• 0 Posts
  • 138 Comments
Joined 2 years ago
cake
Cake day: June 16th, 2023

help-circle
  • How does one qualify how much a language needs to be used?

    Are you saying Rust is being used in places that you feel C/C++ should be used, and you don’t think Rust belongs? Or maybe you are saying Rust is being used in places where C/C++ are not typically used, and you don’t feel it belongs there?

    The closest thing to context you’ve given is that you feel Rust has flaws (all languages do), and that Ada is perhaps safer. It’s really hard to give any kind of answer without a properly fleshed out question.














  • myersguy@lemmy.simpl.websitetoSelfhosted@lemmy.worldBuilding a new home server
    link
    fedilink
    English
    arrow-up
    12
    arrow-down
    1
    ·
    edit-2
    30 days ago

    I’ve become a big fan of mini PC’s for home server use these days (with NAS systems for storage duties). Low power, low heat, low noise, and very affordable.

    Beelink on Amazon makes a good selection of them. Always watch for sales. I have several of their machines and have been pleasantly surprised by all of them. The latest addition was one of their N95 systems with 8GB of memory. It hosts Jellyfin, Deluge, Wireguard (client and server), dns, forgejo, etc.







  • I see you all over this thread and I want to share something you might find interesting.

    You keep mentioning the server can’t handle the anti cheat because it needs to trust client data. Here’s an interesting thought: how is client anti cheat supposed to work when it needs to trust input data?

    Look up direct memory access cheats. TL;DR Two computers are hooked up such that PC 1 runs the game, PC 2 reads memory from PC 1, and can then output keyboard/mouse inputs, as well as wallhacks/esp. How is the client side anti cheat supposed to know that the keyboard and mouse inputs are legitimate? How is the client side anti cheat to know wallhacks are being used when they are being rendered on an entirely different machine?