Proxy Error, DNS lookup failure for -SOS-

Hello, everyone,

please I need your professional help

I have built a new page (3 months old), and because my page speed was too low, I wanted to perform this. But I made a big mistake! I came across a platform called "Ezoic.com" and followed their instructions and changed my server entries in my DNS provider. And that was the lockdown. My website is no longer accessible, neither on the domain name nor on wp-admin. I don't know what to do anymore. I restored the settings on my server, but…

Proxy Error, DNS lookup failure for -SOS-

Is a critical failure on a natural 1 a rule or house rule?

There’s a question about this relating to 3.5e, but I couldn’t find one for 5e.

According to RAW, is a natural 1 a critical failure? And if so, under what scenarios does it apply, and what is the expected result?

One of my players is dissatisfied with my calls relating to 1’s* but I don’t have my books handy and I’m having trouble figuring out if the whole shebang is a very popular houserule or actually in RAW.

*I have a feeling that I am likely in the wrong here and it’s more of a same-page issue than a mechanics one, but I want to check what the book’s ruling is before we sit down to have a conversation about it. Our table dynamics aren’t the question here; I just need to know the mechanics to make an informed decision.

Lingering Composition: Does a Performance critical failure cost the Focus point?

TL;DR: The bard player is arguing that lingering composition is a Performance check, and another player is stating it’s Casting a Spell (Focus spell).

I have a player playing a polymath bard with lingering composition.

This player insists that when casting the composition Focus spell, on the composition’s Performance check, a critical failure is the same as a failure, and the bard doesn’t expend the Focus point (because the Focus spell requires a Performance check to determine duration, and lingering composition doesn’t have a critical failure entry, only a failure entry).

My ruling as GM is that the bard is casting a Focus spell, and that the Casting a Spell rule is the active component, not the Performance check.

Lingering Composition: https://2e.aonprd.com/Spells.aspx?ID=389

Casting a Focus Spell: https://2e.aonprd.com/Rules.aspx?ID=276

How does sql server FCI respond to failure?

Taking windows role default settings – (n-1) failovers ok within 6 hrs , where n=# of nodes, if nodes = 2, 1 failover within 6 hrs is allowed.

Taking resource default settings – Within 15mins period, 1 restart is allowed on the same node, else failover, RetryPeriodOnFailure is 1 hr

Taking a example of a simple 2 node cluster (node1 & Node2), single sqlFCI (sql), say sql is on node 1 at 9AM.

9AM – sql fails – attempts to restart on Node1 – fails – failsover to Node2 – attempts to restart on Node2 – fails – stays failed.

Now where I am confused is, https://support.microsoft.com/en-us/help/947712/failover-cluster-resource-recovery-behavior-in-windows-server-2008 , “If there is no intervention and the resource remains in the failed state for 60 minutes, Windows Server tries to bring the resource online again. “

So, according to above, after 60mins, say sometime after 10AM – Does sql try a cycle again :

Attempts sql restart on Node2 – fails – (but cannot failover as 6hrs have not passed)

11AM- Attempts sql restart on Node2 – fails – (but cannot failover as 6hrs have not passed)

12PM – Attempts sql restart on Node2 – fails – (but cannot failover as 6hrs have not passed)

1PM – Attempts sql restart on Node2 – fails – (but cannot failover as 6hrs have not passed)

2PM – Attempts sql restart on Node2 – fails – (but cannot failover as 6hrs have not passed)

3PM – Attempts sql restart on Node2 – fails – failsover to node1 as 6 hrs have passed, tries coming online there , and so on.. is this how it happens? Thanks.

Can’t find the failure in my jump function

I dont know why but my jump method does not work. My character can only jump on one single object. The other obstacle haven’t any influence on the player. I really don’t see my mistake

     foreach (RectangleShape obstacles in MoveAtObjectList)                {                    MainPlayer.Move(deltaTime, obstacles);                }                 foreach (RectangleShape obstacles in JumpAtObjectList)                {                    MainPlayer.Jump(deltaTime, obstacles);                    break;                }                 Draw();                 Window.Display();            }        }    } } 

This was part of my main Class, where i call the jump method within a foreach loop. Here in my Payer class I tried to write the jump function.

using SFML.Graphics; using SFML.System; using SFML.Window;  namespace Pong3final {     class Player : RectangleShape     {          float CollisionDistance = 0.5f;          float PlayerSpeed = 50;         float JumpSpeed = 100;         float FallSpeed = 100;         float JumpTimer;          bool JumpBool = false;         bool Fall = true;  public  void Jump(float deltaTime, RectangleShape collisionObject)         {              if (Keyboard.IsKeyPressed(Keyboard.Key.Space) && !Fall && CheckCollision(this, collisionObject))             {                 JumpBool = true;             }              //Player is jumping             if (JumpBool)             {                 JumpTimer += deltaTime;                  this.Position -= new Vector2f(0, JumpSpeed) * deltaTime;                  if (JumpTimer > 0.5f)                 {                     JumpBool = false;                     Fall = true;                     JumpTimer = 0;                 }             }              //Player is falling when he doesnt touch anything and he isnt jumping             else if (!CheckCollision(this, collisionObject))             {                 Fall = true;             }              //Player is falling             if (!JumpBool && !CheckCollision(this, collisionObject) && Fall)             {                 this.Position += new Vector2f(0, FallSpeed) * deltaTime;                  if (CheckCollision(this, collisionObject)) //Player stops falling because of a collision with an object                 {                     Fall = false;                 }             }         }           public void Move(float deltaTime, RectangleShape collisionObject)         {             {                 Vector2f MovePlayerPosition = Position;                  if ((Keyboard.IsKeyPressed(Keyboard.Key.Left) || Keyboard.IsKeyPressed(Keyboard.Key.A)))                 {                      MovePlayerPosition -= new Vector2f(PlayerSpeed, 0) * deltaTime;                      FloatRect collisionOverlap;                      if (CheckCollision(this, collisionObject, out collisionOverlap))                     {                        MovePlayerPosition = MovePlayerPosition + new Vector2f(collisionOverlap.Width + CollisionDistance, 0);                     }                     }                  if (Keyboard.IsKeyPressed(Keyboard.Key.Right) || Keyboard.IsKeyPressed(Keyboard.Key.D))                 {                      MovePlayerPosition += new Vector2f(PlayerSpeed, 0) * deltaTime;                      FloatRect collisionOverlap;                      if (CheckCollision(this, collisionObject, out collisionOverlap))                     {                        MovePlayerPosition = MovePlayerPosition - new Vector2f(collisionOverlap.Width + CollisionDistance, 0);                     }                                   }                  Position = MovePlayerPosition;             }         }           public static bool CheckCollision(RectangleShape obj1, RectangleShape obj2, out FloatRect overlap)         {             FloatRect obj1Collider = obj1.GetGlobalBounds();             FloatRect obj2Collider = obj2.GetGlobalBounds();              //Nur die rechte, linke und obere Seite kollidiert             if (obj1Collider.Intersects(obj2Collider, out overlap))             {                 return true;             }             overlap = new FloatRect();             return false;         }          public static bool CheckCollision(RectangleShape obj1, RectangleShape obj2)         {             FloatRect obj1Collider = obj1.GetGlobalBounds();             FloatRect obj2Collider = obj2.GetGlobalBounds();              return obj1Collider.Intersects(obj2Collider);         }     } } 

Credential Failure for Vulnerability Scanning – InsightVM

I’m using InsightVM from Rapid7 to scan vulnerabilities for my company’s assets. There were different results as follows:

  • If I used “scheduled scan”, the scan result would detect correct vulnerabilities, including the information “Credential Success”
  • In case of adopting a manual scan, I saw that the scan showed no vulnerabilities, with the log “Credential Failure”

Looking at the relevant logs, I found that the first scan used proper credentials, with the log showing that “cifs-do-service-admin-connect@[redacted]:139] [Site: Servers] [redacted]:139/tcp] Logging administrative credential status SUPPLIED_SUCCESS for service CIFS“, which was in line with the credentials provided in the site configuration. On the other, the other log of the latter indicated that “[Thread: dce-rpc-log-final-admin-creds-status@[redacted]:135] [Site: Servers] [redacted]:135/tcp] Logging the final administrative credential status SUPPLIED_FAILED for service CIFS“.

Can anyone help me solve this puzzle? My concern is why did the manual scanning used the credential different from that of the scheduled scan.