2GB was the old limit.
Depending upon the settings, you might already have the free album on your device.
” When they click back to the fake Gmail tab, they’ll see the standard Gmail login page, assume they’ve been logged out, and provide their credentials to log in. The attack preys on the perceived immutability of tabs.“
Google denies that it was hacked and the 4.7 million username/password combos came from other sources. Less that 2% of the logins worked.
On rare occasion we get complaints about certain video games that are unplayable on the campus network, both when using ethernet or wifi. Typically the problem manifests itself as lost connections or being completely unable to connect. Most of the time these are issues with the game itself. This post will explain what is happening and why.
Typically the first concern is about there not being enough available bandwidth. About 3-4 years ago that would have been part of the problem, but today we have more than enough to go around. UTC currently has 3Gbps to the internet across three individual links to three separate providers. Daily traffic tends to peak around 1.3Gbps with 95% of the traffic at or below 1.1Gbps. Here’s the last 24 hours, which is a pretty typical week day. The traffic is fairly evenly distributed across all three links so there’s plenty of breathing room.
With the game Destiny, the problem is making itself known with the error code “centipede”. There have been quite a few students who have complained about this error and they have been completely unable to play. UTC’s network administrator did investigate the issue during the beta of the game over the summer to confirm suspicions as to what the issue was. It was confirmed that the issue is related to the fact that UTC uses Network Address Translation (NAT) at the border of the network. This is not something that can be removed in order to remedy the “centipede” error code. However, the game developers can build NAT support into the game. Many online games include NAT support.
Below is a technical explanation as to why NAT is causing problems for the users that would like more detail.
For a device to communicate on the internet it must have an IP address. In version 4 of the internet protocol (IPv4), there are a limited number of IP addresses and they are all used up. Here at UTC we have 32,640 IP addresses to go around for everything connected to the network. Some addresses are allocated for servers and other services run by the University, with 26,775 allocated for end user devices. Around lunch today there were a tad more than 75,000 active connections to the internet. NAT allows the 75,000 connections to share the 26,775 public addresses on the internet. Without NAT, only 26,775 connections would work at a time and no one would be happy.
One advantage to NAT is that the IP address a device uses on the local campus network is not a routable address on the public internet. No one on the internet can get to to the device, unless the device first requests a connection with them. This provides a good deal of security and helps us keep users safe and secure in terms of preventing the spreading of viruses and other bad activity that goes on out there. A side effect is that not everything works. In games like World of Warcraft, League of Legends, etc., there is a central server handling the communication to everyone. A player will connect to the server, as do all other players, and the server proxies all communication between everyone. Destiny is trying to eliminate the centralized part. As a result, all players will need to communicate directly with the other players. In essence, other players are trying to connect to users on UTC’s network without said users first requesting the connection. And this is where NAT breaks the game. Bungie can fix this by building NAT support into the game. They were aware of the issue during the summer. (http://static01.bungie.net/en-us/Forum/Post/66516578/0/0)
So what possible ways could this be fixed? At home, a user could set up their home router to use UPnP (automatic, on demand port forwarding) or manually set up port forwarding to the game console. However, no commercial grade equipment supports UPnP. As a result UTC would have to manually set up port forwarding for everyone that wanted to play Destiny or other peer-to-peer type games. [On a side note, home routers also use NAT since there is only 1 IP address to share. UPnP or manually setting up port forwarding would only permit one game console to work at a time. So if there was a LAN party, only one console at a time could play Destiny.] Manually setting up port forwarding at UTC is not feasible as it consumes a lot of time setting up the port forwards, keeping track of all of them, and cleaning up at the end of every semester. In addition to that, with only 26,775 IP addresses to share, every time a console gets set up with port forwarding there is one fewer IP address in the pool for others to use. Every port forward set up pushes UTC further toward other problems down the road. Since all IPv4 address space is used up, it is not possible to obtain more.
UTC understands that this is frustrating, but in short this is something that Bungie is going to have to fix.
In another mind boggling move (history lesson: playsforsure->zune, metro interface, etc.) Microsoft seems to be rebranding Bing Metro Apps to the “retired” MSN.