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Cake day: June 12th, 2023

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  • Part of me wonders what chipset is running that adapter, and if you’d get a better one if you went for a miniSAS adapter rather than individual sata ports (enterprise port generally implying a better controller chip)

    Then realised there would probably be no use for such an adapter in enterprise so if you did get a different connector it would probably just be the same interface chip as whatever is in this.









  • Hmm assuming the disk isn’t super scratched up, I’m thinking you need to configure the region correctly.

    I think if it was a decryption error, you’d have something different to a read error on what looks like one of the first blocks.

    I remember there’s a cli utility for setting the region that you should be able to get from your package manager, I can’t remember the name off the top of my head

    Edit: reread your post, regionset rings a bell actually. If it’s not available in your package manager, perhaps try building it from source





  • GitHub has been around for nearly 2 decades and was largely considered a mostly good thing until maybe the past couple of years. Also important to add that Microsoft seems to mostly have left it alone for the first couple of years (possibly with the exception of Atom, which it left very alone)

    In addition to people just generally being slow to change, changing can take quite a bit of effort for some projects for varying reasons. Many of those same projects struggle to keep up with the maintenance workload, so they’re not going to jump at the chance to add more work to their plates.

    Finally, some people just don’t care. For instance, the MIT license being popular is pretty hard evidence that FOSS doesn’t necessarily mean anti-corporate, and for many users GitHub still more or less does what it says on the tin.

    Though I will say if the service disruptions and ad-injection bullshit continue you’ll only see GitHub competitors grow. GitLab seems to be going after their enterprise customers with some success.


  • Ah that’s even more straightforward then

    So, especially with a standard box, the client would receive the coordinates of obscured player models for the centre of that box.

    If 99% of a player is obscured, a player with a wall hack would get information a non-cheating player would not, with basically no processing or mapping needed to turn that into useful information.

    Edit: FWIW I’ve had this exact conversation but where I was in your shoes talking to people who work in this industry, if it could be done it would be done


  • It needs to be kernel level (on any OS with remotely modern security design) because a userspace application (quite rightly) would not have the ability to monitor all hardware at a low level and probe semi-arbitrary memory locations. It’s the same reason enterprise security software often has a kernel module of some kind.

    That’s the level that is necessary to protect the integrity of top flight eSports. It’s worth highlighting the anti-cheat bundled with retail games it’s often a less severe version of what I’m talking about, the competitions where you can ultimately win money almost always use an additional heavier invasive anticheat than is typical for a casual player.

    The companies proving those third party anticheat systems would risk losing their business and reputation if a cheater was able to evade it in any competition scenario. The reason you see cheaters in public servers, is regular users (also quite rightly) wouldn’t put up with the super invasive versions of these systems that provide the strongest guarantee, so you’re seeing the effects of that compromise.


  • Right, but as I mentioned unless you have an actual infinite number of variations of every player model (impossible, you can’t store infinite variations in fixed storage), you’re going to need the full player model in GPU memory and something client side will need to do the chopping with knowledge of the players origin coordinates, it’s impossible to determine the shape of and position the chopped shape without sending that information to the client. Streaming graphics data from a server into even a top of the line GPU would be a prohibitive hit to game performance when milliseconds matter.

    It’s not processing power that’s the problem, it’s the speed of light


  • This is what I mean by mitigations

    You could definitely hide far players, but as soon as a player is near enough they could be seen, particularly when dealing with humans making unpredictable input, that player’s model will need to be placed in the world before either of them are supposed to see each other because the game has no way of knowing what that unpredictable input might be.

    You can’t have every permutation of a given player model being obscured by every possible combination of angles of scenery as distinct models in the GPU memory, so something client side will need to do that slicing, so a player’s obscured origin location will need to be known by the client. This could give a player seconds of time to react depending on their opponent’s strategy

    A few milliseconds is the only advantage a player needs at the top level of these games to shift the balance in a given contest. And given the prizes for some of these tournaments is multiple millions, there’s definitely the motivation to go to these seemingly extreme lengths


  • One of the big problems is stuff that a server wouldn’t know is happening

    A simple example is wallhacks in FPS games, if you can somehow get the client computer to not render walls properly, the player can see where everyone else is in the level.

    You don’t need to mess with the game client here if you’re clever about it, you mess with the operating system and graphics drivers so that a signed binary can continue to connect and behaves entirely legitimately from the server’s perspective.

    Of course there are mitigations we could come up with for this, but you’re just in a game of cat and mouse. If it was a solved problem, kernel level anti-cheat just wouldn’t be a thing for the most part. Yet it’s what the competitors demand in the top flight competitions, because there isn’t a better way to prevent a whole class of cheating.

    To be clear, not defending it and I personally avoid games that use it, but I understand why it exists