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Joined 2 years ago
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Cake day: August 9th, 2023

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  • Skype won’t be supporting anything at all very soon.

    What happened with Vonage is something that could happen with any kind of instant messaging, including things like Discord.

    With everything directly addressable (not just static addresses, but directly addressable), an IM/VoIP service can simply connect to the recipient. No servers are necessary in between, only routers. That doesn’t work with NAT (CG or otherwise), so what you have to do is create a server that everyone connects into, and then that forwards messages to the endpoint. This is:

    • More expensive to operate
    • Less reliable
    • Slower
    • A point for NSA eavesdropping (which almost certainly happened)

    This is largely invisible to end users until free services get enshittified or something goes wrong.

    Yes, it’s only tangentially related to static addresses, but it’s all part of the package. This is not the Internet we should have had.

    And at least in the US (in single family homes) its crazy unlikely that your router is behind any NAT

    Your router has NAT. That’s the problem. CGNAT is another problem. My C&C: Generals issues did not have CGNAT.


  • . . . nobody at home actually runs VOIP . . .

    Plenty of people used Skype and Vonage. Both were subverted because they have to assume NAT is there.

    . . . quick game servers don’t need static . . .

    But they do work better without NAT. That’s somewhat separate from static addresses.

    My old roommate and I had tons of problems back in the day when we tried to host an Internet game of C&C: Generals behind the same NAT. I couldn’t connect to him. He couldn’t connect to me. We could connect to each other but nobody outside could. It’s a real problem that’s only been “solved” because a lot of games have moved to publisher-hosted servers. Which has its own issues with longevity.




  • frezik@midwest.socialtoSelfhosted@lemmy.worldPlex now want to SELL your personal data
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    1 month ago

    “Hashed emails”. Besides the fact that they can match up a hash from one source to a hash from another source to link them to the same person (they never said they’d salt them), emails often have enough predictability to break the hash. Assuming they all end in “@gmail.com”, “@outlook.com”, or “@yahoo.com” will get you the vast majority of emails out there. Unlike a good password scheme, people don’t shove a lot of random data into their email addresses.













  • If nothing has happened, then nothing needs to be done. I sometimes float exploits in the rules past my friends for various games, but make it clear I have no intention of playing that way.

    I even tested something in Terraforming Mars this past weekend. I made it clear with the group ahead of time that I wanted to try something, what the strategy was, and how I would be playing. They were all fine with it, and it turned out the strategy was broken as hell. Won by 12 points against a fairly experienced group. It’s also a boring way to play that game and I wouldn’t care to do it again.

    That’s also how I know that it’s fruitless to expect rules to avoid these situations entirely. They must be handled socially. Any other tool is inadequate.