Introducing Hotelizer: Revolutionizing Hotel Management with ASP.NET Core
We invite you to explore Hotelizer on my GitHub.
In the fast-paced world of hospitality, efficiency, and innovation are key to providing exceptional guest experiences. Today, we’re excited to introduce Hotelizer, a cutting-edge hotel management system designed to streamline operations and elevate guest services. Built on ASP.NET Core MVC and leveraging a SQL Server Database, Hotelizer is not just another management tool; it’s a comprehensive…
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CHAPTER ONE
INTRODUCTION – – – – – – – -1
1.0 Background of the study – – – – -1
1.1 Statement of the problem – – – – -5
1.2 Purpose of the study – – – – –…
Since I’ve started the project a few days ago, I’ve been trying to get a decent system for handling the game logic for xn in a single package. The vision with the game is that anyone who has the game can start up a server within their game that a friend can connect to directly, or you can set up a separate, dedicated server for things like a tournament.
I tried to learn how to do this using Urho’s scene replication examples, however in those and other network samples, the user is asked whether the game should act as a client or as a server. A global variable is set, and then in the update loop there is a separate section for client tasks and server tasks. This has always felt really inelegant, and makes it extraordinarily difficult to allow for the game to act as either a client, a server, or both at the same time; countless logic branches would have to be designed in the various event handlers.
My ideal solution would allow the server to be hosted from within the same executable, but acting as a separate entity. Then the server handles all of the game logic, and all of the clients, include the local client, just connect to the server, send events with actions, and stream the replicated scene.
After much experimenting, the solution I’ve decided on is essentially creating two separate applications, using Objects. In the main Application class, I parse the command line arguments to determine if the game should run as a normal client or as a headless server. Then it calls the setup of either of the two other “mini-applications.” Note that even if run as a client, the server can be started in the background at any point. The code to actually start the server looks something like this:
SharedPtr<Server> server = context_->CreateObject<Server>();
context_->RegisterSubsystem(server);
server->Start();
There is a near-identical block of code for the client. The Server class extends Object, and has a public Start function. When this is called, the server builds the scene, and subscribes to all the events it will need, and begins listening for connections. Likewise, the Client’s Start will setup the window and UI, and prepare a scene with an octree and camera. It then tries to connect to the server. This setup allows for the two aspects of the game to be run in the same executable, but operate independently.
This system could also be used for game states, something I’ll look into when it’s time to expand past developing the gameplay itself.
I figured this out when I was trying to figure out how I could have basically two applications in one. I tried to figure out what the Application class did that was so special, but after I while I realized that other than the Start() and Stop() functions, it didn’t really do all that much. Everything important is achieved through event handlers, which can be added to any object. Thus, any Object can become your main game loop class thing with enough event handlers. It also helps that nearly all logic for units and other things like that is offloaded to components. Really, the only thing the Client class does is handle rendering and input, while the Server only handles the incoming network events. The Server receives a “move this ship here” command, which is just passes off the a component on the ship node itself.
I’m really learning to love this whole event system.
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We used to call this “thin clients”; or just a terminal logged on to a server or mainframe. Jason Snell writes of something newish that Adobe and Google are doing with Chromebooks:
> This week I got a demo of Photoshop running inside Chrome, and while it was really interesting, some of my assumptions were faulty. It turns out that when Adobe says Photoshop is a “streaming app,” they mean it—it’s…
Cassandra 2.0 Client-Server SSL with DataStax Python Driver
Last week, an update was pushed for the DataStax Python driver that allowed for Client-Server SSL into a Cassandra cluster. Since this is the first Python driver to support SSL for Cassandra 2.0, it felt like an appropriate time to document the basics of setting up this authentication. This guide will step through enabling SSL on both an Apache Cassandra(TM) 2.0 instance and in the DataStax Python driver.
We'll begin this process by generating a keypair. The Python driver will be looking for the CA certificate, while the Cassandra instance will be looking for a Java keystore.
# Generate the keystore keytool \ -genkeypair -alias cassandra \ -keyalg RSA \ -keysize 1024 \ -keystore keystore.jks \ -storepass MyPassword \ -keypass MyPassword # Now generate the cert from that keystore keytool \ -exportcert \ -alias cassandra \ -file cassandra_cert.crt \ -keystore keystore.jks \ -storepass MyPassword
Now that we have the keystore.jks keystore and cassandra_cert.crt certificate, we can set each of them up on the server. Using your favorite text editor, open up the Cassandra configuration file cassandra.yaml (located at /etc/cassandra/cassandra.yaml on Ubuntu 12.04) and find the lines:
Set enabled to true, keystore to the location of the jks file on the server, and keystore_password to the password provided during the keystore generation:
That's it on the Cassandra config side! Save, close the file, and reboot your Cassandra instance.
I was running into issues while rebooting Cassandra using the daemon in /etc/init.d/ under Ubuntu 12.04 since I was running it as a stand-alone process, so I was forced to manually kill the process and restart it. If you run into the same issue, you can do this using the following commands:
# Shutdown the server sudo kill $(ps -ef | grep /cassandra | grep -v grep | awk '{print $2}') # Start the server su cassandra -s /bin/bash -c /usr/sbin/cassandra
As a security note, the Cassandra documentation recommends setting the permission on the file to only be accessible by the Cassandra user:
It should be noted at this point that the path to the Cassandra cert .crt file should not be a relative path. Because it will end up addressed by multiple processes, this should be an absolute path.
That's it! Your driver is initialized with SSL, and your systems are ready to talk.
If you have any questions or issues with this guide, let me know in the comments below. I'm also still learning Cassandra, so if any of this can be optimized or needs correction, I'd love to hear it. A huge thanks also goes out to the other guys on my team who helped research out the information in this guide: Sam Toriel, Alex Meng, Matt Green, and Dave King.