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security.so request for the latest asss 64 bit
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the_snake
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PostPosted: Thu May 19, 2011 2:32 am    Post subject: security.so request for the latest asss 64 bit Reply to topic Reply with quote

Hey there,

I require the latest security.so in order to run the security modules.

I have the latest asss 64 bit build provided by Jowie..

If anyone could provide me with it, it would be much appreciated..

thanks,

Snake
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JoWie
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PostPosted: Thu May 19, 2011 4:46 am    Post subject: Reply to topic Reply with quote

latest build = hg clone https://bitbucket.org/grelminar/asss
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Arnk Kilo Dylie
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PostPosted: Sun May 22, 2011 8:28 pm    Post subject: Reply to topic Reply with quote

He means the security.so module..

Sorry for not seeing this sooner, I didn't realize I logged out so it looked like the forum had no activity.

I'll try to cook something up for you this week. Thanks. I encourage you to bug me in game on Arnk Dylie too because I have many distractions to deal with.
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Samapico
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PostPosted: Mon May 23, 2011 5:26 pm    Post subject: Reply to topic Reply with quote

Hmmm, is this why I get this also?


I <cmod> loading C module 'security' from 'security'
E <cmod> error in dlopen: /home/parallel/private_content/subspace/asss/zone/bin/security.so: wrong ELF class: ELFCLASS32

My host just moved to a 64bit server... ?

Edit: Ok, the_snake helped me out... i can run the server now, but we'll need the real one eventually icon_smile.gif
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Samapico
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PostPosted: Wed May 25, 2011 7:59 am    Post subject: Reply to topic Reply with quote

On a side note, what does it do when we use enc_null? Do the passwords end up in plain text somewhere or something?
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Arnk Kilo Dylie
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PostPosted: Thu May 26, 2011 10:42 pm    Post subject: Reply to topic Reply with quote

My linux-carrying HD is disabled probably due to bad cable but it could be worse

so it'll be a bit longer, have to find the time to install linux on my other HD
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PostPosted: Mon May 30, 2011 8:04 am    Post subject: Reply to topic Reply with quote

Samapico wrote:
On a side note, what does it do when we use enc_null? Do the passwords end up in plain text somewhere or something?


if you load enc_null someone could modify packets with a simple proxy. Passwords are plaintext unless you are on SSC
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Arnk Kilo Dylie
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PostPosted: Wed Jun 01, 2011 9:16 pm    Post subject: Reply to topic Reply with quote

I am looking into getting a new install, but I had a work snafu this weekend and I am going to try to be super careful to not mess up my windows install with a one-HD dual-boot solution so it's going to be this weekend. If not, I will go out and buy a cable to power the old drive.

Thank you for your continued patience -.-
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Arnk Kilo Dylie
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PostPosted: Mon Jun 06, 2011 9:53 pm    Post subject: Reply to topic Reply with quote

https://bitbucket.org/grelminar/asss/downloads

they were built using asss tip...so if you're building from that it will be okay. if you need something else, maybe you should be upgrading instead because this security.so includes the arenarefcount patch which changes up the binary format anyway.. hopefully there won't be anymore things like that

let me know though

i386 = should be compatible on any 32-bit intel thingy
x86_64 = 64-bit
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Samapico
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PostPosted: Mon Jun 06, 2011 11:00 pm    Post subject: Reply to topic Reply with quote

Cool thanks. I'll hook it up as soon as I can and tell you how it goes biggrin.gif
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the_snake
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PostPosted: Tue Jun 07, 2011 5:35 am    Post subject: Reply to topic Reply with quote

thansk a lot!

seems to be working properly!
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Cheese
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PostPosted: Tue Jun 07, 2011 6:17 pm    Post subject: Reply to topic Reply with quote

works

also why the hell doesnt it allow .so files on the forum
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Samapico
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PostPosted: Tue Jun 07, 2011 7:31 pm    Post subject: Reply to topic Reply with quote

I <cmod> loading C module 'enc_cont' from 'security'
E <cmod> error loading module 'enc_cont'
Unrecoverable error (5): Error in loading module 'security:enc_cont'
*** asss exited: error loading modules


What am I doing wrong? icon_surprised.gif I renamed security_x86-64.so to security.so and overwrite the old security.so

My modules.conf (cut off after the enc_ stuff):
Code: Show/Hide

unixsignal

deadlock

prng
logman
log_console
mainloop
config
log_file
playerdata
lagdata

bw_default
net
chatnet

arenaman
mapdata
capman
mapnewsdl
core
clientset
scoring:persist
idle

cmdman
; obscene
chat
cmdlist:cmdlist

scoring:stats
scoring:basicstats

log_sysop
log_staff

;; enable this for password security without a billing server:
auth_file

security:security
directory
; billing
;; if you're using a billing server, you'll probably want to use this:
; billing_ssc

; funky:auth_prefix
;; enable this for ?kick:
auth_ban

banners
game_timer
flagcore
balls
bricks
koth
game
freqman

lagaction

cfghelp
filetrans
quickfix

scoring:jackpot
scoring:periodic
scoring:points_kill
scoring:points_flag
scoring:points_goal


turf:turf_reward
turf:turf_stats
turf:points_turf_reward

playercmd
admincmd
help
notify
sendfile

funky:autowarp
funky:brickwriter
buy

fake
funky:autoturret
funky:record
;; adds compatibility for a bunch of subgame commands:
funky:sgcompat

;; uncomment this for multiple pub arena support:
; ap_multipub

;; important: enc_null cannot coexist with either of the other
;; encryption modules! comment it out to use them.
;enc_null
security:enc_cont
enc_vie
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Dr Brain
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PostPosted: Tue Jun 07, 2011 7:58 pm    Post subject: Reply to topic Reply with quote

Are you running against source from the bitbucket tip? As arnk mentioned, there were some binary incompatibilities introduced that could potentially cause trouble for older versions.

EDIT: you've got the right modules, and I doubt you're running out of memory. Any of the other potential errors print stuff to the log & console, which would be hard to miss.
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Samapico
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PostPosted: Tue Jun 07, 2011 8:26 pm    Post subject: Reply to topic Reply with quote

I grabbed that source again... but...

am I the only one having this issue:

In defs.h, there's this:

/** ship mask values, notably for use with freqman enforcers */
/* pyconst: define int, "SHIPMASK_*" */

A couple lines later, there's this:

/** use this macro to check whether a certain ship is marked in the mask */
#define SHIPMASK_HAS(ship, mask) ((mask) & (1 << (ship)))


So.... python stuff are giving me errors when I build because it thinks SHIPMASK_HAS is a constant, while it's not :/

I was able to work around that by moving that def to whatever part of the code was using it, but I have to do it again now icon_sad.gif

There's another similar case, in core.h:
/* pyconst: define int, "AUTH_*" */

...

#define AUTH_IS_OK(a) \
((a) == AUTH_OK || (a) == AUTH_SPECONLY || (a) == AUTH_NOSCORES || (a) == AUTH_ASKDEMOGRAPHICS)
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Samapico
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PostPosted: Tue Jun 07, 2011 8:50 pm    Post subject: Reply to topic Reply with quote

Still can't load enc_cont...

I only grabbed the stuff in the 'src' folder of the tip... is there something else I'd need?
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Dr Brain
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PostPosted: Tue Jun 07, 2011 10:02 pm    Post subject: Reply to topic Reply with quote

Not sure exactly what's up with those, but try copying the stuff from scripts/ as well. Perhaps the python parsing stuff was updated.
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Samapico
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PostPosted: Tue Jun 07, 2011 10:16 pm    Post subject: Reply to topic Reply with quote

Still no luck icon_sad.gif


Why do I always get the weirdest bugs... bleh...
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Cheese
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PostPosted: Tue Jun 07, 2011 11:49 pm    Post subject: Reply to topic Reply with quote

pro tip:
thats the message you get when you try to run the 32 bit security.so on a 64 bit system
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JoWie
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PostPosted: Wed Jun 08, 2011 7:04 am    Post subject: Reply to topic Reply with quote

"Error in loading module" only occurs if the module returns MM_FAIL (=1)
(in theory it could also occur if the module forgets to pass a return value, but the compiler should warn about that).
If you see that error, the dynamic library was properly loaded, so he has the correct architecture.

The error message about an incorrect architecture would probably look like "<cmod> error in dlopen: ..." (linux) or "<cmod> error in LoadLibrary: .." (windows).
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Dr Brain
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PostPosted: Wed Jun 08, 2011 7:17 am    Post subject: Reply to topic Reply with quote

Samapico wrote:
Still no luck icon_sad.gif


Were you able to get things compiled, or are you still having trouble with that?
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Samapico
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PostPosted: Wed Jun 08, 2011 8:17 am    Post subject: Reply to topic Reply with quote

With the 32 bit version it said this:
I <cmod> loading C module 'security' from 'security'
E <cmod> error in dlopen: /home/parallel/private_content/subspace/asss/zone/bin/security.so: wrong ELF class: ELFCLASS32




Everything compiles fine (after moving the SHIPMASK_HAS and AUTH_IS_OK macros, as explained above... I also added a macro that changes 'stricmp' to 'strcasecmp' because it only exists on Win32...)

The compiler wouldn't necessarily warn about a missing return MM_OK... I had that issue with the hosted game core module, the code looked like this, and apparently i was the only one having issues with it tongue.gif

Code: Show/Hide

else if (action == MM_DETACH)
    {
        //Data
        hgcore_adata *ad = P_ARENA_DATA(arena, adkey);
        if(ad->Status != HGS_IDLE)
        {
            CleanupGame(arena);
        }
        pthread_mutex_lock(&globalmutex);
        LLFree(ad->Teams);
        HashFree(ad->Players);
        pthread_mutex_unlock(&globalmutex);
        afree(ad->cfg_AllowedGames);

        //Timers

        //Callbacks
        mm->UnregCallback(CB_PLAYERACTION, PlayerAction, arena);
        mm->UnregCallback(CB_SHIPCHANGE, ShipChange, arena);
        mm->UnregCallback(CB_FREQCHANGE, FreqChange, arena);
        mm->UnregCallback(CB_ARENAACTION, ArenaAction, arena);

        //Commands
        cmd->RemoveCommand("newgame", C_newgame, arena);
        cmd->RemoveCommand("addteam", C_addteam, arena);
        cmd->RemoveCommand("removeteam", C_removeteam, arena);
        cmd->RemoveCommand("showteams", C_showteams, arena);
        cmd->RemoveCommand("startgame", C_startgame, arena);
        cmd->RemoveCommand("stopgame", C_stopgame, arena);
        cmd->RemoveCommand("listgames", C_listgames, arena);
        cmd->RemoveCommand("switchgame", C_switchgame, arena);
        cmd->RemoveCommand("pausegame", C_pausegame, arena);
        cmd->RemoveCommand("resumegame", C_resumegame, arena);

   *** MISSING RETURN MM_OK HERE ***

    }
    else if (action == MM_PREUNLOAD) //server is shutting down
    {
        Link *link;
        Arena *a;
        aman->Lock();
        FOR_EACH_ARENA(a)
        {
            EndGame(a, HGR_FORCED);
            DetachGame(a);
        }
        aman->Unlock();

      *** MISSING RETURN MM_OK HERE ***
    }

    return MM_FAIL;
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JoWie
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PostPosted: Wed Jun 08, 2011 8:30 am    Post subject: Reply to topic Reply with quote

That is because there is still a return MM_FAIL.

If you did something like this (which is valid C):
Code: Show/Hide

int bla()
{
   printf("bla!\n")
}

int ret = bla();

The value of ret is undefined, usually it is whatever is left in the registry.
So it is possible that the return value becomes 1 (MM_FAIL).

This is similar to getting a local variable without ever setting it.
Code: Show/Hide

int bla()
{
   int abc;
   printf("bla! %d\n", abc)
}
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Samapico
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PostPosted: Wed Jun 08, 2011 10:13 am    Post subject: Reply to topic Reply with quote

I know that... I was using it to refute this:
Quote:
(in theory it could also occur if the module forgets to pass a return value, but the compiler should warn about that).


Most modules have a return MM_FAIL at the end, so if you forget the return MM_OK, you don't get any compiler warning
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Dr Brain
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PostPosted: Wed Jun 08, 2011 5:24 pm    Post subject: Reply to topic Reply with quote

That's not the case in this module. After all, no one else has had this problem, and the module has been used for 8+ years pretty much unchanged.

There are only two reasons that it can fail in this manner (i.e. returning MM_FAIL). Either it fails to get one of lm, playerdata, mainloop or net. Or, far less likely, pd->AllocatePlayerData fails.

So operating under the assumption that it's failing to get one of those 4 modules, the most likely is that you've got different a different header file than one used to compile security.so.

My suggestion is to clone a new copy of the repository using mercurial, rather than upgrading your current one piecemeal. Show any compiler errors that appear (after setting system.mk), as they indicate something's broken.
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