\machinename cannot open network share while \ipaddress work in cross domain

We have established a two-way trusted domain environment. All servers are Windows Server 2019. In server1.domainA.com there is shared drive. In server2.domainB.com, we tried to browse with \server1 it prompt for access denied. But it works for \server1.domainA.com or \IPaddress.

On server2, “ping server1” resolve to correct IP. The result is same as “ping server1.domainA.com”.

We checked conditional forwarder is setup on both domain’s DNS already.

What could be the issue and how to troubleshoot?

ssis – Configuring 2017 SQL Server SSISDB Server-wide Default Logging Level does not seem to work

Using SSMS, I have changed the SSIS Catalog Logging Level from Basic to Performance to a Custom Logging Level in a 2017 SQL Server Instance and then I run the report: “All Executions”. It doesn’t seem to matter what Logging Level I am at, the amount of data/detail that is included in the SSIS Catalog Report remains the same. I would think the amount of detail would change with each Logging Level.

If the SSIS Catalog Reports do not change when the Logging Level changes, then how do I see the changes to the Logging Levels? Otherwise, if the SSIS Catalog Reports are suppose change, can someone please point me in the correct path to get the SSIS Catalog Reports to change?

networking – WiFi Adapter AX201 Just Doesn’t Work Ubuntu 18.04

My Aspire 5 has an Intel wifi 6 AX201 wifi card, that just doesn’t work. I seen lots of older posts advising to install the 5.3 kernel, but as I have 18.04 LTS with 5.4 kernel…going backwards doesn’t seem helpful, especially when 5.4 has support for my graphics card.

sudo lshw -C network outputs:

 *-network                 
       description: Wireless interface
       product: Intel Corporation
       vendor: Intel Corporation
       physical id: 14.3
       bus info: pci@0000:00:14.3
       logical name: wlp0s20f3
       version: 30
       serial: 34:cf:f6:61:c0:38
       width: 64 bits
       clock: 33MHz
       capabilities: pm msi pciexpress msix bus_master cap_list ethernet physical wireless
       configuration: broadcast=yes driver=iwlwifi driverversion=5.4.0-52-generic firmware=48.13675109.0 ip=192.168.0.107 latency=0 link=yes multicast=yes wireless=IEEE 802.11

ubuntu-drivers devices outputs:

== /sys/devices/pci0000:00/0000:00:14.3 ==
modalias : pci:v00008086d000034F0sv00008086sd00000074bc02sc80i00
vendor   : Intel Corporation
manual_install: True
driver   : backport-iwlwifi-dkms - distro free

And this is what I see under “Software & Updates”.. (no ability to change driver selection)

Any advice?

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Why don’t ShaderToy shaders work with LibGDX?

LibGDX support GLSL shaders. GLSL is an standard language… ShaderToy scripts, while based in GLSL are not standard.

It looks like you can use ShaderToy scripts directly with other frameworks so am wondering what the difference is.

What do you mean directly? I have seen plugins for a couple engine that will allow you to paste ShaderToy scripts and use them as materials. Not what I would call “directly”, but it works most of the time. People also convert ShaderToy scripts to GLSL by hand.

It is worth noting that ShaderToy scripts closely resemble fragment shaders, and – unless the ShaderToy script uses some other features, such as input or sound – it takes little work to adapt them by hand to GLSL fragment shaders. If the script uses such features… well, though luck, because shaders are programs uploaded to the GPU, and thus are unable to take user input or play sound. Which means that a complete implementation of a ShaderToy script runtime in another engine is not a trivial task.

What work does it take to adapt it? As per the fragment shader, first ShaderToy has some built-in variables that you would have to pass as uniforms. And second you need to write a main function that calls the mainImage function from ShaderToy (or just paste the code from mainImage inside main). If you want an output equal to the one you get in ShaderToy you will also have to setup an scene with a single quad that covers the view, and has the appropriate UV coordinates.

I want to make empahsis on that ShaderToy scripts are not standard. The function mainImage is not standard. On the other hand, main is part of the GLSL standard.

These are the input uniforms according to the ShaderToy documentation:

uniform vec3 iResolution;
uniform float iTime;
uniform float iTimeDelta;
uniform float iFrame;
uniform float iChannelTime(4);
uniform vec4 iMouse;
uniform vec4 iDate;
uniform float iSampleRate;
uniform vec3 iChannelResolution(4);
uniform samplerXX iChanneli;

You can see you will have to pass stuff like the current time and the position of the mouse. That means you also need a script that is updating these uniforms before doing the render call. For LibGDX in particular, you would do that inside render. You can imagine, from there, how to go about making a ShaderToy clone in LibGDX. If you are trying to do this as a shorthand to implement your game, you probably should simply implement your game instead.

However, chances are, you want to use the ShaderToy scripts as a material. That is, you would be rendering a scene, as you would normally do, and the ShaderToy scripts defines how to shade a surface. That means that you would create your GLSL fragment shader based on your ShaderToy script, then when rendering the mesh that uses it, you would set the uniforms and call render on the mesh. And at that point, it makes much more sense to implement only what you need instead of cloning all ShaderToy functionality, and it would be much more efficient.

To reiterate, ShaderToy is based on GLSL. Thus, if you can use ShaderToy, you got a head start in GLSL. However do not let ShaderToy prevent you from learning GLSL.

unity – Ubuntu 20.04 “show applications” button does not work

I just upgraded form ubuntu 18.04 to 20.04 and I have an issue : The show applications button does not work. When I clic it, the screen blinks once, the cursor of the mouse jumps to the lower right corner, the screen blinks a second time and that is it.
Meanwhile, I activated the tweak option to have an old fashion Applications menu in the tile bar, but I’d rather solution the show application button.
Any hint ?

mmo – How does faction work in a Multiplayer game?

I’m trying to work out how Factions would work in any Standard MMO

If the player is hostile with a faction, then the NPC’s of that faction would attack on sight.

If the player is neutral> with a faction, then the NPC’s of that faction wouldn’t attack on sight.

The “Reputation Value” would be an integer.

Hostile = 0
Unfriendly = 2000
Neutral = 4000
Friendly = 6000
Honored = 8000
Revered = 10000
Exalted = 12000

Example:

When the player Logs in. The Bandit faction must find out the Player’s Reputation Value towards them.

if Player.Bandit.UNFRIENDLY or Player.Bandit.HOSTILE:
    the NPC would be able to attack the player on-sight.
if Player.Bandit.NEUTRAL or FRIENDLY or HONORED or REVERED or EXALTED:
    the NPC won't be able to attack the player on-sight.

or

ReputationValue = Player.Bandit.Reputation

if ReputationValue > 4000
   the NPC won't be able to attack the player on-sight.
else
   the NPC will be able to attack the player on-sight.

This is more complicated than it initially appears.
Every player has a FactionList, and the FactionList ReputationValue can change potentially, multiple times per second.

For the player, it is relatively simple, they have a FactionList which contains the FactionName and FactionReputation for each Faction. Clientside, they can attack anything as long as it’s 5999 or below.

But for the Enemy, Serverside. they need to check the players FactionList and not only for a single player, but for potentially hundreds of players.

For ANY entity to KNOW if they can or can’t attack, they first NEED to know the SPECIFIC player’s FactionList ReputationValue for their Faction.

the FactionList ReputationValue is a constantly changing value which must be obtained potentially every few seconds from Each Player.

How does this check work?

When is it performed?

How often is it performed?

I’m assuming Each Faction performs this check whenever a player logs in. Adding this players value to a list.

Performing this check as part of an Aggro-radius would be insanely inefficient.

actions – do_action won’t work in ajax callback

I want to perform some actions when ajax tasks done successfully. For instance, if the item added to the cart, I want to send an email. Also may perform a few more actions.

Setting up do_action('prefix_item_added_to_cart', $args); doesn’t recognized and so add_action doesn’t perform a task, in my case sending email.

If I write code procedural code to send an email, that works fine but using do_action.

Does not work

// ajax callback function
function my_ajax_callback() {

    ...
    // add item to cart
    $cart =. new Cart();
    $cart_id = $cart->add_item($params);

    // if item added successfully
    if($cart_id){
        // perform action
        do_action('prefix_item_added_to_cart', $args);
    }
    ...

}

// action callback
function send_email_to_user($args) {

    // send email notification
    wp_mail('set params for email');

}

// action
add_action('prefix_item_added_to_cart', $args);

Works

function my_ajax_callback() {

    ...
    // add item to cart
    $cart =. new Cart();
    $cart_id = $cart->add_item($params);

    // if item added successfully
    if($cart_id){
        // send email notification
        wp_mail('set params for email');
    }
    ...

}

Why does the sendmsg code not work properly?

I’ve been trying to get where my bot says something in a certain channel by copying the channel ID, and using .sendmsg (ID) (message) , but for some reason, all I get is the else code of “Please specify a channel in the server!”
Here’s the code I have for it:

         elif message.content.startswith('{}sendmsg'.format(self.__cfg.pfx)):
            await message.delete()
            parts = message.content.split(' ')
            channel = self.__cfg.get_server().get_channel(parts(1))
            if channel:
                msg = ''
                for k in range(2, len(parts)):
                    msg += parts(k) + ' '

                await channel.send(msg)
            else:
                await message.channel.send('Please specify a channel in this server')
            return

unity – Physics2D.IgnoreCollision not work when rb not moving

I want to use Physics2D.IgnoreCollision for ignoring collision between enemy and player, when player have shield.
But I have enemy who some time is static and some time jump only on y axis. When enemy not moving Physics2D.IgnoreCollision not work and physics collision between player and enemy occur even Physics2D.IgnoreCollision is called. When i add some velocity to enemy in update method
Code (CSharp):

rb.velocity = new Vector2(0.1f, rb.velocity.y);

IgnoreCollision work like it should.

Can some one tell me why this happens?

Thanks

pgp – Import secret key into GnuPg doesn’t work?

I would like to import a private key into GPG so I did:

gpg --allow-secret-key-import --import /path/to/key/key.asc
gpg: key 51D5DF493ECAFF88: "John Doe <john.doe@acme.com>" not changed
gpg: key 51D5DF493ECAFF88: secret key imported
gpg: Total number processed: 1
gpg:              unchanged: 1
gpg:       secret keys read: 1
gpg:  secret keys unchanged: 1

But then, the key is not listed :

$ gpg --list-secret-keys | grep 51D5DF493ECAFF88
(nothing)

What’s wrong?

$ gpg --list-packets /path/to/key/key.asc | grep dummy
(nothing)

$ gpg --version
gpg (GnuPG) 2.2.4
libgcrypt 1.8.1