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Hi,
Developing a module for FreeRADIUS to support EAP-SIM and EAP-AKA authentication against a HLR.
The HLR we were targeting only supported a SCTP/M3UA/SCCP/TCAP/MAP stack, so we couldn't use SUA.
Ripping the M3UA/MTP3 code out of OpenBSC worked surprisingly well. We ended up running the event loop in a separate thread to work around the threading issues.
Unfortunately the HLR implements the ANSI variant of everything, whereas OpenBSC and supporting libraries seem to have been written to be compatible with the ITU standards.
...but the differences are fairly minor at MTP3 and SCCP layers, and i've started work on a patchset for libosmo-sccp.
https://gerrit.osmocom.org/#/c/73/
Anyway, trying to gauge interest in splitting those layers out of Open BSC into a separate library, would be happy to take on M2UA as well for consistency.
It would almost certainly get more projects using the code. There's very little out there even in Perl land for working with SS7.
Thanks,
-Arran
Arran Cudbard-Bell <a.cudbardb(a)freeradius.org>
FreeRADIUS Development Team
FD31 3077 42EC 7FCD 32FE 5EE2 56CF 27F9 30A8 CAA2
Hi,
I have read that silent-calls in GSM can be used to make a call to a target MS and listen to it without having the target knowing it. Is this theoretically possible ? If yes, can it be done in OpenBSC ?
Hi Tom and all,
After a quick look at the 4th patch, related to your optimized
Viterbi decoder, I have noticed that currently the convolutional
code definitions from the 'src/gsm/gsm0503_conv.c' are out of
the 'tests/conv' test coverage...
So, I would like to extend the test coverage. All I need are
the test vectors, which I'll add to existing ones. Some of them
I already found in your 4th patch, but some pending I need to
write myself.
Right now I have a simple question...
Let's look at one example:
{
.name = "GSM RACH (non-recursive, flushed, not punctured)",
.code = &gsm_conv_rach,
.in_len = 14,
.out_len = 36, // ???
.has_vec = 0,
.vec_in = { },
.vec_out = { },
}
As I noticed, the 'in_len' may be taken from the code definition:
const struct osmo_conv_code gsm0503_rach = {
.N = 2,
.K = 5,
.len = 14, // The 'in_len' is here!
.next_output = xcch_output,
.next_state = xcch_state,
};
But I don't know how to calculate the 'out_len'...
Could you please give me some hint?
I already started to work on your 4th patch:
https://gerrit.osmocom.org/1542https://gerrit.osmocom.org/1543
With best regards,
Vadim Yanitskiy.
It sounds almost ridiculous when you say it out loud.
Not monsters. Not darkness. Not the things chasing you.
Doors.
And yet, if you’ve played enough horror games, you know that specific hesitation—the brief pause before interacting with a door. The way you angle your camera just slightly. The way your finger hovers for a second longer than it should.
Play now: https://horrorgamesfree.com
It’s never just a door.
A Door Is a Decision
Most interactions in games are reactive. You respond to what’s already happening.
Doors are different.
They ask something from you first.
Nothing is forcing you to open it immediately. You can stand there as long as you want. Listen. Wait. Think.
That pause creates tension.
Because the moment you open the door, you’re committing to whatever is on the other side. You’re choosing to move from the known into the unknown.
And once you cross that threshold, there’s no taking it back.
The Frame of the Unknown
A hallway is visible. A room you’re standing in is readable. Even dark spaces give you some level of information.
A closed door gives you almost nothing.
It’s a boundary.
Everything beyond it is hidden, contained, waiting.
That lack of information is what makes it powerful. Your brain fills in the gap. It imagines possibilities—most of them worse than what’s actually there.
And the longer you stand in front of it, the more those possibilities build.
It’s not about what the game shows you. It’s about what it doesn’t.
Anticipation Builds in Silence
There’s often a moment before opening a door where everything goes quiet.
No music. No movement. Just your character standing there.
That silence isn’t empty—it’s loaded.
You start listening more closely. You might even think you hear something faint on the other side.
Or maybe you don’t hear anything at all—and somehow that feels worse.
Horror games understand that anticipation can be more effective than action.
The door becomes a focal point for that anticipation. A simple object holding all of your attention.
If you’re interested in how silence amplifies tension, there’s more explored in [why quiet moments feel louder in horror].
The Illusion of Preparation
Standing in front of a door feels like preparation.
You adjust your camera. You check your surroundings. You make sure you’re ready.
But it’s an illusion.
No amount of positioning or timing can truly prepare you for what’s scripted—or unscripted—on the other side.
And deep down, you know that.
Still, you go through the motions. Because doing something feels better than doing nothing.
Even if it doesn’t actually help.
When Doors Break the Rules
At first, doors behave predictably.
You open them. You pass through. Nothing unusual happens.
That consistency builds trust.
Then, at some point, the game breaks that pattern.
A door opens on its own. One slams shut behind you. Another refuses to open when it should.
These moments don’t need to be frequent. In fact, they’re more effective when they’re rare.
Because once a door behaves unexpectedly, every door becomes suspicious.
You stop seeing them as neutral objects. They become potential threats.
That shift is subtle, but it changes everything.
The Fear of What’s Immediate
Unlike long hallways or open areas, doors lead to immediate change.
There’s no gradual build. No slow reveal.
One moment you’re safe. The next, you’re somewhere else.
That abrupt transition creates a unique kind of tension.
You’re not just worried about what’s out there—you’re worried about what’s right on the other side, just inches away.
It’s compressed fear.
Everything unknown, condensed into a single interaction.
You Control the Timing (But Not the Outcome)
One of the reasons doors feel so personal is because you control when they open.
The game doesn’t force you—not always.
You choose the moment.
That choice adds weight.
If something happens, it feels like it happened because of you. Because you decided to act.
Even though the outcome was predetermined, the timing wasn’t.
That small layer of agency makes the experience feel more direct. More immediate.
You’re not just witnessing horror—you’re triggering it.
Repetition Doesn’t Fully Remove the Fear
You might think that after opening enough doors, the tension would fade.
And to some extent, it does.
But it never fully disappears.
Because doors are tied to uncertainty, and uncertainty is hard to eliminate completely.
Even in familiar environments, even after multiple playthroughs, there’s often a slight hesitation.
A small pause.
Not as strong as before, but still there.
That lingering reaction says something about how deeply the mechanic works.
When a Door Leads to Nothing
Sometimes, the most unsettling doors are the ones that lead to… nothing.
An empty room. A quiet space. No immediate threat.
At first, that feels like relief.
But over time, it creates a different kind of tension.
Because now you’re waiting.
If nothing happened this time, maybe something will happen the next.
Or maybe the game is deliberately withholding something.
That uncertainty stretches the experience.
You’re not just reacting to events—you’re anticipating patterns.
And those patterns are never fully reliable.
The Smallest Barrier
At a glance, a door is one of the simplest objects in a game.
It doesn’t move on its own—usually. It doesn’t chase you. It doesn’t make decisions.
And yet, it consistently creates some of the most memorable moments in horror.
Because it represents something fundamental.
A boundary between what you know and what you don’t.
A choice between staying and moving forward.
A moment where nothing is happening—but something could.
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I didn’t expect much when I first opened agario. Honestly, it looked almost too simple — just a tiny circle floating around, eating dots. No storyline, no flashy graphics, no dramatic soundtrack. But within minutes, I realized something dangerous: this game is ridiculously addictive.
What started as “I’ll try this for five minutes” quickly turned into an hour-long rollercoaster of hope, panic, laughter, and pure frustration. If you’ve ever played agario, you probably know exactly what I mean.
Play now: https://agario-free.com
Let me walk you through what it really feels like.
Why Agario Is So Addictive (and Slightly Evil)
At its core, agario is incredibly simple: you control a small cell, eat pellets to grow bigger, and avoid being eaten by larger players. That’s it. No tutorials needed, no steep learning curve — you just jump in.
But here’s the trick — the simplicity is exactly what hooks you. Every second feels like progress. You’re always almost getting bigger, almost escaping danger, almost reaching the top of the leaderboard. That constant “almost” keeps you glued to the screen.
And then there’s the competitive chaos. You’re not alone — you’re surrounded by dozens of other players, each with their own strategy, personality, and level of aggression. Some are cautious, drifting quietly. Others are absolute maniacs, splitting and chasing like their life depends on it.
You never feel safe. And weirdly… that’s the fun part.
The Emotional Rollercoaster Is Real
I didn’t expect a browser game to make me feel this much. But agario somehow manages to trigger a full range of emotions in such a short time.
Funny Moments That Made Me Laugh
There’s something inherently funny about the unpredictability of other players. I remember one time I was peacefully collecting pellets, minding my own business, when two massive cells suddenly collided nearby. Instead of chasing me, they accidentally split and… one of them basically fed me.
I just sat there for a second, confused, then burst out laughing. It felt like winning a lottery I didn’t even enter.
Another time, I named my cell something ridiculous (because yes, names matter more than they should), and players kept avoiding me like I was cursed. I don’t know if it was coincidence or psychology, but it worked — and it was hilarious.
😤 Frustrating Moments That Made Me Want to Quit
Okay, let’s talk about the pain.
You know that feeling when you’ve been playing for a while, slowly growing, carefully avoiding danger, maybe even cracking the top 10… and then out of nowhere — BAM — you’re gone?
That happened to me more times than I’d like to admit.
One moment, I was feeling like a strategic genius. The next, I got swallowed by a player I didn’t even see coming. No warning, no chance to react. Just instant defeat.
It’s the kind of frustration that makes you stare at the screen and say, “Are you serious right now?”
And yet… I always clicked “Play Again.”
😲 Surprising Moments That Kept Me Hooked
What surprised me most about agario is how strategic it can be. At first glance, it seems like pure chaos. But after a few rounds, patterns start to emerge.
I learned that positioning matters. Timing matters. Even patience matters — sometimes the best move is to do nothing and wait for an opportunity.
One of my favorite moments was when I intentionally baited a bigger player into chasing me near a virus (those spiky green things). At just the right moment, they split to catch me… and hit the virus instead.
They exploded into smaller pieces, and suddenly, I had the upper hand.
I couldn’t believe it worked. It felt like pulling off a perfectly executed plan in a game that initially seemed random.
The “Almost Big” Feeling
This is the part that gets me every time.
There’s a moment in agario where you’re no longer tiny, but not quite dominant either. You’re big enough to eat many players, but still vulnerable to the giants roaming the map.
It’s thrilling.
Your confidence grows. You start chasing others. You feel powerful.
And then — just when you think you’re about to become unstoppable — a massive player appears and reminds you of your place in the food chain.
Getting eaten at that stage hurts the most. Not because you lost, but because you were so close.
Personal Tips I Learned the Hard Way
After spending more time than I’d like to admit playing agario, I picked up a few lessons that genuinely improved my gameplay:
1. Don’t Be Greedy
It’s tempting to chase every smaller player you see. But that’s how you get trapped. Sometimes, letting them go is the smarter move.
2. Use Viruses Strategically
Those green spiky circles aren’t just obstacles — they’re tools. You can use them to defend yourself or set traps for bigger players.
3. Stay Aware of Your Surroundings
Tunnel vision is dangerous. Always keep an eye on the edges of your screen. That’s usually where trouble comes from.
4. Patience Wins Games
You don’t need to rush. Growing slowly and safely is often better than taking big risks.
5. Accept That You’ll Lose (A Lot)
No matter how good you get, someone bigger will eventually eat you. That’s just part of the game.
What Agario Taught Me (Beyond the Game)
As silly as it sounds, agario actually taught me a few things.
It reminded me that progress isn’t always linear. You can build something up over time and lose it in seconds. That’s frustrating — but it also makes each run meaningful.
It also showed me the value of patience and awareness. Rushing in without thinking rarely ends well, whether in games or in real life.
And maybe most importantly, it taught me to laugh at failure. Because in agario, if you don’t laugh when you get eaten, you’ll just end up annoyed all the time.
Final Thoughts
I went into agario expecting a quick distraction. What I got instead was an oddly emotional, surprisingly strategic, and incredibly addictive experience.
It’s the kind of game that doesn’t look impressive at first — but once it clicks, it really clicks.
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