dns – Why letsencrypt certificate generation not done like domain verification done by GSuite?

I have used letsencrypt’s certbot for creating certs for my domains. I have to download certbot and run in my machine and it gives a string to be placed in as dns record. I have to manually add the dns record. Then the certbot will verify it and generate my cert. I thought the process was cool compared to previously hectic process of CSR generation, pay the CA, wait for CA etc

But today I setup a GSuite account for one of my sites. I type my domain name and click verify. They automatically add dns record and verify it, I just have to give them permission by clicking ok when my domain registrar asks me whether I allow google to do this.

Why not letsencrypt work that way? Its fast and no manual work

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encryption – Mnemonic Seed Phrase Generation For Private Key Truncation

The below code block is capable of generating a mnemonic seed phrase. If I want to generate a mnemonic seed for a private key, is it then correctly understood that I should input the private key as entropy factor, and how can I reverse engineer the private key knowing the mnemonic seed?

package main
    import (
    func main() {
        // generate some entropy from a hex string
        ent, _ := entropy.FromHex("8197a4a47f0425faeaa69deebc05ca29c0a5b5cc76ceacc0")
        // generate a Mnemonic in Japanese with the generated entropy
        jp, _ := mnemonic.New(ent, mnemonic.Japanese)
        // print the Mnemonic as a sentence

Password relevance of symmetric key generation for hybrid crypto systems

For symmetric key generation we need to provide a password. What is the threat of using an universal password input for symmetric key generation in hybrid crypto systems and how should this be handled if following best practices?

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key generation – Symmetric key validity hypothesis?

Can I use something like Shannon entropy to determine the suitability of a symmetric key? I found a symmetric key which wasn’t generated using a CSPRNG and it had a very low Shannon entropy.

I ran an experiment on 1 million keys from a CSPRNG having a Shannon entropy of at least x where all the weak symmetric keys I found had a Shannon entropy of less than x. I don’t think the value of x here particular important here but I was wondering if it would be reasonable to reject symmetric keys that don’t meet this requirement. Basically as a countermeasure for bad configuration.

php – Is this method of 32 char hash generation secure enough for online-based attacks?

A fellow developer and I have been having a discussion about how vulnerable a few different methods of developing a hash are, and I’ve come here to see if smarter people than I (us?) can shed some light.

In PHP, I feel the below is secure ENOUGH to generate as 32 character value that could not be reasonably broken via online attack. There are some other mitigating circumstances (such as in our specific case it would also require the attacker to already have some compromised credentials), but I’d like to just look at the “attackability” of the hash.


The suggested more secure way of generating a 32 character hash is:


I acknowledge the first hash generation method is not ABSOLUTELY SECURE, but for an online attack I think being able to guess the microtime (or try a low number of guesses), and know the MD5 was shuffled and/or find a vulnerability in MT which str_shuffle is based on is so low as to make it practically secure.

But I would love to hear why I’m a fool. Seriously.

EDIT — This is being used as a password reset token, and does not have an expiry (although it is cleared once used, and is only set when requested).

pentagonal numbers formula generation – Mathematics Stack Exchange

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unity – Best way to handle tick-based resource generation in an online multiplayer strategy game

I’m building an online multiplayer strategy game. The game has no offline mode and requires syncing up to a server. Part of this game is constructing buildings which will generate resources each second. These resources would be generated whether the player is online or offline.

If this was a purely offline game, this would be easy: get the delta between when the app was closed and when it was opened again and multiply by resources per second and just fast forward everything.

Since it’s an online game, and other players can be affected by the resources an offline user has, these calculations have to occur on the backend.

My question is: if I have 10,000 players, each with 20 buildings generating resources on a per second basis, how on earth should I handle 200,000 things all at once and syncing to a database?

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