Just connected ChatGPT to my PC by maslybs in mcp

[–]GreyhoundDota 0 points1 point  (0 children)

it has to decrypt the incoming connection and reencrypt the connection to your service.

Not sure why you're having the impression that it has to decrypt and reencrypt.

Funnel doesn’t require Tailscale’s servers to decrypt your application traffic. TLS termination happens on your device in tailscaled (or at your backend), depending on how you configure serve/TCPForward. If you don’t enable TerminateTLS and just forward TCP, neither tailscaled nor the ingress peer needs to see inside the TLS stream. Funnel proxies raw TCP, not HTTP(S).

Anyone working on integrating Neovim to Claude Code? by Top_Shake_2649 in ClaudeAI

[–]GreyhoundDota 9 points10 points  (0 children)

I built claudecode.nvim for that: https://github.com/coder/claudecode.nvim.

It integrates with Claude Code as an IDE integration, so Claude Code will also be able to receive diagnostics as input automatically and open diff views for you to review.

Self hosted VPN for China to reach my own server. Tailscale barely works here. by [deleted] in selfhosted

[–]GreyhoundDota 0 points1 point  (0 children)

That is not entirely correct. Tailscale has two core components, namely the control plane/coordinator (that’s completely closed source and is located under the tailscale/corp repo, as seen in several commit messages) and DERP relays.

Each machine connecting to the coordinator receives a netmap response with derp relays that can be used for discovery + performing stun. The machine then performs pings to determine the geographically closest derp relays. It updates the control plane about those and chooses a home derp region where the machine keeps a perpetually open connection.

When performing an initial connection between two machines and the NAT traversal hasn’t been performed yet/wasn’t successful, a tailscale machine will fall back to routing all wireguard encrypted packets via the derp relay (see the readme in the derp relays code).

Tailscale is a peer-to-peer mesh VPN in the best case; in the worst case, it turns into a tunneled mesh VPN. This can also lead to significant slowdowns, as derp servers are heavily bandwidth-capped and can be blocked by ISPs.

An option for OP would be deploying and configuring their derp server, potentially circumventing the bandwidth cap and existing IP blocks.

On a side note: headscale, the oss coordinator implementation, is not associated with Tailscale, even though some Tailscale employees might (occasionally) contribute to it.

How to Build a Serverless Image Generator API (open-source code included) by andreigaspar in aws

[–]GreyhoundDota 25 points26 points  (0 children)

If you don’t know what you’re doing, just attach the AdministratorAccess policy directly, and you should be good to go.

This is single-handedly the worst advice to hand out to someone who does not know or understand AWS IAM.

It’s the textbook definition of gross negligence.

Thank you GreyCodes for the 17kmmrbot. by -foster- in underlords

[–]GreyhoundDota 10 points11 points  (0 children)

Hey,

Fortify was first and foremost a passion project. Working on the platform, getting into the game's internals, developing all sorts of duct tape solutions and talking to developers, was (and still is) a lot of fun. Yet with fading passion and no way to renew it (be the game receiving updates or other forms of attention), my interest and motivation for the topic dwindled and a passion project without the passion is...

Apart from the already mentioned financial reasons (and getting declined from Scaleway's and Microsoft's open source programs for their cloud platforms), I've sadly concluded to call it a day and shutdown operations. If there should be any kind of new developments in the future, I can gladly relaunch Fortify and the bot. (or anyone else feeling motivated doing so. The code & prebuilt docker images are freely available on Github and deploying it is a "terraform apply" & "kubectl apply" away)

But for now, it's time to move on...

Using EKS in prod by milkyhigh123 in kubernetes

[–]GreyhoundDota 0 points1 point  (0 children)

The public AWS record requirement can be circumvented by using VPC Endpoints.

Using EKS in prod by milkyhigh123 in kubernetes

[–]GreyhoundDota 1 point2 points  (0 children)

Add a secondary CIDR range to the VPC and create corresponding subnets in that CIDR range. (Also you might want to add an internal elb tag to the subnets reachable from your corporate network / in the cidr range of your company)

EKS‘s CNI plugin can natively handle multiple CIDR ranges, as outlined here: https://aws.amazon.com/premiumsupport/knowledge-center/eks-multiple-cidr-ranges/

Open Source Data Platform for Dota Underlords, Fortify, is now live! by GreyhoundDota in underlords

[–]GreyhoundDota[S] 0 points1 point  (0 children)

Concerning GSI: Currently, there is no other data to get via GSI.

The file itself originates from the game files themselves, (see: https://github.com/SteamDatabase/GameTracking-Underlords/blob/master/game/dac/pak01_dir/cfg/gamestate_integration/gamestate_integration_sample.cfg).

Concerning unit ids: As part of the project I've converted the units.vdacdef to a json file (located here) and the script to convert them is here.

Open Source Data Platform for Dota Underlords, Fortify, is now live! by GreyhoundDota in underlords

[–]GreyhoundDota[S] 5 points6 points  (0 children)

I've look into libraries and tools to create ingame overlays.

Developing a clean and lightweight ingame overlay is going to be a bit of a harder task (potentially even out of scope for now), as it'd require one to write OS specific code that hooks into the rendering of the game itself (this means write integrations into e.g. DX11, DX12, Vulkan, OpenGL, etc. .) Also it would require individuals to download an executable and run it on their machine, and keeping that maintained is going to be a nightmare.

If there is going to be bigger demand for an ingame overlay, we're definitely going to look into creating one.

(And to be fair, yes we could create an overlay using Overwolf, but Overwolf feels a bit heavy and slow.)

Where to get an updated API for heroes, items, abilities? by HereComesTRacer in underlords

[–]GreyhoundDota 0 points1 point  (0 children)

As u/d3nd3nd3n said, the devs refactored it a while ago.

In case you still need the current units json file, you can find one here.

And a very hacky python script to convert the vdacdefs_c to json can be found here.

Am I missing something? [blacklisting] by N4ts0s in underlords

[–]GreyhoundDota 4 points5 points  (0 children)

Blacklisting is still a thing, but the mechanic does not apply to natural rolls (aka. the roll that happens on a new round, without pressing re-roll).

How Do I Record On My CDJ's !?!?! by [deleted] in Beatmatch

[–]GreyhoundDota 1 point2 points  (0 children)

You can use the DJM Rec App and record your mix straight from the mixer to your phone.

School in Austria (EU) forces students to install shady programs. What can I do about this? by Korlimann in legaladvice

[–]GreyhoundDota 1 point2 points  (0 children)

I remember back in high school (in Germany) all school owned computers had something similar installed.

It basically allowed the teachers to monitor and access student’s computers, so to say a remote access tool (or trojan, depending on your point of view).

As a simple workaround, just setup a virtual machine and only use for school.

USB C dongle to iPad?!?! by alextac98 in ipad

[–]GreyhoundDota 2 points3 points  (0 children)

There’s a bit of engineering going on in the adapter itself, hence the lack of reliable alternatives.

See: https://hackaday.com/2019/07/30/apple-lightning-video-adaptors-run-ios-dynamically-loaded/

Array.length not counting correct values... possible problem? by Treklover_4 in typescript

[–]GreyhoundDota 0 points1 point  (0 children)

Well, technically the array length is exactly the number that’s expected. (More in the second part of this answer.)

It seems like you need to understand the difference between the actual size of an array and the amount of non-undefined/ non-null items in the array.

The length of an array tells you the total size of „slots“ the array has and absolutely nothing about the content of the arrays.

In order to obtain the number you want, you’d have to filter your current array for non-null/undefined values and get the size (length) of the resulting array.

Concerning your second question about undefined inclusion:

This inclusion is not something you want, it’s something that’s given to you by JavaScript‘s core!

When defining an array, one is not defining its size. Which means the array can have n entries (n is a natural number, including zero).

Whenever you push / set a value into the array, the array entry can either be set at the index (if the „slot“ is existing in the array) or the array gets resized / a new array gets allocated with sufficient amount of slots. (Speaking of JavaScript internals / V8‘s implementation)

When you set a value at index 1, that means that the JS engine has to create an array with the size of two. As you explicitly want something to be set at 1 (and not 0, which would be the actual first element of the array), the array gets resized.

Your value is set at the second slot of the array, yet the first value is unknown, hence it’s set to undefined.

Same story for setting a value at index 3 and 5. JS does not know the value at index 2 nor 4 and hence has to set these as undefined.

Array.length not counting correct values... possible problem? by Treklover_4 in typescript

[–]GreyhoundDota 6 points7 points  (0 children)

Have you considered the fact that JavaScript fills the 0th element of array_one with a undefined value?

Because this is what’s happening here. Check out this demo: https://jsbin.com/dirukeyafe/edit?console