Marc Charbonneau wrote:
>> Or send a vast amount of rubbish data in response?
In the best case some data that will crash their stupid HTTP
client :)
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Arno Garrels
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> My various web servers suffer regular attacks looking for exploits, the
> current one is looking for php, 100 odd URLs at a time including:
>
> GET //dbadmin/scripts/setup.php
> GET //phpMyAdmin-2.5.5-rc1/scripts/setup.php
> GET //mysqlmanager/scripts/setup.php
> GET /muieblackcat
>
> In my ICS w
I like the idea of sending massive amounts of random data to them
Have a banned URL list and anyone requesting one on the list gets the
contents of war and peace over and over... Or something equally
interesting...
As long as you have no bandwidth constraints, this should be golden.
Need to cau
Angus Robertson - Magenta Systems Ltd wrote:
> My various web servers suffer regular attacks looking for exploits,
> the current one is looking for php, 100 odd URLs at a time including:
>
> GET //dbadmin/scripts/setup.php
> GET //phpMyAdmin-2.5.5-rc1/scripts/setup.php
> GET //mysqlmanager/scripts
My various web servers suffer regular attacks looking for exploits, the
current one is looking for php, 100 odd URLs at a time including:
GET //dbadmin/scripts/setup.php
GET //phpMyAdmin-2.5.5-rc1/scripts/setup.php
GET //mysqlmanager/scripts/setup.php
GET /muieblackcat
In my ICS web server, I was
Anton S. wrote:
> I now trying to implement sync socket actions (I'll need to make DLL
> so async model doesn't fit).
No problem to use async in a DLL, have a look at OverbyteIcsDll1 demo,
it shows a multi-thread capable implementation. If you don't need MT
have a look at the console demos, those
Hmm, things appeared not so simple as they seemed. Assigning LastError on both
session connect and disconnect immediately rewrites connection error code with
0 caused by successful close. Currently I have no nice idea but maybe someone
has?
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Anton
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I now trying to implement sync socket actions (I'll need to make DLL so async
model doesn't fit).
procedure TSockClient.Request;
begin
if State <> wsConnected then
begin
Connect;
while not (State in [wsConnected, wsClosed]) do
MessagePump;
if State <> wsConnected then
beg