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Showing results for tags 'DNS'.
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I made a dns like server which can store a uuid which can be requested via a normal name. You can also use it for uuid saving of many components. You can interact with the server via an library more information on github: https://github.com/MobilGame06/OpenDNS WIki: https://github.com/MobilGame06/OpenDNS/wiki
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About I recently made a simple DNS system and library for use with standard networking tools. It allows you to contact a server (that you know the address of) and look up other addresses by arbitrary names. For example. I want to make a server for something (eg a chat room) but I don't want people to have to tell their friends the really long address of my server for them to be able to connect. I can create a DNS at the DNS server and people can connect to something easier to remember than a UUID: eg. "mycoolchatroom" or "Codian's Chatroom". Requirements A Network Card is r
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Simple (forward) DNS with minimal Setup Server-client architectur. Every client register his address automatically at server. Server hold a table of registred clients. Clients can send requests to get a address of a registred client. Its possible to setup multiple dns Server with own binded hosts in same network. If host not binded them try to find antother random dns server automatically. startup order of hosts and server not important. Server/Client support some arguments at runtime dnsserver status / dnsclient status dnsserver restart / dnsclient restart
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net API - The most basic DNS system How this works: The DNS server constantly broadcasts out its information every 2 seconds on the specified port The client APIs have a function to search for the next DNS server (they wait for the above information) which then sets the table containing the information to net.foundServer Now the client APIs have the ability to call net.setDNS(net.foundServer.address) to lock to that DNS With that the client APIs can now register and delete their URLs on this DNS server Every other client who has that DNS server locked on too
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DOMAIN NAME SYSTEM Yep. This one works much like real one - but it's a little simpler. Basic system setup/configuration/howto/whatever The most important part of every global DNS system are root-server. In real life there are 13 of these, but for Minecraft one server should be enough(ofc. you can have more root-servers). To be able to use DNS system the client must know at least one root server. Now let's say we want few domains in our system: example.org. sub.example.org. populardomain.org. Now we create example network of 3 servers, with addresses addr1, addr2, addr3 The
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This is a file/dns server program I wrote. just run it to start hosting a dns server, launch it with an additional argument to show the debug. DNS/File server: http://pastebin.com/pxFY89UZ The next file is the networking API I wrote to deal with server communications, it has 6 functions; register(name, port): This will register the machine with a name on the dns server, all further communications can be sent to the server and will be routed automatically. send(receiverName, message, opt1, opt2): This will send a message to the server which will then route it to receiverN
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- DNS
- filesharing
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