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#postmortem

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The excellent post-mortem of the City of Helsinki data breach (summary at turvallisuustutkinta.fi/en/ind, link to the full report at the bottom) says one thing I'm suspicious of. See screenshots below.
Problem: FileZilla server supports on-the-fly encryption, and 70% is a typical compression ratio for a heterogeneous data stream. To me, it seems possible (perhaps even likely) that the attacker downloaded _all_ the data with compression, not just 30% of it.
#infosec #breach #PostMortem #Helsinki #KASKO

This is an excellently written postmortem from fly.io:

"You’re reading a 3,000 word blog post about a single concurrency bug, so my guess is you’re the kind of person who compulsively wants to understand how everything works. That’s fine, but a word of advice: there are things where, if you find yourself learning about them in detail, something has gone wrong."

fly.io/blog/parking-lot-ffffff

Flyparking_lot: ffffffffffffffff...Gnarliest Rust proxy bug yet.

Created a #devlog on #itchio for those who are interested in what went well and what didn't for my first #sologame. Fair "warning": it's not a rollercoaster of challenge and emotion ;) because things actually went pretty well. I would love to hear your opinions about the game, let me know if you find typos, or if you wanted a different colour scheme or music; any comment is valid.
ranarh.itch.io/skyward-sanctua

itch.ioDevlog - Skyward Sanctuary by Ranarh
#indiedev#gamedev#indiegame

Last month, I published a #postmortem of my #IndieGameDev project The Dungeon Under My House.

gbgames.com/2024/10/02/freshly

Basically, it was supposed to be a 6-month #GameDev project that I didn't manage very well and was in my 20th month when I decided that I should put the project on hold.

I hope one day to get back to this project, but I had to make the hard decision to put it on hold so that I could spend my limited time creating a game I could release much, much faster.