euros
Shiny The Firefly 2,49 euros 0,99 euros
Skilltree Saga 2,99 euros 0,99 euros
Super Blackjack Battle 2 Turbo 2,99 euros 0,99 euros
The Inner World 2,99 euros 0,99 euros
The Inner World - The Last Wind Monk 5,49 euros 2,49 euros
Toby: The Secret Mine 4,99 euros 0,99 euros
Aftermath XHD 5,49 euros 2,69 euros
Denki Blocks! Deluxe 4,19 euros 1,99 euros
Denki Blocks! Deluxe (Tablet) 4,19 euros 1,99 euros
Forget-Me-Not 4,19 euros 2,39 euros
Ground Effect Pro HD 2,79 euros 1,09 euros
Ground Effect Pro XHD 4,19 euros 2,39 euros
Hard Lines 4,19 euros 2,39 euros
Icewind Dale: Enhanced Edition 10,99 euros 4,99 euros
Juggle! 2,79 euros 1,29 euros
Juggle! XHD 4,19 euros 1,99 euros
Kiwanuka 4,19 euros 2,39 euros
Magnetic Shaving Derby 2,79 euros 1,29 euros
Mixt 2,79 euros 1,29 euros
Perplexed - Math Puzzle Game 2,69 euros 1,29 euros
RedSun RTS 1,49 euros 0,59 euros
En Xataka Android
Los mejores juegos para Android de 2020... hasta ahora
SpellKeeper 1,99 euros 0,59 euros
Spirit HD 4,19 euros 2,39 euros
Spirit XHD 4,19 euros 2,39 euros
Super Soccer Champs 4,19 euros 1,29 euros
Super Soccer Champs 2020 5,49 euros 2,69 euros
Tennis Champs Returns 5,49 euros 3,09 euros
TileStorm 4,19 euros 1,99 euros
TileStorm: Eggbot's Irish Adventure 4,19 euros 1,29 euros
TileStorm: Eggbot's Polar Adventure 4,19 euros 1,29 euros
ACE Academy 9,99 euros 1,99 euros
Bleentoro Pro 1,89 euros 0,99 euros
Blox 1,79 euros 0,59 euros
Castle of Fallen Souls 4,49 euros 1,79 euros
Cooking trip: Back on the road 2,09 euros 0,99 euros
Crystalline 9,99 euros 1,99 euros
Death Worm™ 3,19 euros 1,09 euros
Gnomes Garden: Halloween 2,09 euros 1,19 euros
Kaori After Story 5,49 euros 0,99 euros
Lost Artifacts: Time Machine 2,09 euros 1,19 euros
Prison Run and Gun 2,09 euros 0,59 euros
Solitaire Halloween Story 1,29 euros 0,79 euros
Spencer 4,19 euros 1,19 euros
Tallowmere 2,19 euros 1,09 euros
Tap Blox Full 1,79 euros 0,89 euros
Tower UP DX 1,79 euros 0,59 euros
Vodobanka Pro 1,89 euros 0,99 euros
Dungeon Maker 3,79 euros 2,19 euros
Top 200 Drug Touch Match Game 5,49 euros 3,29 euros
Crystalline 9,99 euros 1,99 euros
DupDup 2,59 euros 0,59 euros
Age of Civilizations 1,99 euros 1,29 euros
Fait – The Machine 2,49 euros 1,09 euros
Dark Quest 2 4,69 euros 2,79 euros
Heedless 2,19 euros 1,09 euros
Kings Hero 2: Turn Based RPG 1,99 euros 0,59 euros
Pandemia: Virus Outbreak 3,39 euros 1,89 euros
Crucintarsi Numerici PRO - Giochi Enigmistici 1,99 euros 1,19 euros
The Escapists: Fuga de la prisión 5,49 euros 1,29 euros
Escapists 2: Fuga de bolsillo 7,99 euros 1,89 euros
Worms 3 4,49 euros 1,09 euros
Worms 2: Armageddon 4,49 euros 1,09 euros
Personalización
Fluidity - Adaptive Icon Pack 2,19 euros 1,09 euros
Knots Live Wallpaper 1,99 euros 0,79 euros
Sunset Colors : Xperia Theme 1,99 euros 0,59 euros
Bubbles Live Wallpaper 1,99 euros 0,79 euros
Lines Live Wallpaper 1,99 euros 0,79 euros
Delux - Icon Pack 1,69 euros 0,59 euros
Delux - Round Icon pack 1,69 euros 0,59 euros
Delux Black - Icon Pack 1,69 euros 0,59 euros
Delux Black - Round Icon Pack 1,69 euros 0,59 euros
Horux Black - Icon Pack 1,69 euros 0,59 euros
Horux Black - Round Icon Pack 1,69 euros 0,59 euros
Horux White - Icon Pack 1,69 euros 0,59 euros
Horux White - Round Icon Pack 1,69 euros 0,59 euros
Bliss - Icon Pack 1,39 euros 0,79 euros
Flora : Material Icon Pack 2,19 euros 0,69 euros
¿Más ofertas?
Si tras todas estas aplicaciones gratuitas nuestra sección de los viernes se te queda corta, puedes estar al día de las principales ofertas de todos los sistemas operativos a través de nuestros compañeros de Applesfera y Xataka Móvil. Puedes ver también los mejores precios en móviles y accesorios en nuestro Cazando Gangas de hoy.
Os recordamos que los comentarios, como siempre, están abiertos para que podáis añadir las ofertas de Google Play que encontréis. Y si queréis más, nos vemos la semana que viene. ¡Buen fin de semana a todos!
- La noticia 172 ofertas Google Play: aplicaciones y juegos gratis y con grandes descuentos por poco tiempo fue publicada originalmente en Xataka Android por Iván Ramírez .
Xataka Android https://ift.tt/2TQqkzq
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curiosity-killed · 7 months
Text
i started making one of those shitty powerpoints to explain tcp for fun (& because trying to explain it last night made me die a little inside) but i got stuck partway thru explaining book 2, so have a silly sirion roast instead
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johnattaway · 5 years
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robertbryantblog · 5 years
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Where Firewalls Block Traffic
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quickclickhosting · 5 years
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aurelliocheek · 5 years
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Albion Online: The Technology of Albion
To work on a successful game is the dream of many Indies and beginners in the games industry. On the next four pages David Salz from Sandbox Interactive shares his dream with us.
The opportunity to make Albion Online was a dream coming true. At the same time, it was frightening. Even though I had many years of game development experience, some of it as a partner in my own company, I had never done an MMO before. In fact, I did not personally know anyone who had. What followed was a great learning experience (and I learned many things the hard way).
Getting started We started Albion Online with just two coders. Knowing that we knew nothing, we went through every book and article about online and multiplayer game development we could find. There is shockingly little, especially if you compare it to other fields like graphics programming. We also reached out to the few people in Germany who had MMO experience. Their very helpful input took the worst of our fears away, and we simply got started.
Middleware We use the Unity3D game engine to make Albion Online. Unity was up-and-coming when we started; it is powerful, flexible and inexpensive. Unity’s biggest strength, however, is the ability to publish on a huge number of platforms with very little additional effort. Even though we originally planned a PC-only game, we quickly realized that tablets and other mobile devices would be a crucial market in the future. Hence, Albion Online became a true cross-platform project. We started with Unity 3.5 almost 7 years ago, but we have made it a habit to always upgrade to the latest version of Unity as quickly as possible. These days upgrading the engine is a huge testing effort, and often new Unity bugs prevent us from using a particular new release. Finding a version that is stable enough for us has been getting more and more tricky the larger our game has become. On the other hand, there is no alternative since new OS versions (mostly OSX and mobile) often require new Unity versions.
As a network middleware, we use Photon. Photon comes with a server framework; the core is written in C++ for performance reasons, but the application code is C# – which is good because it means we can write the entire project in a single language and share code between server and client. C# is, in fact, an excellent choice for server development – very easy to use, fast, efficient and very stable thanks to garbage collection and exception handling.
Most of the game uses Photon’s reliable UDP protocol, and movement messages are sent as unreliable UDP messages. For the chat server and for inter-server-communication we use TCP. We use Photon on the lowest possible level, i.e.,, only the server framework and the network protocols. There is also a cloud-based hosting solution, a chat system, and even an MMO framework, but we decided to use none of that. Instead, we wrote as much as possible ourselves, and we decided to host the game on dedicated bare-metal servers.
Finally, we needed databases. For the game, the biggest concern was the ability to scale the game database for the potentially “infinite” game world size. We decided to give Apache Cassandra a try. Cassandra is a NoSQL database, i.e.,, it sacrifices the ability to do complex queries in favor of speed, high throughput, and the possibility to scale horizontally, i.e.,, by simply adding more servers.
Cassandra is essentially a distributed hash table. You can retrieve data only based on its hash key. There is no ‘SELECT … WHERE’ mechanism like in SQL. You can, however, build compound keys out of multiple columns and retrieve data based on partial keys. That way Cassandra forces you to design your tables around the queries you are going to make. This takes some time to learn, but the upside is that inefficient queries are almost impossible in Cassandra.
You can build a Cassandra cluster out of as many server instances (‘nodes’) as necessary. They will automatically split the hash space with some redundancy, so a couple of nodes may fail and the cluster will still stay operational. A caveat is that Cassandra is only ‘eventually consistent.’ Due to the distributed nature of the database cluster, it is possible to read ‘outdated’ data from the cluster, even though the ‘latest’ data will eventually be synchronized to all nodes. This can be fixed by either writing to or reading from a quorum of the database nodes, i.e.,, if you need consistent information, you can choose between slower reads or slower writes. Albion Online keeps most data in the game server’s memory while a player is logged in, so we choose slow reads but very fast writes. Player data is only read when the player logs in or changes the game server, but it is written every time something changes – just in case the game server crashes.
The biggest downside of NoSQL databases is the inability to do complex queries, i.e., JOIN and WHERE commands. For some purposes, e.g., the in-game marketplaces, queries are important, so we use a couple of Postgres SQL databases as well.
A collection of ‚tiles‘. The collision grids (black; collision is red) are hand-painted and used by server and client. The 3D collider (green wireframe) is used only by the client for mouse-picking and keeping the characters feet on the ground.
Doing a Unity game… without Unity It was clear to us from the beginning that we did not want to run Unity on the game servers. Unity is a closed-source environment we did not believe it was flexible, scalable and stable enough to support a game server for thousands of concurrent players. Also, we were simply not comfortable with having an uncontrollable ‘black box’ in such a key spot.
As a consequence of that, the core game systems would have to work without Unity, and we ended up coding our own technology even in areas where Unity offers good solutions. We have, for example, our own level file format, our own collision system, our own pathfinding, and our own game object management.
While that sounds like re-inventing the wheel, I would rather see it as cherry-picking. While it is somewhat crazy to write your own engine just because you can, it is equally crazy to use an engine feature just because it exists. You should rather ask yourself ‘Is this exactly the solution I need?’ and ‘How long would it take to write something myself that more precisely matches my needs?’ Owning and controlling key parts of the code has many advantages. Not only does our game server work without Unity, but we, in fact, also have a fully functional command-line version of the game client that runs without Unity! It has no graphics and no UI but is otherwise fully capable of logging in and playing the game. You can easily launch 50 to 100 of those on a single machine, and we often use it as a scriptable bot for stress tests.
Model – View – Controller A key design principle of Albion Online is a strict Model-View-Controller pattern. In an online game, the server must have absolute authority, meaning that all game world manipulations happen on the server and only the server can decide whether a player action is valid or not. We keep game data in memory and use databases as permanent storage; hence the server acts as the Model and the Controller here.
The Albion Online client is just a library (i.e., a DLL) that is able to communicate with the server. It will mirror the part of the data model that the player can “see” at a given point in time and offer a controller interface similar to that of the server. The client does validity checks and sometimes even prediction, but will ultimately send all valid requests to the server. The client library knows nothing about Unity. This allows us to have the command-line client mentioned earlier. The client code is maintained as a separate Visual Studio project that has no Unity dependencies, so it is easy to keep the separation in everyday work.
Unity comes into play as a pure View component. It will subscribe to various events the client library offers, create a view for every game object and update the view whenever the game object changes. All of the UI and input code is in Unity as well, but the real business logic is in the client library and not in Unity.
The collision information of all tiles is combined into a large collision grid for the entire map. It is also used for pathfinding.
Maps and Collision Unity is very good for map and level editing and extensible, too, so we had every intention of using it that way. On the other hand, the game server would need to be able to load the map files as well. Certainly, the server would not need the graphical assets, but it would need to know to location and properties of all interactive objects, the shape of the terrain, object collisions, etc. Collision was the next issue. Unity comes with a sophisticated physics system, so you could leave player-vs-environment collision completely to the physics module, or at least use ray casts against the physics geometry to determine where a player can go and where not. Today Unity even has built-in navigation meshes for pathfinding, that did not exist in 3.5 when we started. While that approach works great for an action-adventure, it seemed too complicated for the kind of MMORPG that we had in mind. We would need walkable and non-walkable terrain, line-of-sight checks for projectiles and pathfinding for monsters.
All of that should be super fast because it would have to executed or at least double-checked on the server for thousands of players and monsters. Physics-based collision does not give you that kind of performance. Another problem with physics engines is that they sometimes ‘tick out.’ We have all occasionally fallen through the ground or have been catapulted in the air in our favorite games just because we walked into an odd corner at an odd angle. For a level designer, such problems are very annoying to fix because it is often not obvious why the physics engine has an issue with a particular piece of geometry.
Considering all that it made sense to write our own collision and pathfinding system. In a drastic first step, we decided to regard the whole game as essentially 2D. The top-down perspective already forces the level design into a 2D mindset, and while the maps would not be totally flat, they would be flat enough to get away with this simplification. The world of Albion consists of ‘tiles.’ A tile can be a piece of ground or an object. Ground tiles are typically 10 by 10 meters (in respect to the size of the characters). Objects are everything that sits on top of the ground, from decoration to interactive objects like trees or buildings. All tiles have a hand-painted 2D collision in a 1×1 meter grid. The collision system allows a small number of geometrical primitives like triangles, circles and infinitely thin lines. Maps are built in Unity but exported into a proprietary file format. Every tile is a Unity prefab plus some meta information like size, collision, etc. A map is essentially just a huge list of tiles, often up to 30,000. Server and client load the same file. While the server only cares about the meta information, the client actually instantiates all the Unity prefabs. To our surprise, this form of loading is actually faster and gives us more control than using Unity scenes! We still use Unity scenes to store the maps for the level editor, but not in the game.
The Server Farm The server farm consists of several different server types and databases. We host everything on bare metal machines since we need strong CPU time and memory guarantees. Albion is a single, unique game world for all players. We use instancing only for player islands and certain types of dungeons, so we would not benefit much from the ability to scale to dynamically allocated virtual machines. Instead, we simply distribute the game world across a fixed number of physical machines.
Most of the heavy lifting is done by the Game Servers. Depending on your character’s location in the game world your client will connect to a different Game Server. As you move through the world, you may have to connect to a different game server. Your client will also maintain a connection to the Chat and Login Server. The Login Server handles all account operations like login, logout, character creation, etc. and will tell the client which Game Server to connect to.
The World server is the single authority for all game features that work across Game Servers, for instance, parties, guilds, guild vs. guild battles, etc. The Backoffice server controls farm startup, shutdown and provides an API to “talk” to the entire farm.
The Game Server Our game world consists of zones (“clusters”) that are roughly 1 x 1 km in size. There are currently around 600 of these. When you change zones, your client may have to connect to a different game server, and you will see a short loading screen on the client. The game logic of a cluster is handled by a single thread. Making this multi-threaded would be very error-prone and not necessarily more efficient since there are numerous complicated interactions between game objects which would require locking. Instead, all incoming player commands are put into a synchronized event queue and processed in order of arrival. Any work that can be offloaded – like database operations, pathfinding or logging – are handed to separate thread pools that complete their respective tasks asynchronously and put the result back into the event queue.
A second mechanism we use extensively is scheduled events (or simply put: timers). There is no real game loop in Albion Online, meaning that game objects have no Update() functions that are called every so often. Instead, objects will create timers whenever they need to. Monsters will create a recurring AI update timer as soon as a player gets near but delete the timer again when the player is gone.
Interest Management Interest Management is the ability to efficiently determine which game object can “see” which other objects at a given point in time. This is important for multiple reasons.
First of all, we want to minimize the network traffic for each client by sending the client only updates of objects it can actually see right now. Second, players do cheat. Any information that is sent to the client can and will be extracted by cheaters. That means we absolutely need to restrict client knowledge to objects that are on the screen or at least very close to it. The whole mechanism is also useful for many other purposes; for instance, monsters are activated when a player comes near and deactivated when the player leaves.
All this needs to be as efficient as possible. Let’s illustrate this with some numbers: A single (1 x 1 km) cluster may contain more than 300 players, 500 monsters and more than 10.000 other interactive objects (most of which are trees, because you can cut down every single tree in Albion Online).
We achieve the efficiency by putting all objects into a grid-based hash. Each grid cell is roughly 10 x 10 meters and contains a list of objects inside. Very large objects may be in multiple cells at once, but that is rare. The object itself is responsible for updating the hash if it moves. The grid cells fire events when objects are added or removed, so subscribing to these events already gives you a very efficient way of monitoring an area.
Each player is surrounded by something we call an Interest Area. It consists of two grid-aligned rectangles. When an object enters the inner, smaller rectangle, the player will start “seeing” the object, i.e., the server will send the client an initial “new object” message (“look, a monster!”) and subscribe to the various event the object itself offers. Whenever the object does something interesting (e.g. the monster attacks someone) it will fire an event, that event will be forwarded to the Interest Area of the nearby player, and the Interest Area will forward the event to the client.
An object will be watched until it leaves the slightly larger blue area. When that happens, the client will receive an “object gone” message and stop receiving updates. The blue area is larger in order to keep the visible object set more stable over time.
Conclusion I hope I was able to shed light on some of the more interesting technical aspects of Albion Online. It has been quite a journey, and we keep learning new things all the time. If you have questions, feel free to contact me!
Example of an object life cycle Here is a short example of an object life cycle. The server knows all objects (players,mobs,trees etc.) and their properties. The Interest Management system checks which client can see which objects. Whenever an object becomes visible (or invisible) to a client, an enter (or leave) message is sent to the client which will create a local copy of the object (or destroy it again). The server will also send update messages for all visible objects should their properties change.
Unity sits on top of the client as a pure view component. For every object created by the client, it will create an object view in the form of a Unity GameObject. The view will subscribe to any changes to the original object and will update graphics, sound and animation accordingly. The view takes input, i.e., interprets Mouse Clicks etc. into game commands. Commands are forwarded to the client game object, which checks the command for plausibility, and ultimately forwarded to the server which executes the command. Should game objects change as a result of the action, the server will send update messages as described above.
David Salz CTO, Sandbox Interactive
David Salz has been working as a software engineer in the games industry for 18 years. He is CTO and one of the founders of Sandbox Interactive. Before he entered the world of MMORPG gaming, David co-founded another company; his previous studio Bitfield produced several games for PC and Nintendo DS.
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nnhostingreview · 6 years
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How to Host a Starbound Server
 Last updated: August 20, 2018  
Starbound is a sandbox online action adventure game developed by Chucklefish. The game is currently in development for home video game consoles (Playstation Vista, PlayStation 4 and Xbox One).
What is Starbound?
In Starbound the player is in a two-dimensional world where they can explore the towns for items, weapons, armor, enemies, and seek other planets to explore. At the beginning of the game, the player is inside a spacecraft after the earth has been destroyed. The spacecraft is home to an intergalactic organization that keeps the peace, and is known as the Terrene Protectorate. The craft tumbles around space with only the player guiding it to explore. Players can teleport back to other planets they are visiting and customize the inside of the spacecraft. Starbound is a widely popular game that’s won two awards: The Most Anticipated Game of 2013 from Indie Game Magazine and No. 1 Indie of The Year 2013. The award-winning game has also earned high marks in game review publications such as IGN and PC Gamer.
Playing Starbound With Friends
Starbound’s expansive universe is best explored by more than one person, and it’s easier to survive, collect and build that way too. If you want to play Starbound with your friends you have two options. The simplest and easiest way is to use Steam networking, but when using this method people will only be able to join and play while you are in game. If you want your friends to be able to play while you aren’t online and actively hosting, you’ll have to set up and host a dedicated server. Fortunately, Starbound makes it easy to set up and host a dedicated server.
In this guide, we’ll cover how to port forward on a Windows-based PC. However, this can also be done on a Mac OS and Ubuntu. For these, the process is going to be slightly different.
The first thing you need to do is statically assign yourself an IP address and forward TCP port 21025 on your router.
Port 21025 is the default port for a Starbound server, and if you want to use a different port, you’ll need to replace the steps regarding port 21025 with whichever port you want to use.
After, you may have to allow traffic over that port in your firewall. This isn’t always necessary, but might as well be done.
Finally, you’ll need to configure the server settings, and then you’ll be ready to launch your Starbound server.
Setting up a Starbound Server
Obtain your IP information a. Open command prompt by searching “cmd” in Cortana’s search bar and press enter b. In the command prompt type “ipconfig” and press enter c. Take note of your current IPv4 address, the IPv4 address of your default gateway
Statically assign your PC an IP address a. Search  “Control Panel” in Cortana’s search bar and press enter b. Go to “Network and Internet” c. Go to “Network and Sharing Center” d. Select “Change Adapter Settings” e. Right-click your wireless or ethernet connection and click on properties f. Click on “Internet Protocol Version 4 (TCP/IPv4)” g. select properties h. Click on “use the following IP address” then enter your current IPv4 address into the IP address field (ensure you’re NOT entering the IPv4 of the default gateway). This will be your static IP address. i. Fill out the subnet mask and default gateway address
Forward Port 21025 a. Type your default gateway address into the address bar of your search engine of choice (Google, Yahoo!, etc.) and press enter b. Log in to your router’s interface with your credentials c. Look for the port forward utility, which is usually under a menu/tab that is titled “Advanced”, “Applications” or “Port Forwarding” d. The port will be 21025, the protocol will be TCP, the static IP address is the one you set up in step two (your current IPv4 address)
Allow incoming traffic over port 21025 a. Search “Windows Defender Firewall” in Cortana’s search bar and press enter b. Click on “Advanced Settings” c. Click on “Inbound Rules” d. Click on “New Rule” e. Click on “Port” for rule type f. Click “TCP” for your protocol type and use 21025 in “Specific Local Ports” g. Check all of the boxes for domains h. Name and describe the port however you like
Configure the Server (optional) a. Locate the file Starbound.config i. This is easiest done by right-clicking Starbound in your Steam library and going to properties ii. From there go to the tab “Local Files” and then click on “Browse Local Files” iii. In the file explorer that pops up, open the folder named “giraffe_storage” iv. In that folder, there should be a file named “Starbound.config.” Open this with the word editor of your choice b. Create a backup copy of this file somewhere else on your machine in case you mess it up and aren’t sure how to fix it c. Edit the arguments (post-semicolon, pre-comma) to your liking, in order to change the server name, maximum amount of players, server password, etc., making sure to keep the syntax correct d. Save the file and exit
Launch Your Server a. Launch Starbound and click on “Launch Dedicated Server” and press play b.  Launching the server won’t work if you edited the arguments incorrectly, so if this doesn’t work check your file. In the worst case scenario revert to the file you backed up
Now you can play Starbound on this one server with any number of friends you want. Your server is equivalent to one Starbound universe. Even after you log out and are offline your friends can still play on your server, allowing for different schedules and time zones while still upkeeping game progress over time.
Enjoy!
Do you host a Starbound server for you and your friends?
Do you have any further tips?
by Nicky LaMarco NN Hosting Review NN Hosting Review Blog
See more source : How to Host a Starbound Server Home Page: NN Hosting Reviews Blog: NN Hosting Reviews Blog
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curiosity-killed · 10 months
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i'm literally down to the last sentences of tcp and have no idea wtf to write
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curiosity-killed · 10 months
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Beginning to regret this method of editing (each highlight is a comment for me to edit/revise something) orz
[ALT ID: A screenshot of an ebook stats popup. The progress bar is 15% of the way through the book and there are 371 bookmarks and highlights.]
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curiosity-killed · 7 months
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here it is: the worst way anyone has ever shared a slide deck and the closest i've ever gotten to actually summarizing tcp
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curiosity-killed · 4 months
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Finished revising chapter four!! Onto chapter 5! Which! Probably also needs totally rewritten it’s fine!!
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curiosity-killed · 8 months
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someone pls prod me into continuing working on revising ch2 of tcp orz
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curiosity-killed · 3 months
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i think one of the funnier things i've realized about tcp while writing/editing is that Jisel very much identifies as a woman, chafes against the restrictions of her assigned gender role, struggles with feeling rejected or rebuked for not fulfilling expected/stereotypical aspects of being a woman in her society
and then Callebero's over there like "i chose my pronouns as a child bc i thought they sounded cool"
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