Managing custom styles for the RSS widget via a plugin?

I help maintain a website that uses the RSS widget to display a feed of status updates. We manage site layout using Elementor, and we apply a chunk of custom CSS to the RSS widget in order to make it fit in with the rest of the website.

This works, but it’s not very manageable: we can’t version control the changes, and if we’re working on a staging site, getting things synced back to the production site is difficult if there have been significant changes to the production site since we split off the staging copy.

Is there a way to provide custom CSS for the feed widget via a plugin? We’re already doing that to modify the cache timeout (by setting wp_feed_cache_transient_lifetime); it would be great if there were a similar mechanism available for us to provide custom styles.

Having trouble managing projects, duplicating, deleting, restoring..

Hey folks, I am having trouble with GSA SER since I started playing with it again in the last few weeks. 

I try to duplicate a project and it simply does nothing. 

When I delete the project it also does nothing. 

And when I am trying to load a template (.ser file) it says the project already exists and asks me to append, overwrite, or skip. It doesn’t matter which option I choose – it doesn’t do anything. 

I tried to rename the previous project using that template and it worked to rename it, but I still get the popup saying that the project already exists and asking to overwrite, append, skip, etc. 

It doesn’t seem to matter what I do, I can’t get around these problems. 

I try to modify a project and nothing happens. 

Am I doing something wrong or is there something funky going on with GSA? 

Managing a Medieval Low Orbit Ion Cannon

Sometimes I hate my players.

My table is currently composed of five diabolically inventive players. They come from a mixed IT/Engineering background, so more often than not, I have to deal with some really weird solutions that they create for the problems I present them.

This is one of those cases.

The group is currently composed of four full spellcasters – two wizards, a cleric, and a druid – plus one gish, a magus. They are currently 17th level, so they have a ton of tools at their disposal.

With that in mind, I created a special challenge for them. It’s a really tall tower, in the middle of a lonely, small island on high seas. This tower is populated by a cult of undead-worshippers, with a huge amount of followers and zombies and such. My original idea is that they would get help from the nearby Friendly Kingdom ™, to build a fleet to destroy that evil cult. With that in mind, they played through a introductory adventure, where they blasted the pillars that generated the defenses of the island.

Then, this dialog happened:

“It would take a bit of time to gather the army we need to bash the Dark Ones. I wish we could have a faster way of doing it, without waiting for that slow kid-king to do something.”

“If we could just throw a meteor over then, it would be over.”

“You know what would be cool? If this was Command & Conquer, we could just aim that Ion Cannon over the tower and it would be over.”

Then, my players looked at each other with the most diabolical grin I ever saw.

The result was a few sessions devoted to them building the LOMC – Low Orbit Magic Cannon, a device that mixes up a portal-based particle accelerator with a satellite. It deploys a huge load of magical explosives, from orbit, to any point below.

They did all the math, showed me how to build it, and proposed all the inner workings of the thing with blueprints made on Autocad, and basically made a case why it would be possible to build and what damage it would do. They were really having fun building it, so I let it pass.

They intend to use this contraption to solve the current adventure, and I’m on terms with it already.

However, the presence of the LOMC in my fantasy world will not be ignored. I suppose the news that the existence of this thing will spread like fire, and every single realm will want to control it.

So, here’s my question:

How should one DM proceed if his or her group manages to seize control of a superweapon that could change the lives of the entire world? Is it a wise decision to let it roll, or should I take rid of it the sooner I can?

Managing collection

Im not sure i can ask this here, but latelly im expanding my personal Dungeons and Dragons products, my own personal collection, anyone knows if there is somewhere, official or unofficial, a dungeons and dragons products list? Where i could check or uncheck as i get them?

Thank you and sorry for my english

Recommendation for managing OAuth2 user consent

I went through RFC6749 to learn about OAuth2 but I found that the RFC didn’t talk much about how to store/manage the user consent at the authorization server. A common question when handling the user consent is that how long it should live: to have a defined TTL, per login session, or permanent until revoked explicitly.

I couldn’t find an answer for this when looking at several OAuth2 implementations such as Auth0, Google Identity Platform or Okta. Looks like each platform handles user consent in it own ways and there is no standard recommendation for it.

Does anyone has experience on this, or has any source of recommendation for managing OAuth2 user consent to be shared?

Thank you.

Managing AI state transitions in Unity

I am building a horror game in Unity, and I am trying to make an enemy movement controller. The way it works, is the enemy has two states, made available via an enum called EnemyStates the possible values are Chasing and Patrolling. When the enemy spawns it, it defaults to patrolling, which when done makes them follow a specific path set by waypoints on the map.

When a gameobject tagged as ‘Player’ is within chase distance, the enemystate is switched from ‘Patrolling’ to chasing, and the target is set to the player gameobjects transform. The mob then begins chasing the player.

I am doing all of my checks in the Update() function, which works mostly, but causes problems in this area;

Since it’s checking every frame, it’s overwritting it’s previous state even if it’s the same as the last time. When the enemy is patrolling then switches to ‘chase’ state, it plays a special one-time animation via a SetBool() with an exit time. The problem is that since it’s in the Update() function, it’s continually trying to call the one-time animation overwritting itself and not doing anything.

I am trying to find the best approach to handle target change etc without relying on Update() to do it, but still making the target update correctly when either 1.) A new player gets closer and the enemy starts chasing them, or 2.) No players are within range, and the enemy goes back to patrolling.

I was thinking, maybe it would be best to put the distance check on the player, and when the player is close enough to the enemy, update the enemies target and enemystate directly ? Then when the player gets out of range of the enemy, it updates the enemies target and enemystate back to patrolling?

Is that the best approach, or is there something else I should be doing? I have attached my current bit of the mobController.cs that I am working with.

using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.AI; using TMPro;   // Need to redo all of this. The first thing the mob should do after it spawns, is head to the first waypoint. Then check if a player is close by, and if so set them to the target. // We also need to build this so that if the monster is currently chasing somebody, they first do the 'Howl' animation, proceeded by the chase animation (which should be a run). // Once the player gets out of distance from the monster, it goes back to the 'patrol' animation (which should be a walk or crawl)  public class mobController : MonoBehaviour {      public string mobName;     public GameObject mobNameObject;     public TMP_Text mobNameText;     public float chaseDistance;     public float deathDistance;      private NavMeshAgent agent;     private Animator animatorController;      private float defaultspeed;     private int currentWaypoint = 0;      enum EnemyStates     {         Patrolling,         Chasing     }      [SerializeField]     GameObject target;      [SerializeField]     AudioClip chaseMusic;      [SerializeField]     Transform[] waypoints;      [SerializeField]     EnemyStates currentState;        // Start is called before the first frame update     void Start()     {         agent = GetComponent<NavMeshAgent>();         target = this.gameObject;         animatorController = GetComponent<Animator>();         float defaultspeed = agent.speed;     }      // Update is called once per frame     void Update()     {          // Loop through every player, see if any are close. If they are, set the mob to chasing. If not, set it to patrolling.         GameObject[] gos = GameObject.FindGameObjectsWithTag("Player");         GameObject closest = null;                  Vector3 position = transform.position;          float localdistance = Vector3.Distance(target.transform.position, transform.position);          if (localdistance < chaseDistance)         {             //Debug.Log("You are being chased!");         }          // Loop through all players, see if the mob is near anyone. If so, and it's not the original target, start chasing them instead.         foreach (GameObject go in gos)         {             float distance = Vector3.Distance(go.transform.position, transform.position);              // This will need updated eventually. Right now, if the player gets above the chase distance, the mob will go back to patrolling.             // We should probably make this a decision based thing. (Should the mob follow indefinitely, until another target gets closer?              if (distance < chaseDistance)             {                 target = go;                  target.GetComponentInChildren<AudioSource>().clip = chaseMusic;                 if (!target.GetComponentInChildren<AudioSource>().isPlaying)                 {                     target.GetComponentInChildren<AudioSource>().Play();                 }                  // Play the howl animation to start the chase                 if (currentState != EnemyStates.Chasing && target != this.gameObject)                 {                     animatorController.SetBool("move", false);                     //animatorController.SetBool("howl", true);                     StartCoroutine(StopHowl());                      currentState = EnemyStates.Chasing;                     animatorController.SetBool("chase", true);                  }             }             else             {                 currentState = EnemyStates.Patrolling;                  if (target != this.gameObject)                 {                     target.GetComponentInChildren<AudioSource>().Stop();                 }             }              // If the monster is close to a target player, do the death sequence.             if (distance <= deathDistance)             {                 agent.isStopped = true;                 animatorController.SetBool("move", false);                 animatorController.SetBool("attack", true);                 target.GetComponent<CharacterController>().GameOver();                  // Then reset the target to self until next update                 target = this.gameObject;                 currentState = EnemyStates.Patrolling;             }         }          // If the mob is not chasing anyone, return to waypoint patrolling         if (Vector3.Distance(transform.position, waypoints[currentWaypoint].position) <= 0.1f)         {             Debug.Log("Updating waypoint");             currentWaypoint++;              if (currentWaypoint == waypoints.Length)             {                 currentWaypoint = 0;             }         } else         {             Debug.Log("Too far away from waypoint");         }           if (currentState == EnemyStates.Chasing)         {             agent.destination = target.transform.position;             //agent.speed = defaultspeed + 2;             animatorController.SetBool("chase", true);         } else         {             agent.destination = waypoints[currentWaypoint].position;            //agent.speed = defaultspeed;             animatorController.SetBool("chase", false);             animatorController.SetBool("move", true);         }     }      IEnumerator StopHowl()     {         yield return new WaitForSeconds(1);         animatorController.SetBool("howl", false);     } } 

Managing Re-direction on WordPresss

Hi,

I have recently re-built an existing eCommerce website using WordPress.
I have added re-directions on all existing pages using a plugin.
Upon checking the 404 error logs I found that there are many image link.
Note that we have a lot of unique images on our website and I do not want to miss that traffic coming from image search.

How do I manage the 404 coming on for image URLs?

Thanks

Managing SSH private keys on a public host

I have a web server which is running on a private subnet in AWS VPC, let us call it worker.

I can access the worker VM through a Bastion VM which is in the same VPC but in a public subnet.

Then, I have another VM (public_host) in a public subnet in a different VPC which listenning to the worker VM through SSH tunnel.

inorder to make the SSH tunnel, I need to have the private keys of Bastion and worker on the public_host. I am not security expert, but I guess it is not the best practice to have private keys on the public VM.

can someone please suggest me an approach solve this weak point?

I was thinking to write the listener with the private keys included in a Go app, then compile it and deploy the compiled binaries on the public_host. Would it be considered a more secure approach?

Managing audio in a RTS – when do I play sounds?

Building an RTS I have several hundred units on screen at one time.

Whenever a Unit attacks/gathers something, I want to play a sound (if camera is close enough).

My question is, how do most RTS games do this? Do I play 1 sound per attack per unit, i.e if 200 units are fighting do I play 200 individuals sounds (one sound each time a unit attacks)?

Same goes for gathering, if 20 workers gather wood, do I play a sound each time they hit a tree?

Does this not use up a lot of resources? Is there a better way?

Managing pre-placed objects in a grid based game

i am building a city management 3D game, however the terrain is completely flat. I am planning to use a grid for placing roads and walls and buildings.

It then makes sense to use the grid to detect where you can build instead of colliders.

My question is, how do I get the pre-existing objects like trees, rocks etc on my grid so that I can’t place buildings on top of them? Or is there a better way?