I am running more than 500 WordPress website in my shared server, Frequently I am getting attacks on admin-ajax.php, wp-cron.php, xmlrpc.php and wp-login.php files. Due to that our server load is getting more than 100.

Is there is any way to avoid the spamming request to this respective file.

Currently I am blocking those file in .htaccess, Apart of from this I need any alternative solution.

## I’m trying to use sp_ineachdb, please can anyone see where I’m getting it wrong?

Can anyone help please? I can’t seem to find where I’m missing it. I’m trying to loop through the user databases in my SQL Server instance to delete all the existing users. I’m using the stored proc dbo.sp_ineachdb. For each database, I get an error that the cursor already exists. My code is pasted below. Thank you.

DECLARE @sql AS VARCHAR(4000) SET @sql =

‘USE [‘ + DB_NAME() +’] DECLARE @UserName nvarchar(256) DECLARE csrUser CURSOR FOR SELECT [name] FROM sys.database_principals WHERE principal_id > 4 AND is_fixed_role < 1 ORDER BY [name]

OPEN csrUser FETCH NEXT FROM csrUser INTO @UserName WHILE @@FETCH_STATUS <> -1 BEGIN BEGIN TRY EXEC sp_revokedbaccess @UserName END TRY BEGIN CATCH ROLLBACK END CATCH FETCH NEXT FROM csrUser INTO @UserName END

CLOSE csrUser DEALLOCATE csrUser’

EXEC dbo.sp_ineachdb @command = @sql

## How can I get the Text component from TextMeshPro ? I’m getting null exception

At the top of the screen :

``public GameObject uiSceneText; private TextMeshPro textMeshPro; ``

Then in the script at some point :

``uiSceneText.SetActive(true);  if (textMeshPro.text != "")     textMeshPro.text = ""; ``

The exception error null is on the textMeshPro on the line :

``if (textMeshPro.text != "") ``

textMeshPro is null.

This screenshot shows the TextMeshPro in the Hierarchy :

and I see that the Scene Image object and its child Scene Text both are enabled true.

I want to get the text and add replace a new text with the text already in the Text but the textMeshPro is null.

The complete script :

``using System.Collections; using System.Collections.Generic; using TMPro; using UnityEngine;  public class PlayerSpaceshipAreaColliding : MonoBehaviour {     public float rotationSpeed;     public float movingSpeed;     public float secondsToRotate;     public GameObject uiSceneText;      private float timeElapsed = 0;     private float lerpDuration = 3;     private float startValue = 1;     private float endValue = 0;     private float valueToLerp = 0;     private Animator playerAnimator;     private bool exitSpaceShipSurroundingArea = false;     private bool slowd = true;     private TextMeshPro textMeshPro;      // Start is called before the first frame update     void Start()     {         textMeshPro = uiSceneText.GetComponent<TextMeshPro>();          playerAnimator = GetComponent<Animator>();     }      // Update is called once per frame     void Update()     {         if (exitSpaceShipSurroundingArea)         {             if (slowd)                 SlowDown();              if (playerAnimator.GetFloat("Forward") == 0)             {                 slowd = false;                  LockController.PlayerLockState(false);                  uiSceneText.SetActive(true);                  if (textMeshPro.text != "")                     textMeshPro.text = "";                  textMeshPro.text = "Here I will add the new text.";                              }              if (slowd == false)             {                              }         }     }      private void OnTriggerEnter(Collider other)     {         if (other.name == "CrashLandedShipUpDown")         {             exitSpaceShipSurroundingArea = false;             Debug.Log("Entered Spaceship Area !");         }     }      private void OnTriggerExit(Collider other)     {         if (other.name == "CrashLandedShipUpDown")         {             exitSpaceShipSurroundingArea = true;             Debug.Log("Exited Spaceship Area !");         }     }      private void SlowDown()     {         if (timeElapsed < lerpDuration)         {             valueToLerp = Mathf.Lerp(startValue, endValue, timeElapsed / lerpDuration);             playerAnimator.SetFloat("Forward", valueToLerp);             timeElapsed += Time.deltaTime;         }          playerAnimator.SetFloat("Forward", valueToLerp);         valueToLerp = 0;     } } ``

## Getting Back Int WP Dev – Best Approach for custom post widgets (drag/drop)

At one point I was a fairly solid WP dev (at least I thought I was), but have not done a lot with the platform in about 6 years.

An old work friend has a job and was asking me to help out. I downloaded WP today and boy, was I shocked at the changes.

Here is what I am trying to do.

The project my friend has designed is pretty straightforward, outside of the home page.

On the HP, he wants to have dedicated areas where the client can drag and drop posts from various categories, BUT they all have custom layouts – ie in one section a post widget looks different than another, additionally, inside that section there needs to be some conditional logic – ie if the post has no image, don’t have the image tag etc.

Based on what I am seeing I should be using something like elementor, But, unless I am mistaken, even though customizable, the actual widgets or elements are limited in terms of fine tuning the contents – ie, you can manipulate them a bit, but ultimately they only can be customized so much.

To illustrate: Here is an example from his design:

All items here are standard posts, albeit in different categories.

What he would be looking to do is have a template where these posts can be dragged in. And be styled according to the section.

Back when I was building WP, it would have been a little more rigid, the sections would be hardcoded into the HP template and I would pull the posts in based on a query result (most recent, have a custom field checked etc etc). However, it would have been fool-proof and the content would simply flow.

I know the Gutenberg block editor allegedly will eventually allow this I would ideally be able to build a template with editable areas that the user could just drag items onto, BUT THEY NEED TO LOOK LIKE THEY DO IN EACH SECTION! Ie, could I build a template with those areas hardcoded in, and then have the user drag/remove custom post widgets into each, one at a time? Based on what I am seeing with the current state of the block editor, this is not doable.

Questions:

Can this be achieved with Elementor, Divi, or any of the other new editor tools – ie a completely custom single post element?

Ideally, can this be done with the current block editor – seems like it is still a bit off.

One more thing to add: this is not a new site, I actually built the original version in 2013, and it currently has 4k posts, so we’re kind of stuck wp here.

## why Alexa rank is deteriorating while the visitor is getting better [closed]

My website has more visitors than before. But its Alexa rank is already much worse. where is problem?

## Error message getting

I am getting an error message:

``During evaluation of In[1032]:=      ClearAll::wrsym: Symbol T is Protected. ``

The code they mention is:

``ClearAll["Global$$`$$*"] ``

Hello, I’ve subscribed to one of the verified list providers and they sync files via Dropbox. And I have the issue that GSA cant catch up with the updated files automatically. I have to manual via context menu trigger a new import from global site list – then it starts to push them. But I assume that this should be automatically after the DP sync appeared.

Did anyone face such an issue?

## Getting Mathematica to solve a system of two second order nonlinear ordinary differential equations

I tried solving a system of two second order nonlinear ordinary differential equations using the DSolve command. First, I tried like this:

``eqns = {A''[x] == 2/B[x]*A'[x]*B'[x],     B''[x] + 1/B[x]*(A'[x])^2 - 1/B[x]*(B'[x])^2 == 0}; sol = DSolve[eqns, {A, B}, x] ``

However, as Mathematica didn’t (couldn’t?) solve this, I transformed it into a system of four first order equations:

``eqns = {c'[x] == 2/B[x]*c[x]*d[x],     d'[x] + 1/B[x]*(c[x])^2 - 1/B[x]*(d[x])^2 == 0, c[x] == A'[x],     d[x] == B'[x], c[0] == 1, d[0] == 1, A[0] == 1, B[0] == 1}; sol = DSolve[eqns, {A, B, c, d}, x] ``

This still doesn’t work. Weirdly enough, I don’t even get an error message.

I only included the boundary conditions thinking that they may be helpful, but they aren’t part of my original problem.

Your help would be greatly appreciated:)

## Need help improving my Flow Field and Unit Avoidance code so that the units can properly surround a unit instead of getting stuck

My setup is like this. Every update my movement system moves all of the units on the field. They use some Boid logic to avoid eachother, and a flow field that directs them towards each other. This is the result. https://imgur.com/a/CaUpfT7

My general setup is to calculate 2 flow fields, one for each player. From every field on the map (32×32 fields) I calculate the vector that points towards the closest enemy. Now this is a fine approach but I’d like to somehow take into consideration obstacles somehow (without another round of for loops)? Or should I handle that in my movement system avoidance? I was maybe thinking of doing A* once a unit is close enough to the enemy but all of these systems together seem rather hacky and overkill.

There are no obstacles currently, maybe a spell will generate it in the future. For now there are only units on the battleground without terrain or obstacles (besides units fighting eachother)

Here is some code. Firstly how I create the flowfields (kinda costly, will look into a way to optimize it further, don’t really need every single tile, can probably merge 2 or 3 together)

``func (g *Grid) Update() {     g.entityPositions[0] = g.entityPositions[0][:0]     g.entityPositions[1] = g.entityPositions[1][:0]     entities := g.world.GetEntityManager().GetEntities()     posComps := g.world.GetObjectPool().Components["PositionComponent"]      for _, ent := range entities {         g.entityPositions[ent.PlayerTag] = append(g.entityPositions[ent.PlayerTag], posComps[ent.Index].(components.PositionComponent).Position)     }      for x := 0; x <= g.MaxWidth/FlowTileSize; x++ {         for y := 0; y <= g.MaxHeight/FlowTileSize; y++ {              curPosVector := engine.Vector{X: float32(x * 32), Y: float32(y * 32)}             // find closest tile to this one for both players             minDist := float32(100000.0)             minIndx := -1             for indx, pos := range g.entityPositions[0] {                 d := engine.GetDistanceIncludingDiagonal(pos, curPosVector)                 if d < minDist {                     minIndx = indx                     minDist = d                 }             }              //  fmt.Printf("CurPos : %v, enemyPos : %v,  direction %v \n", curPosVector, g.entityPositions[0][minIndx], g.entityPositions[0][minIndx].Subtract(curPosVector).Normalize())             g.flowTiles[1][x][y].Direction = g.entityPositions[0][minIndx].Subtract(curPosVector).Normalize()              minDist1 := float32(100000.0)             minIndx1 := -1             for indx, pos := range g.entityPositions[1] {                 d := engine.GetDistanceIncludingDiagonal(pos, curPosVector)                 if d < minDist1 {                     minIndx1 = indx                     minDist1 = d                 }             }              g.flowTiles[0][x][y].Direction = g.entityPositions[1][minIndx1].Subtract(curPosVector).Normalize()         }     } }  ``

And my movement code. A lot of code but just basic allignnment cohesion/ separation. With added 2 look ahead vectors to steer away from the collision.

``        desiredDirection := world.Grid.GetDesiredDirectionAt(positionComp.Position, tag)         direction := movementComp.Direction         maxSpeed = movementComp.MovementSpeed          //Avoidance         nearbyEntities := helper.GetNearbyEntities(100, world, index)          avoidance := engine.Zero()         avoidance = avoidance.Add(alignment(world, nearbyEntities, direction).MultiplyScalar(alignmentCoef))         avoidance = avoidance.Add(cohesion(world, nearbyEntities, direction, positionComp.Position).MultiplyScalar(cohesionCoef))         avoidance = avoidance.Add(separation(world, nearbyEntities, direction, positionComp.Position).MultiplyScalar(separationCoef))           //Checking ahead of us whether or not we'll encounter something         lookAheadVectorLong := direction.Add(desiredDirection).MultiplyScalar(maxSpeed * 2.5)         lookAheadVectorShort := direction.Add(desiredDirection).MultiplyScalar(maxSpeed)         maxAvoidanceForce := float32(1.0)          checkPosShort := positionComp.Position.Add(lookAheadVectorShort)         checkPosLong := positionComp.Position.Add(lookAheadVectorLong)          collidedIndexShort := world.Grid.IsPositionFree(index, checkPosShort, positionComp.BoundingBox)         collidedIndexLong := world.Grid.IsPositionFree(index, checkPosLong, positionComp.BoundingBox)          if collidedIndexShort != -1 {             direction = engine.Zero()             avoidance = checkPosShort.Subtract(world.ObjectPool.Components["PositionComponent"][collidedIndexShort].(components.PositionComponent).Position).Normalize()             avoidance = avoidance.MultiplyScalar(maxAvoidanceForce * 1.5)         } else if collidedIndexLong != -1 {             direction = direction.MultiplyScalar(breakingForce)             avoidance = checkPosShort.Subtract(world.ObjectPool.Components["PositionComponent"][collidedIndexLong].(components.PositionComponent).Position).Normalize()             avoidance = avoidance.MultiplyScalar(maxAvoidanceForce * 1.2)         }          direction = desiredDirection         direction = direction.Add(avoidance).Normalize()          positionComp.Position = positionComp.Position.Add(direction.MultiplyScalar(maxSpeed))          positionComp.Position.X = engine.Constraint(positionComp.Position.X, 0, 799)         positionComp.Position.Y = engine.Constraint(positionComp.Position.Y, 0, 511)          movementComp.Direction = direction.Normalize()          world.ObjectPool.Components["PositionComponent"][index] = positionComp         world.ObjectPool.Components["MovementComponent"][index] = movementComp          fmt.Printf("I %d am at %v\n", index, positionComp.Position)     }  }  func limit(p engine.Vector, lim float32) engine.Vector {     if p.X > lim {         p.X = lim     } else if p.X < -lim {         p.X = -lim     }     if p.Y > lim {         p.Y = lim     } else if p.Y < -lim {         p.Y = -lim     }     return p } func alignment(world *game.World, siblings []int, velocity engine.Vector) engine.Vector {     avg := engine.Vector{X: 0, Y: 0}     total := float32(0.0)      for _, siblingIndex := range siblings {         avg = avg.Add(world.ObjectPool.Components["MovementComponent"][siblingIndex].(components.MovementComponent).Direction)         total++     }     if total > 0 {         avg = avg.DivideScalar(total)         avg = avg.Normalize().MultiplyScalar(maxSpeed)         avg = avg.Subtract(velocity)         avg = limit(avg, maxForce)         return avg     }     return engine.Vector{X: 0.0, Y: 0.0}  }  func cohesion(world *game.World, siblings []int, velocity engine.Vector, position engine.Vector) engine.Vector {     avg := engine.Vector{X: 0, Y: 0}     total := float32(0)      for _, siblingindex := range siblings {          avg = avg.Add(world.ObjectPool.Components["PositionComponent"][siblingIndex].(components.PositionComponent).Position)         total++      }     if total > 0 {         avg = avg.MultiplyScalar(1.0 / total * cohesionCoef)         avg = avg.Subtract(position)         avg = avg.Normalize().MultiplyScalar(maxSpeed)         avg = avg.Subtract(velocity)         avg = limit(avg, maxForce)         return avg     }     return engine.Vector{X: 0.0, Y: 0.0} }  func separation(world *game.World, siblings []int, velocity engine.Vector, position engine.Vector) engine.Vector {     avg := engine.Vector{X: 0, Y: 0}     total := float32(0)      for _, siblingIndex := range siblings {         siblingPos := world.ObjectPool.Components["PositionComponent"][siblingIndex].(components.PositionComponent).Position         d := position.Distance(siblingPos)         if d < desiredSeperation {             diff := position.Subtract(siblingPos)             diff = diff.Normalize()             diff = diff.DivideScalar(d)             avg = avg.Add(diff)             total++         }     }     if total > 0 {         avg.DivideScalar(total)     }      if total > 0 {         avg = avg.MultiplyScalar(1.0 / total * separationCoef)         avg = avg.Normalize().MultiplyScalar(maxSpeed)         avg = avg.Subtract(velocity)         avg = limit(avg, maxForce)     }     return avg } ``

What I am trying to achieve is:

Units not mashing into each other and just positioning themselves in a free spot around their target.

What are my problems :

1. Make the flow field direct them away from collision rather than just towards closest unit.
2. Make it work with the current system without adding too many nested loops and awful checks.
3. I am doing the avoidance correctly? I have a desired direction that I get from the flow field (that directs me towards closest enemy), then I add avoidance to it to avoid any other units in the area.

My units move really well up untill the point of collision/ going to a spot next to a target. I am not sure how to implemenent that behaviour yet.

(This is my forth iteration of the movement system. I went from pure boid, to grid based, to A*, to this. So I tried a lot of variations and this going surrounding behaviour has been bugging me every time.)

Custom engine (server) written in Golang and then dispatched to Godot for the visuals. Performance is not my concern, but this is a server, so I am more mindful of that, I could probably brute force it but I’d rather hear some better take on it.

Any suggestion/article/ video is greatly appreciated !!

Edit: Thinking about it, flow field is currently useless. I can basically just have a vector pointing to the closest enemy for each unit… Would be less costly as well. But the problem of them clumping and not knowing how to surround still stands.

## Content-Security-Policy Headers are there and showing the correct settings, but still getting a refused connection

So I’m putting a plugin together that will allow me to connect multiple client sites with an online service.

I can get the service vendors snippet to load, but once you interact with it, that’s where things get tricky and it refuses to load an (I guess) iframe… …it’s pretty poorly documented.

`Refused to load https://www.service-domain.com/ because it does not appear in the frame-ancestors directive of the Content Security Policy.`

That’s the console log error I was receiving.

So I jumped back into my plugin and added the following:

``function bbti_send_headers() {     header( "Content-Security-Policy: frame-ancestors https://www.service-domain.com/; frame-src https://www.service-domain.com/;" ); } add_action( 'send_headers', 'bbti_send_headers' ); ``

Now, when I reload the page I’m still getting the same error `Refused to load https://www.service-domain.com/... etc...`

However, if I look at the network panel and check the page’s headers this is what I get:

``HTTP/1.1 200 OK Content-Encoding: gzip Content-Security-Policy: frame-ancestors https://www.service-domain.com/; frame-src https://www.service-domain.com/; ``

So the header is there but still getting the same error from the script.

Anyone know what it is I missed?