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Autres articles (56)
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Personnaliser les catégories
21 juin 2013, parFormulaire de création d’une catégorie
Pour ceux qui connaissent bien SPIP, une catégorie peut être assimilée à une rubrique.
Dans le cas d’un document de type catégorie, les champs proposés par défaut sont : Texte
On peut modifier ce formulaire dans la partie :
Administration > Configuration des masques de formulaire.
Dans le cas d’un document de type média, les champs non affichés par défaut sont : Descriptif rapide
Par ailleurs, c’est dans cette partie configuration qu’on peut indiquer le (...) -
Des sites réalisés avec MediaSPIP
2 mai 2011, parCette page présente quelques-uns des sites fonctionnant sous MediaSPIP.
Vous pouvez bien entendu ajouter le votre grâce au formulaire en bas de page. -
Support audio et vidéo HTML5
10 avril 2011MediaSPIP utilise les balises HTML5 video et audio pour la lecture de documents multimedia en profitant des dernières innovations du W3C supportées par les navigateurs modernes.
Pour les navigateurs plus anciens, le lecteur flash Flowplayer est utilisé.
Le lecteur HTML5 utilisé a été spécifiquement créé pour MediaSPIP : il est complètement modifiable graphiquement pour correspondre à un thème choisi.
Ces technologies permettent de distribuer vidéo et son à la fois sur des ordinateurs conventionnels (...)
Sur d’autres sites (5953)
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Capture xvfb stream from docker container using webRTC [closed]
5 septembre 2023, par HIMANSHU SAHUI have a windows game .exe file and running the game inside a docker container (In EC2 linux VM) using xvfb version of X server. Now I want to Capture X server stream from docker container to my local system using webRTC. What should I do for the same ?


Here's my Dockerfile :


FROM ubuntu:22.04


#Specify a workdir, to better organize your files inside the container.


WORKDIR /app


#Update package lists and install required packages


RUN apt-get update
RUN apt-get install -y wget software-properties-common gnupg2 winbind xvfb
RUN apt-get -qq update -y && apt-get -qq install -y —no-install-recommends \
build-essential cpp cpp-9 g++-9 gcc-9 gcc-10 g++-10 gcc-multilib gcc-mingw-w64

git-core

dkms

ffmpeg

#Add Wine repository and install


RUN dpkg —add-architecture i386
RUN mkdir -pm755 /etc/apt/keyrings
RUN wget -O /etc/apt/keyrings/winehq-archive.key https://dl.winehq.org/wine-builds/winehq.key
RUN wget -NP /etc/apt/sources.list.d/ https://dl.winehq.org/wine-builds/ubuntu/dists/jammy/winehq-jammy.sources
RUN apt-get update


RUN apt-get -qq update -y && apt-get -qq install -y —no-install-recommends

alsa-utils

libasound2-dev libdbus-1-dev libfontconfig-dev libfreetype-dev libgnutls28-dev libldap-common

libodbc1 libv4l-0 libjpeg-dev libldap2-dev libpng-dev libtiff-dev libgl-dev libunwind-dev libxml2-dev

libxslt1-dev

libfaudio-dev

libmpg123-dev

libosmesa6-dev

libsdl2-dev

libudev-dev

libvkd3d-dev \
libvulkan-dev

RUN apt-get -qq update -y && apt-get -qq install -y —no-install-recommends

ocl-icd-opencl-dev

bison

schroot

debootstrap

flex

RUN apt-get -qq update -y && apt-get -qq install -y —no-install-recommends

libmpg123-dev:i386

libosmesa6-dev:i386

libvulkan-dev:i386

ocl-icd-opencl-dev:i386

bison:i386

flex:i386

RUN apt-get install -y linux-firmware


#Install additional packages and configure Wine


RUN apt-get install —no-install-recommends -y winehq-stable winetricks cabextract


RUN winetricks msxml6


#Cleanup unnecessary files


RUN apt-get clean
RUN rm -rf /var/lib/apt/lists/* /tmp/* /var/tmp/*


ENV WINEDEBUG=-d3d


COPY app /root/catalyst
COPY overcooked_drm-free_20_566540 /root/overcooked_drm-free_20_566540
COPY startup.sh /root/startup.sh
RUN chmod 755 /root/startup.sh


EXPOSE 9000


CMD ["/root/startup.sh"]


Startup.sh :


# !/usr/bin/env bash


sleep 1s
Xvfb :1 -screen 0 1024x768x24 &


glxinfo -force-d3d9
ffmpeg -video_size 1024x768 -framerate 25 -f x11grab -i :1 -t 120 outputofscreen1.mp4 &


DISPLAY=:1 wine /root/overcooked_drm-free_20_566540/Overcooked.exe -force-d3d11



As of now I'm capturing the xserver stream using ffmpeg and storing the same in .mp4 file. Now I want to play the game on my local machine by using webRTC for connection and streaming.


I have run the .exe in linux using wine and xvfb server and captured the stream using ffmpeg and stored in a .mp4 file.


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How to divide a live stream coming from a camera into many 60-second video clips in mp4 format with ffmpeg
17 septembre 2020, par guidop21Using the following code :


ffmpeg -f dshow -rtbufsize 1000M -i video = "Game Capture HD60 S (Video) (# 01)" -codec copy -map 0 -f segment -segment_time 60 -reset_timestamps 1 "C: \ Program Files (x86) \ ffmpeg \ test \ clips \ testfile_piece_% 02d.mp4 "



I have the following problem :




"Could not find tag for codec rawvideo in stream # 0, codec not
currently supported in container Could not write header for output
file # 0 (incorrect codec parameters ?) : Invalid argument"




How can I fix it ?


Thank you


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Reverse Engineering Clue Chronicles Compression
15 janvier 2019, par Multimedia Mike — Game HackingMy last post described my exploration into the 1999 computer game Clue Chronicles : Fatal Illusion. Some readers expressed interest in the details so I thought I would post a bit more about how I have investigated and what I have learned.
It’s frustrating to need to reverse engineer a compression algorithm that is only applied to a total of 8 files (out of a total set of 140), but here we are. Still, I’m glad some others expressed interest in this challenge as it motivated me to author this post, which in turn prompted me to test and challenge some of my assumptions.
Spoiler : Commenter ‘m’ gave me the clue I needed : PKWare Data Compression Library used the implode algorithm rather than deflate. I was able to run this .ini data through an open source explode algorithm found in libmpq and got the correct data out.
Files To Study
I uploaded a selection of files for others to study, should they feel so inclined. These include the main game binary (if anyone has ideas about how to isolate the decompression algorithm from the deadlisting) ; compressed and uncompressed examples from 2 files (newspaper.ini and Drink.ini) ; and the compressed version of Clue.ini, which I suspect is the root of the game’s script.The Story So Far
This ad-hoc scripting language found in the Clue Chronicles game is driven by a series of .ini files that are available in both compressed and uncompressed forms, save for a handful of them which only come in compressed flavor. I have figured out a few obvious details of the compressed file format :bytes 0-3 "COMP" bytes 4-11 unknown bytes 12-15 size of uncompressed data bytes 16-19 size of compressed data (filesize - 20 bytes) bytes 20- compressed payload
The average compression ratio is on the same order as what could be achieved by running ‘gzip’ against the uncompressed files and using one of the lower number settings (i.e., favor speed vs. compression size, e.g., ‘gzip -2’ or ‘gzip -3’). Since the zlib/DEFLATE algorithm is quite widespread on every known computing platform, I thought that this would be a good candidate to test.
Exploration
My thinking was that I could load the bytes in the compressed ini file and feed it into Python’s zlib library, sliding through the first 100 bytes to see if any of them “catch” on the zlib decompression algorithm.Here is the exploration script :
<script src="https://gist.github.com/multimediamike/c95f1a9cc58b959f4d8b2a299927d35e.js"></script>
It didn’t work, i.e., the script did not find any valid zlib data. A commentor on my last post suggested trying bzip2, so I tried the same script but with the bzip2 decompressor library. Still no luck.
Wrong Approach
I realized I had not tested to make sure that this exploratory script would work on known zlib data. So I ran it on a .gz file and it failed to find zlib data. So it looks like my assumptions were wrong. Meanwhile, I can instruct Python to compress data with zlib and dump the data to a file, and then run the script against that raw zlib output and the script recognizes the data.I spent some time examining how zlib and gzip interact at the format level. It looks like the zlib data doesn’t actually begin on byte boundaries within a gzip container. So this approach was doomed to failure.
A Closer Look At The Executable
Installation of Clue Chronicles results in a main Windows executable named Fatal_Illusion.exe. It occurred to me to examine this again, specifically for references to something like zlib.dll. Nothing like that. However, a search for ‘compr’ shows various error messages which imply that there is PNG-related code inside (referencing IHDR and zTXt data types), even though PNG files are not present in the game’s asset mix.But there are also strings like “PKWARE Data Compression Library for Win32”. So I have started going down the rabbit hole of determining whether the compression is part of a ZIP format file. After all, a ZIP local file header data structure has 4-byte compressed and uncompressed sizes, as seen in this format.
Binary Reverse Engineering
At one point, I took the approach of attempting to reverse engineer the binary. When studying a deadlisting of the code, it’s easy to search for the string “COMP” and find some code that cares about these compressed files. Unfortunately, the code quickly follows an indirect jump instruction which makes it intractable to track the algorithm from a simple deadlisting.I also tried installing some old Microsoft dev tools on my old Windows XP box and setting some breakpoints while the game was running and do some old-fashioned step debugging. That was a total non-starter. According to my notes :
Address 0x004A3C32 is the setup to the strncmp(“COMP”, ini_data, 4) function call. Start there.
Problem : The game forces 640x480x256 mode and that makes debugging very difficult.
Just For One Game ?
I keep wondering if this engine was used for any other games. Clue Chronicles was created by EAI Interactive. As I review the list of games they are known to have created (ranging between 1997 and 2000), a few of them jump out at me as possibly being able to leverage the same engine. I have a few of them, so I checked those… nothing. Then I scrubbed some YouTube videos showing gameplay of other suspects. None of those strike me as having similar engine characteristics to Clue Chronicles. So this remains a mystery : did they really craft this engine with its own scripting language just for one game ?The post Reverse Engineering Clue Chronicles Compression first appeared on Breaking Eggs And Making Omelettes.