Multiple issues running centralized (ldap) user authentication

I’ve multiple issues when I try to move from locally-managed authentication to LDAP-managed authentication; unfortunately to properly manage my Synology NAS nfs shares, I need such a solution. I’m aware of Kerberos to do so, but I want LDAP here, so here goes.

Before moving to LDAP, I’ve built a small proof of concept in a Docker container; everything is juste fine with the groups, users, etc,.. as far as I know. The proof of concept runs on :

  • The OpenLDAP docker container
  • 4 VMs: Debian 10, Fedora 32, Ubuntu 20.04, CentOS 8 acting as clients

Now, the issues start piling up:

  • I inject an initial LDIF with my users + uid+gid + passwords, groups, etc, as I start the ldap for the 1st time. I used ldappasswd to generate an SSHA password, I’ve copied the string (pre-pened with {SSHA}) in the userPassword attribute. Somehow, it does not work. It’s only when I’ve edited the password with a GUI such as ApacheDirectoryStudio that the password is accepted (nothing in the logs, before you ask)

  • What is the proper way to modify the ldap-managed user password ?

  • What are the differences between ldappasswd and slappasswd ?

  • I have yet to find a working guide on setting up RH-based (Fedora 32, mainly) boxes as clients; all of my ubuntu/debian boxes work just fine so far.

  • Why is root unable to change a ldap-managed user password ? Any way around that ?

  • Also this, that just showed up (hadn’t had tested it before):

    (18:04:48|jfgratton@debclt:~): passwd
    passwd: Authentication token manipulation error
    passwd: password unchanged

    (this comes from a ldap-managed box where I succesfully sshed to from a non-ldap-managed box).
    Why is that ?


unit – Centralized event system with dictionary

I am trying to create a central event system for my unit game – a central hub where other parts of the game can register / send their own event types. That means I have a singleton GameEventSystem that is globally accessible.

This is an example structure:


I tried combining several sources and figuring out how to do it, and here I got it.
I have a dictionary where the key is type (that's supposed to be T : GameEvent) and the value is GameEventListener, GameEventListener should be Action.
What I'm trying to achieve is a singleton class that does it Dictionary>.

The implementation of RegisterListener::

Type eventType = typeof(T);

GameEventListener listenerTemp;
if (EventListeners.TryGetValue(eventType, out listenerTemp))
    listenerTemp += (GameEventListener)listener;
    EventListeners(eventType) = listenerTemp; // Copy the newly aggregated listener back into the dictionary.
    listenerTemp += (GameEventListener)listener;
    EventListeners.Add(eventType, listenerTemp);

And that would be it UnregisterListener::

Type specificGameEventType = typeof(T);
if (!AnyListeners(specificGameEventType, this.EventListeners))
    // No one is listening, we are done.

EventListeners(specificGameEventType) -= (GameEventListener)listener;

Pass one Action to RegisterListener will lead to InvalidCastException: Specified cast is not the following line:

listenerTemp += (GameEventListener)listener;

Why can't I do a casting? GameEventListener Class, too GameEventListener?

Is there a better approach to achieve a central event system in unity?
I can't just make my research GameEventSystem a static class and expect the rest of the game objects / components to access it. This makes global systems / managers like this a little problematic to instantiate and access.

I think I don't fully understand events / delegates and generics as a whole to address this on my own.

Security – What is the use of "Hodl Hodl" if the sellers have the same "verification" nonsense as all centralized marketplaces?

Example of the only offer on the website that I could theoretically accept until I read this profile text:

  • You're welcome confirm your identity with us so that we can act safely
  • No third party transfers
  • NEW customers (with me): Please Enter your phone number So that we can verify your identity with a third-party system: (SMARTPHONE REQUIRED)
  • If you do not provide a document requested above Your transfer will be returned


If I could and wanted to send random entities photo IDs and phone numbers, I wouldn't use a "decentralized" service at all! I was told to use this "Hodl Hodl" service after finding Bisq too dead, but Hodl Hodl seems to be just as dead and has the same "verification" stupidity as all marketplaces.

Somehow there is a fundamental separation here. I don't understand how no one can find it bizarre and unacceptable that Bitcoin-related services do everything they can to violate your fundamental right to privacy. This is a requirement in order to keep your coins and not be able to rob them. We use that because of it is not (well, supposedly) the same tyranny as the "Fiat" money system!

It's like saying you're using the most advanced database in the world, but it's set up to connect to anyone in the world with any username and password. You may be technically right to use an extended database, but it is so insecure that it is practically unusable.

Some people like to distinguish between "security" and "data protection", but you cannot have security without data protection and you cannot have data protection without security.

Centralized Wallet Systems – What Methods Are There to Bypass a Malicious Wallet Provider?

I have a question about centralized wallet providers.
Before I ask, I give you my definition of "centralized": In this context, by "centralized" I mean that a wallet sends your transactions only through its own nodes / servers. To give you a clear example: In such a case, the "Ledger Live" app only uses Ledger servers to validate transactions.

In such a centralized case, the only source of error is evident. Because your transactions would come to a complete standstill if the wallet servers were inaccessible for any reason.

In such a scenario, what exactly could a person using such a centralized wallet application do to be able to trade freely with their money? What options are there that would work without using the central wallet app (in this case Ledger Live)? You can assume that the user has 24-word mnemonics from a ledger device.

I think this is a big problem and I honestly don't understand why in the Bitcoin / Decentralization era, many popular wallets continue to validate transactions centrally. Why not connect multiple trusted nodes to decentralize the letter transaction process? But that's another philosophical question, I think. I look forward to your answers to the first important question.

Thank you very much

Wallet validation methods (centralized, SPV, etc.) – please clarify this for the general ledger and in general

1) Ledger:

Variable Verification – The payment verification features are provided by the software wallet used with this device.

2) wasabi:

Central Validation – By default, this wallet is based on one central service. This means that a third party has to be trustworthy so as not to hide or simulate payments.

3) Simplified Validation (SPV) – This wallet uses SPV and random servers from a list.

The wallet validation community community definition above is from the popular Bitcoin website. I can understand any type, but the first one, called "variable validation" by Ledger.

Question: Is this technically correct to define the validation method of Ledger as discussed above at
If not, what is the validation method of your knowledge ledger?

And if so, I do not understand her definition. Can you explain what this means from a technical / censorship point of view? How does Ledger Server use validation, is it its own server or what is the difference to a centralized validation method?

Many thanks

Trade – Is there a way to automatically trade Bitcoin with "something else" on my computer without using any centralized APIs that require a Photo ID?

Is there a way to automatically swap Bitcoin with another cryptocurrency or another Fiat on my computer? without Do you use the APIs of centralized sites that require Photo IDs?

I know that to Q There is P2P, but it only has a read-only API, where you can only list offers, but in fact can not do business of any kind or even "call" the offer in the GUI.

Is there really nothing comparable out there? All Photo sharing and other requirements, which can not be met if you protect your privacy, are required for the sharing. Therefore, I can not use their APIs.

I often find deals that are well below the market price of Bisq. It would be perfect if I could accept this offer automatically (possibly by having the trade money deposited in advance in a kind of escrow account as a token) and then sell it later at a higher price so that I might eventually make some money and You may even start to pay the rent.

c ++ – Centralized ResourceManager class for each asset type in a game engine

I'm trying to implement the resource manager for my hobby game engine.
The problem I am trying to solve is that I want a central resource manager that delegates the loading of resources to a set of "subsystems" each responsible for managing their own resource type, as in the following code.

struct Resource {
    std:: extensionType;
    std::string path;
    int refCount;

class ResourceLoader {
    virtual ResourceType* loadResource(std::string) = 0;
    virtual void unloadResource(ResourceType*) = 0;

class ResourceManager {
    std::map _loaders;

    void addResourceLoader(std::string extensionType, FileLoader* loader);
    T* loadResource(std::string filePath);
    void reloadAll();

class TextureResource: public Resource {
    TextureHandle* handle;

class TextureLoader: public ResourceLoader {
    ResourceType* loadResource(std::string); //load + return a TextureResource
    void unloadResource(ResourceType*); //unload texture

//Later on, to use:
int main(int argc, char* argv()) {
     ResourceManager resourceMgr;
     TextureLoader textureLoader;
     TextureResource* texture = resourceMgr.loadResource("SOMETEXTURE.PNG");
     return 0;

This is just one example of my implementation.
My problem shows up with more specific types of resources like shaders.
I want to save shaders as a ShaderSet or ShaderProgram (in OpenGL, every shader program has its own ID). When I load ShaderProgram, I need to specify at least vertex shaders and fragment shaders (vertex file path and fragment file path), but with my current logic, I can not think of an elegant solution to this problem.

For example, to have something like this:

T* loadResource(std::string vs_filePath, std::string fs_filepath);

I can not figure out how to store ShaderProgram in the same resource manager class, and what ideas I have.

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Performance – Jmeter distributed testing and centralized

Currently an application is running aws and I want to do some performance tests and bump tests. With the Jmeter was the answer! But while reading the Jmeter documentation and some blogs, I noticed that Jmeter has several setup options and an execution mode. between these modes are distributed and local. After some digging I knew that local load testing with Jmeter can handle only 100-300 users. Is that the only reason to run the distributed mode? I've also tried running some tests locally (through my computer and I think I've successfully completed the user simulation). In summary, my questions are:

Why distributed mode? Is there a risk of increasing the number of users on site?

Suppose I used distributed mode, should it be in the cloud? the same cloud my application machines are in?