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Messages - lbalbalba

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Development Deliberation / Re: static src analysis for fun and profit
« on: March 14, 2014, 03:20:26 pm »
There are no security-related bugs mentioned (not counting e.g. the null dereference and use after free). Was security a part of the test scenario?
security is not a separate goal for the scanner. it attempts to find *all* bugs, security related or not.

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Development Deliberation / Re: static src analysis for fun and profit
« on: March 14, 2014, 03:18:45 pm »
FYI: lbalbalba's site is being blocked by F-Secure as malicious.
Really ? That sucks. big bad booo f-secure !

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Development Deliberation / Re: static src analysis for fun and profit
« on: March 13, 2014, 03:27:28 pm »
Updated to the latest planeshift svn (r9332) and llvm/clang svn (r203802) once more:

http://www.lbalbalba.url.ph/clang/planeshift/

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Development Deliberation / Re: Configuring PS in Linux - Can't find CS?
« on: February 24, 2014, 08:07:31 pm »
Long shot: do

ls $HOME/development/cs

does that list the cs source code and binaries ?


-- edit -- Oh, posted November 2012, probably not going to read this response anymore, oops.

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Development Deliberation / Re: static src analysis for fun and profit
« on: February 24, 2014, 03:07:34 am »
Updated to the latest planeshift svn and llvm/clang svn:

http://www.lbalbalba.url.ph/clang/planeshift/

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Development Deliberation / Re: static src analysis for fun and profit
« on: July 02, 2012, 10:43:55 am »
be careful, automated analyzers aren't smarter than their programmers...
This is very true. Especially when the C++ (not the C) analyzer is still considered to be in the beta stage at this point in time. However, I still think that it might be useful if a developer that has decent knowledge of the overall codebase took a look at the report. And if one would have the extra time and be really interested in this, one could also aid in improving the analyzer by posting 'false positives' against the Clang Static Analyzer component in the llvm-clang bug tracker: http://llvm.org/bugs/


And I do remember a developer state one time, that if an analyzer cant make sense of the code, that that might mean that piece of code is a good candidate for refactoring.

Anyway, thanks for all the responses so far.

PS: compiler warnings aren't smarter than their programmers either ;)

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For testing purposes, you could take a look at automated source code analysis.

See this post: http://www.hydlaaplaza.com/smf/index.php?topic=40921.0

Im willing to run the analyzer on the planshift codebase on a regular basis, if there is enough interest.
PM me if interested.

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PlaneShift Mods / Art: Attribution Creative Commons License ?
« on: June 18, 2012, 02:13:10 pm »
Hi,

Ive been considering to contribute art efforts to this game. However, I really do not like the fact that *my* art will become the property of Atomic Blue (or any company, really).  What I am really looking for is, at the very least:

I supply my art, and whoever uses it can use it in any way they want but must at the very least mention my name creating the (original/source) content. Would something like that be possible for creating 'art' for planeshift ?


Regards,


John Smith.

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Development Deliberation / static src analysis for fun and profit
« on: June 18, 2012, 11:06:37 am »
Hi,

I have been playing around with the llvm/clang static source code analyzer (http://clang.llvm.org/get_started.html) for a while, and thought it might be fun to run it on the planeshift source code. Even though especially the c++ analyzer is still viewed as alpha quality at this time, for those interested the results might be interesting and can be found here :


http://www.lbalbalba.url.ph/clang/planeshift/


Regards,


John Smith.

Edit: Updated to the planeshift svn

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Development Deliberation / Re: Private server: can't connect
« on: June 10, 2012, 01:08:55 am »
Thanks, the script works now. Although it still seems a little bit silly that you explicitly have to name each map on it's own; it would be easier if you could just say 'loadmap world.zip' or something.

Also, the guide fails to mention that you need to install the WordNet dictionaries as well. Source and binaries are available at http://wordnet.princeton.edu/wordnet/ (or, on Fedora 'yum install wordnet'). And that you need to copy the dicts: 'cp /usr/share/wordnet-3.0/dict/* ./data/dict/'. Who should I contact to get the build page updated for this ?

And it looks like you were right about the passwords as well. Fortunately, there was one userid/pass combo that worked, so I just copied the crypted strings over to the other users. ;) Who should I contact to get that fixed ?

Thanks again.

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Development Deliberation / Re: Private server: can't connect
« on: June 09, 2012, 04:51:59 pm »
Thanks, thats it. I cant find much information about that on the website or when I Google for it, though. Guess the psserver 'help' function will have to do. :)

Is there a way to automate those commands ? When I put them in a ascii file and run './psserver --run=./textfile' it doesnt run the commands in the file.

Also, the accounts that got created by running the 'create_all.sql' dont seem to work: For example, I cant login with the example user 'player1' pass 'andrew'. Do I need to issue additional commands to connect psserver to the mysql database ? Loggin into mysql on the command prompt using user planeshift pass planeshift works as expected.

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Development Deliberation / Private server: can't connect
« on: June 09, 2012, 02:09:49 pm »
Ive build and started my own server on Fedora 14 Linux by following the build giude, but am having troubles connecting it, even when running the server and the client on the same host. Ive edited 'servers.xml' like it states in the guide, ive opened port 13331 on my firewall, netstat says 'listen on UDP *:13331', and nmap says '13331/udp open|filtered', so I should be able to connect, right ? But instead, my psclient says 'Wait' in the GUI (and *eventually* it says 'Failed') instead of showing the number (representing the roundtriptime ?). I have no idea what i am doing wrong here. All tips and hints are welcome.

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