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Showing results for tags 'network'.
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For some reason my network code does not work. sender code: https://pastebin.com/YvKt0U2T receiver code: https://pastebin.com/zDa52ykR how the servers are setup: I have checked multiple times the the main server is on the back side of the rack and the network card is on the bottom. I have version 1.7.5.192 OpenComputers on 1.12.2
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Heyo! 1M here! Soo...I made a block of raid and put drives in it, and promptly realized that I could not find raid documentation, nor could I find how to use it. My question is, how do I a.) access the raid. b.) put data onto the raid. Any help will be appreciated, as I am on my first use of this mod, and so far it looks amazing! Thank you in advance! 1M out!
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In OpenComputers we currently have a simple highly abstracted networking model. We do have ports, thankfully, but besides that the model is highly abstracted and thusly underpowered. The first suggestion, is remove the abstraction on network communication in the first place. Allow this to be configured in the mod preferences file, but have it enabled by default. By default, there is no “hardware addresses”. A cable is just that, a cable. The only API by the mod is “broadcast and receive”. In the OS provided by the game by default could still have the same API as now. The different is it’d
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Hello. So, I'm making an (in-game) monetary transaction system and for that I need encryption. Documentation on the data card is extremely poor (no examples). Here's what I have so far: Note! The key transfer has already been done. --Machine #A local pubKeyA, privKeyA = data.generateKeyPair() local shKeyA = data.ecdh(privKeyA, pubKeyB) local message = "Hello?" ---[What happens in here to encrypt data?] modem.send(encryptedData) --just placeHolder --Machine #B local pubKeyB, privKeyB = data.generateKeyPair() local shKeyB = data.ecdh(privKeyB, pubKeyA) local message=event.pull() --
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This project is no longer being maintained, and has not been for a while. I may eventually make a new version, but I would first like to make an addon for OpenComputers to allow long-range wireless signals so that you can connect globally to a server. The OpenNet: Internet like simulation in Minecraft REQUIRES WIRELESS NETWORK CARD Not tested with wired network card This is very WIP, but it still works well for what it does. The OpenNet requires one computer to be running at all times as DNS. This allows for DNS lookup and not having to type things like "af4c71b5-c3be-4da1-b595-4d0a
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When using the internet component or internet API I could not find a reliable way to detect a broken socket to an internet adress. Once the connection is broken by the external endpoint, the broken socket can only be detected by writing to the socket, not by reading. This makes writing a good program very difficult as it would be impractical to send a ping every second just to detect if the socket is still alive. Is there any possibility I did not see? Or is none implemented?
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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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Using this program, you can host an array filesystem over a network. Set up is as simple as installing an autorun.lua script on the computer or server that hosts the ServerFS filesystem, and installing a boot script on the clients that will access the ServerFS filesystem. How it works: The "Host", the computer or server hosting the ServerFS fileserver, runs an autorun script which will allocate all non-primary filesystem components to a single virtual "ServerFS" component. It then receives messages over the network and when a message is received relating to the ServerFS the Ho
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The following document is still a DRAFT and a subject to change, though protocol and assigned numbers should not change. 1. Purpose ON2 - OCNet L2 protocol - is a very simple standard is aimed at advanced network stacks. It provides protocol tagging and optional vlan separation for devices that support it. 2. Protocol ON2 utilizes the fact that OpenComputers network message can have multiple parameters. When a message(data frame) is sent using ON2 layer, the implementation sets first data parameter to protocol number and passes the data via second data argument. Por
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OETF #10 - OHCP - simple DHCP/BOOTP like protocol for host auto configuration. 1. Protocol This is specification for a binary data frame(a Lua string), sent over OETF #7 protocol with protocol number 0xCF. BYTE 0 | BYTE 1 | DATA | BROADCAST --------------------|--------------------------|----------------------------|----------- 0x00 - ADDR REQUEST | NOT SET | NOT SET | ALLOWED 0x01 - CLIENT RESP | 0x00 IPv4 address assign | IPv4+subnet byte (4b + 1b) | NO 0x01 - CLIENT RESP | 0x02 IPv4 gate
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1. Purpose OETF #9 - OC Host Discovery Protocol is a host discovery protocol for local OC networks specified by OETF #7. 2.Protocol This is specification for a binary data frame(a Lua string), sent over OETF #7 protocol with protocol number 0x0C. All frames are allowed to be sent as a broadcast or as a direct message. Prefix byte | Action | Payload ------------|-------------------------------------|----------- 0x01 | Peer IPv4 Advertisement | 4 byte IPv4 0x02 | IPv4 Discovery request | Optional 4
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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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So uh, I don't have a name for it. I guess it's a little like a UUCP network... I'm open to suggestions Over the last few days, I've been in the car a lot. And these are like, 3 hour trips. I've decided to measure the amount of code I write in car trips. Anyway, this is what I've been working on. I haven't noticed any bugs, but there is no current functionailty beyond forwarding, there is no security the max message size is just under 8KiB, due to OC limitations (Configurable), and it's kinda loud because I needed debugging messages. Oh yeah, it requires a Computronics tape drive to serve
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The following document is a DRAFT. Any information here may be revised at any time, and suggestions are more than welcome. Rev. #2017010401 (0.1.1) Abstract This draft defines the NNR (Network to Network Routing) protocol as part of the OCranet family of protocols. This document outlines how dynamic routing holds networks together in an NNR enabled OCranet network, how signalling is performed to control these networks, and the format of addressing used. This protocol is NOT the base protocol for OCranet networksand REQUIRES the support of specifications detailed in OETF #4; OCR
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The following document is a DRAFT. Any information here may be revised at any time, and suggestions are more than welcome. Rev. #2017032401 (0.2.0) Abstract This draft defines the OCR (OCranet Relay) protocol as part of the OCranet family of protocols. This document outlines how OCR forms connections, how data is fowarded, and the structure of a data segment used in an OCR network. Rationale An agreement between computers in terms of how to communicate is important in any data network. In the past, there have been several attempts to build networks to transfer data be
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ComputerCraft does not seem to recognise the OC Relay as any form of peripheral, and so is unable to wrap to it or interface in any way. Context: I'm using ComputerCraft Turtles to swarm mine, and send information/receive commands from a ComputerCraft computer. I placed the CC computer adjacent to the OC Relay and hoped to be able to send messages between them. I wanted to create a user interface to control the turtles on the OC screens because they have a higher resolution and I just prefer OC interface. Any help would be greatly appreciated! Currently running CC[1.80pr0], C
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!ereh Risgang I've written a simple program for transferring a medium sized text file (Less than about 8000 characters, roughly a small essay) over an OC network, wired or wirelessly. I've named it GFT, or "Gift", short for Gangsir File Transfer. This program is actually two small sub-programs, one for receiving and one for sending. To differentiate between them, the first argument changes the function of the program. Then, the second argument tells the file to operate on, for sending or receiving to. (To generate on receive.) Syntax is as follows: gft <send/receive> <"/path
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Hey, I'm running OpenComputers 1.6.0.3-rc for MC 1.10.2 and I've been messing around with most things in the mod. I have a computer hooked up to a relay which is then hooked up to a server in a server rack. The problem is, I can broadcast a packet from the server to the computer but not the other way around.. when I try and broadcast a packet from the computer, the server receives nothing. Internally in the rack, both servers are able to send and receive packets from each other so I'm not sure why packets externally are not reaching the servers in the racks. http://tzli.me/XQBb3 (A
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The request-handler is a program to run as a main program on a PC. It holds execution commands from every program that communicates with it. That means I can run multiple programs that run their commands through the request-handler by adding their command and parameters to the request-handler. It also servers as a server for other computers that can send their requests to the server and if that request is allowed it will be processed automatically and the answer is send back. For this I programmed the modem-API that ensures that message networks are received on the target and works together wi
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So, I've successfully sent a message to my friends computer. The problem is, it's just not very practical. We don't feel like going into the lua interpreter and typing things like =event.pull("modem") just to receive a message. I also don't like having to open the modem every time I get on the computer to send a message. Is there any way I could make this whole process more user friendly? Any help would be great.
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hi, For some reason the nano machine answer network command only in the overworld. After i pass a portal to go to any other dimension (nether, twilight, moon, mars, etc...) my nanomachine no longer answer any request. Their powers keep working and battery usage is okay. Only the network part do nothing I am alone with this problem? Is is a feature or a bug? Thank you Sylphio
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I have two computers. Each one has a screen and keyboard on top of each, and the two cases, but not the screens, are connected by a network cable. When the computers start up, the text appears on one screen, then the default OS screen appears on the other screen. This ends up being really confusing! I tried writing an autorun script that told each computer to set its respective screen as the primary screen component, but it didn't work. If anybody could help me out, that would be great!
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Before implimenting higher-level protocols, you'll want a lower-level way to make your messages appear as a stream, just like TCP sockets, right? That's where this comes in. ocsocket makes modems behave like TCP sockets. Functions: ocsocket.socket(port,address) That will return a socket object. Socket object functions: obj.init() Must be called to make a socket work. octcp.isData() Returns true if there is data to be read, false otherwise. obj.read(i) i is a number or character, if it's a number, it will read that many characters. If it's a string, it will read until that character