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  Linux Server Hardening Using Idempotency with Ansible: Part 3
Posted by: xSicKxBot - 04-17-2019, 08:26 PM - Forum: Linux, FreeBSD, and Unix types - No Replies

Linux Server Hardening Using Idempotency with Ansible: Part 3

In the previous articles, we introduced idempotency as a way to approach your server’s security posture and looked at some specific Ansible examples, including the kernel, system accounts, and IPtables. In this final article of the series, we’ll look at a few more server-hardening examples and talk a little more about how the idempotency playbook might be used.

Time


Due to its reduced functionality, and therefore attack surface, the preference amongst a number of OSs has been to introduce “chronyd” over “ntpd”. If you’re new to “chrony” then fret not. It’s still using the NTP (Network Time Protocol) that we all know and love but in a more secure fashion.

The first thing I do with Ansible within the “chrony.conf” file is alter the “bind address” and if my memory serves there’s also a “command port” option. These config options allow Chrony to only listen on the localhost. In other words you are still syncing as usual with other upstream time servers (just as NTP does) but no remote servers can query your time services; only your local machine has access.

There’s more information on the “bindcmdaddress 127.0.0.1” and “cmdport 0” on this Chrony page (https://chrony.tuxfamily.org/faq.html) under “2.5. How can I make chronyd more secure?” which you should read for clarity. This premise behind the comment on that page is a good idea: “you can disable the internet command sockets completely by adding cmdport 0 to the configuration file”.

Additionally I would also focus on securing the file permissions for Chrony and insist that the service starts as expected just like the syslog config above. Otherwise make sure that your time sources are sane, have a degree of redundancy with multiple sources set up and then copy the whole config file over using Ansible.

Logging


You can clearly affect the level of detail included in the logs from a number pieces of software on a server. Thinking back to what we’ve looked at in relation to syslog already you can also tweak that application’s config using Ansible to your needs and then use the example Ansible above in addition.

PAM


Apparently PAM (Pluggable Authentication Modules) has been a part of Linux since 1997. It is undeniably useful (a common use is that you can force SSH to use it for password logins, as per the SSH YAML file above). It is extensible, sophisticated and can perform useful functions such as preventing brute force attacks on password logins using a clever rate limiting system. The syntax varies a little between OSes but if you have the time then getting PAM working well (even if you’re only using SSH keys and not passwords for your logins) is a worthwhile effort. Attackers like their own users on a system with lots of usernames, something innocuous such as “webadmin” or similar might be easy to miss on a server, and PAM can help you out in this respect.

Auditd


We’ve looked at logging a little already but what about capturing every “system call” that a kernel makes. The Linux kernel is a super-busy component of any system and logging almost every single thing that a system does is an excellent way of providing post-event forensics. This article will hopefully shed some light on where to begin: http://www.admin-magazine.com/Archive/2018/43/Auditing-Docker-Containers-in-a-DevOps-Environment. Note the comments in that article about performance, there’s little point in paying extra for compute and disk IO resource because you’ve misconfigured your logging so spend some time getting it correct would be my advice.

For concerns over disk space I will usually change a few lines in the file “/etc/audit/auditd.conf” in order to prevent there firstly being too many log files created and secondly logs that grow very large without being rotated. This is also on the proviso that logs are being ingested upstream via another mechanism too. Clearly the files permissions and the service starting are also the basics you need to cover here too. Generally file permissions for auditd are tight as it’s a “root” oriented service so there’s less changes needed here generally.

Filesystems


With a little reading you can discover which filesystems that are made available to your OS by default. You should disable these (at the “modprode.d” file level) with Ansible to prevent weird and wonderful things being attached unwittingly to your servers. You are reducing the attack surface with this approach. The Ansible might look something like this below for example.

name: Make sure filesystems which are not needed are forced as off lineinfile: dest="/etcmodprobe.d/harden.conf" line='install squashfs /bin/true' state=present

SELinux


The old, but sometimes avoided due to complexity, security favourite, SELinux, should be set to “enforcing” mode. Or, at the every least, set to log sensibly using “permissive” mode. Permissive mode will at least fill your auditd logs up with any correct rule matches nicely. In terms of what Ansible looks like it’s simple and is along these lines:

name: Configure SElinux to be running in permissive mode replace: path=”/etc/selinux/config” regexp='SELINUX=disabled' replace='SELINUX=permissive'

Packages


Needless to say the compliance hardening playbook is also a good place to upgrade all the packages (with some selective exclusions) on the system. Pay attention to the section relating to reboots and idempotency in a moment however. With other mechanisms in place you might not want to update packages here but instead as per the Automation Documents article mentioned in a moment.

Idempotency


Now we’ve run through some of the aspects you would want to look at when hardening on a server, let’s think a little more about how the playbook might be used.

When it comes to cloud platforms most of my professional work has been on AWS and therefore, more often than not, a fresh AMI is launched and then a playbook is run over the top of it. There’s a mountain of detail in one way of doing that in this article (http://www.admin-magazine.com/Archive/2018/45/AWS-Automation-Documents) which you may be pleased to discover accommodates a mechanism to spawn a script or playbook.

It is important to note, when it comes to idempotency, that it may take a little more effort initially to get your head around the logic involved in being able to re-run Ansible repeatedly without disturbing the required status quo of your server estate.

One thing to be absolutely certain of however (barring rare edge cases) is that after you apply your hardening for the very first time, on a new AMI or server build, you will require a reboot. This is an important element due to a number of system facets not being altered correctly without a reboot. These include applying kernel changes so alterations become live, writing auditd rules as immutable config and also starting or stopping services to improve the security posture.

Note though that you’re probably not going to want to execute all plays in a playbook every twenty or thirty minutes, such as updating all packages and stopping and restarting key customer-facing services. As a result you should factor the logic into your Ansible so that some tasks only run once initially and then maybe write a “completed” placeholder file to the filesystem afterwards for referencing. There’s a million different ways of achieving a status checker.

The nice thing about Ansible is that the logic for rerunning playbooks is implicit and unlike shell scripts which for this type of task can be arduous to code the logic into. Sometimes, such as updating the GRUB bootloader for example, trying to guess the many permutations of a system change can be painful.

Bedtime Reading


I still think that you can’t beat trial and error when it comes to computing. Experience is valued for good reason.

Be warned that you’ll find contradictory advice sometimes from the vast array of online resources in this area. Advice differs probably because of the different use cases. The only way to harden the varying flavours of OS to my mind is via a bespoke approach. This is thanks to the environments that servers are used within and the requirements of the security framework or standard that an organisation needs to meet.

For OS hardening details you can check with resources such as the NSA (https://www.nsa.gov), the Cloud Security Alliance (https://cloudsecurityalliance.org/working-groups/security-guidance/#_overview), proprietary training organisations such as GIAC (https://www.giac.org) who offer resources (https://www.giac.org/paper/gcux/97/red-hat-linux-71-installation-hardening-checklist/102167), the diverse CIS Benchmarks (https://www.cisecurity.org) for industry consensus-based benchmarking, the SANS Institute (https://uk.sans.org/score/checklists), NIST’s Computer Security Research (https://csrc.nist.gov) and of course print media too.

Conclusion


Hopefully, you can see how powerful an idempotent server infrastructure is and are tempted to try it for yourself.

The ever-present threat of APT (Advanced Persistent Threat) attacks on infrastructure, where a successful attacker will sit silently monitoring events and then when it’s opportune infiltrate deeper into an estate, makes this type of configuration highly valuable.

The amount of detail that goes into the tests and configuration changes is key to the value that such an approach will bring to an organisation. Like the tests in a CI/CD pipeline they’re only as ever as good as their coverage.

Chris Binnie’s latest book, Linux Server Security: Hack and Defend, shows you how to make your servers invisible and perform a variety of attacks. You can find out more about DevSecOps, containers and Linux security on his website: https://www.devsecops.cc

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  News - Smash Bros. Ultimate's New Stage Builder And Video Editor Explained
Posted by: xSicKxBot - 04-17-2019, 07:49 PM - Forum: Lounge - No Replies

Smash Bros. Ultimate's New Stage Builder And Video Editor Explained

Out of nowhere, Nintendo announced all the key details for Super Smash Bros. Ultimate's big Version 3.0 update today. In terms of new features, Ultimate is adding free stage- and video-editing tools for everyone to use.

A video from Nintendo showcases how each of these features will work. Building off the Stage builder from Super Smash Bros. Brawl and Super Smash Bros. Wii U, the new version features tools that players can use to create basically whatever they want. In handheld mode, players can use the touch screen to draw to make their creations. Some of the things you can do include create moving platforms and spinning traps, or anything else you can think up and design.

The Stage builder also features front and back layers for a further level of depth. The custom stages will live in a new Custom tab of the Stage Select screen. Players can also share them with the community. People are able to rate creations, so in theory the best ones should surface. The stages can also be viewed using the Nintendo Switch Online app, and players can even queue up a new stage download so when they get home it should start downloading.

As for the video editor, it does what you would expect. You can combine your saved video clips and adds subtitles and sound effects. As you'd expect, you can then share your creations in the Smash World page in the Nintendo Switch Online app.

Skip to around 11 minutes in the video above to check out the stage builder and video editor.

The Version 3.0 update for Smash Bros. Ultimate launches on April 17 (April 18 in Europe). In addition to the Stage builder and video editor, the update adds Joker from Persona 5 as a new paid DLC character, as well as a number of different Persona and Sonic Mii Fighter Costumes.

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  News - Bowser Begins His First Day On The Job As The President At Nintendo Of America
Posted by: xSicKxBot - 04-17-2019, 07:49 PM - Forum: Nintendo Discussion - No Replies

Bowser Begins His First Day On The Job As The President At Nintendo Of America

Introducing Nintendo’s new overlord…

It’s a new era at Nintendo of America. Reggie has left the building and the appropriately-named Doug Bowser is now officially at the helm as the president. To celebrate his first day in this role, @thetruebowser shared a photo of his new office on Twitter.

We’re not entirely sure what’s going on, though, as it appears someone else has already taken charge:


In all seriousness, Doug Bowser has been shadowing Reggie since 2015, so we’re sure he’ll do a fantastic job. If you would like to find out more about the new president, be sure to check out our extensive feature about him.

And while you’re here, feel free to welcome Bowser to his new role in the comments below.

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  Ubisoft Is Giving 'Assassin's Creed: Unity' Away For Free To Honor Notre Dame
Posted by: xSicKx - 04-17-2019, 07:47 PM - Forum: Lounge - No Replies

[Image: ?u=https%3A%2F%2Ftse2.mm.bing.net%2Fth%3...%3DApi&f=1]


On Monday, a stunned world watched in person and over social media as the Notre Dame Cathedral burned, doing massive damage to the 800-year old monument and iconic Paris Landmark. AS the conversation turned to rebuilding, there was speculation that people might be able to use the elaborate 3D model of the Cathedral from Assassin's Creed: Unity to assist with these efforts. The video game developer cautions that might not be such a great idea--the model of Notre Dame found in the video game is impressive, but a representative from the company makes clear that it is an artistic creation, not a scientific one. Still, as a French company headquartered outside of Paris, Ubisoft has just announced that it will be donating €500,000 to the rebuilding efforts, as well as giving anyone with a capable enough PC the chance to virtually visit Notre Dame. Ubisoft will be giving away Assassin's Creed Unity for free for one week, and all you need to do is go to Uplay and download it. 
Assassins Creed Unity dramatized the French Revolution, but the star of the show in that game was undoubtedly Paris itself, a sprawling recreation of desperate slums and lavish palaces on such a staggering scale that it was a little hard to fathom when the game first came out. Notre Dame, naturally featured heavily in the game both as the setting for a mission and one of the central architectural features of the game's Paris. and like with everything else in the game, it was built with painstaking detail.

[Image: ?u=https%3A%2F%2Ftse1.mm.bing.net%2Fth%3...%3DApi&f=1] 
Assassin's Creed: Unity
Credit: Joe Parlock

Senior level designer Caroline Miousse spent a full two years making Unity's version of Notre Dame, obsessing over every brick and working with a historian to make sure that the structure in the game was both as accurate a recreation as physically possible and something that modern players would be able to recognize. The end result was stunning: the giant cathedral sits in the centre of the city, replete with sculpture, stained glass, architectural detail and more. The goal was to make this as close to a perfect recreation as possible, and that took time and effort. As Destructoid reported at the time:

Quote:Seeing that the Notre Dame was prioritized in the development of Unity, a main goal was to recreate it 1:1 to stay as true as possible. That means that Miousse was almost literally putting the cathedral together brick by brick. The size seems to have been a welcomed challenge that she reveled in. "I want the player to feel tiny when scaling it," Miousse stated.

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  PS4 - God's Trigger
Posted by: xSicKxBot - 04-17-2019, 02:21 PM - Forum: New Game Releases - No Replies

God's Trigger



Slay enemies with speed and precision in an over-the-top show of blood and explosions. Play solo or with others, make split-second decisions, dodge bullets, and use weapons and abilities to inflict violence in the most graphic way possible. When an Angel and a Demon team up to kill their way into Heaven and stop the apocalypse, bullets will fly and blood will be shed.

Publisher: Techland

Release Date: Apr 18, 2019

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  News - Xbox Live Gold And Game Pass Are Getting Bundled Together For A Lower Price
Posted by: xSicKxBot - 04-17-2019, 01:46 PM - Forum: Lounge - No Replies

Xbox Live Gold And Game Pass Are Getting Bundled Together For A Lower Price

Confirming rumors and reports, Microsoft announced a new Xbox subscription offering on its latest Inside Xbox livestream. The company is launching a new subscription package on Xbox One that bundles Xbox Live Gold and Xbox Game Pass together. It's called Xbox Game Pass Ultimate and costs $15 USD/month.

This is the full version of Xbox Live Gold, which itself already includes access to free games every month with Games With Gold, in addition to the ability to play games online and access other network features.

Xbox Game Pass is Microsoft's all-you-can-play offering that provides access to a library of more than 100 Xbox One and backward-compatible Xbox 360 titles. Also, many of Microsoft's newest games are immediately available on Game Pass. This was the case for Sea of Thieves and Crackdown 3.

If you already have an existing membership, Microsoft says you'll be able to apply that value to Xbox Game Pass Ultimate. The company also notes that you won't be required to upgrade to Game Pass Ultimate if you don't want to; you'll be able to keep your current Xbox Live Gold or Game Pass subscription as-is.

Xbox Game Pass Ultimate is available now to a "limited number" of Xbox Insiders. The service is slated to launch in full later this year in all markets where Xbox Game Pass is offered.

In other news, Microsoft announced an all-digital Xbox One S called the Xbox One S All-Digital Edition--here's everything you need to know.

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  Troubleshooting slow WiFi on Linux
Posted by: xSicKxBot - 04-17-2019, 01:46 PM - Forum: Linux, FreeBSD, and Unix types - No Replies

Troubleshooting slow WiFi on Linux

I’m no stranger to diagnosing hardware problems on Linux systems. Even though most of my professional work over the past few years has involved virtualization, I still enjoy crouching under desks and fumbling around with devices and memory modules. Well, except for the “crouching under desks” part. But none of that means that persistent and mysterious bugs aren’t frustrating. I recently faced off against one of those bugs on my Ubuntu 18.04 workstation, which remained unsolved for months.

Here, I’ll share my problem and my many attempts to resolve it. Even though you’ll probably never encounter my specific issue, the troubleshooting process might be helpful. And besides, you’ll get to enjoy feeling smug at how much time and effort I wasted following useless leads.

Read more at: OpenSource.com

Click Here!

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  News - Zelda: Breath Of The Wild's Labo VR Update Further Detailed
Posted by: xSicKxBot - 04-17-2019, 02:12 AM - Forum: Lounge - No Replies

Zelda: Breath Of The Wild's Labo VR Update Further Detailed

Earlier this month, Nintendo announced that two of Switch's best games, Super Mario Odyssey and The Legend of Zelda: Breath of the Wild, will receive Labo VR support via free updates on April 25. The former will get a new VR mode that consists of a handful of mini-missions, while the latter will be playable almost entirely in VR. Now the company has shared a few more details on how that'll work.

In a new post on the official Zelda website, Breath of the Wild technical director Takuhiro Dohta shed some more light on the game's upcoming Labo VR update. As previously confirmed, you'll be able to toggle the VR mode on or off at any time from the game's Options menu, even if you already have an existing save file. Once the option has been enabled, you'll need to insert the Switch console into the Labo VR Goggles to view the world of Hyrule in VR.

The game's controls and content will remain the same whether you play in 2D or 3D, but you'll be able to move the in-game camera by looking around with the VR Goggles (although this can also be toggled off from the Options menu). Dohta recommends trying the VR mode "when there's something interesting to see, like a location with a great view, a favorite character, or a favorite piece of equipment."

No Caption Provided
Gallery image 1Gallery image 2

Dohta also shared some insight into how Breath of the Wild's VR update came to be. "The idea for this started when the Nintendo Labo development team gave us a demonstration of the VR Goggles for the first time," he wrote. "The experience was quite a surprise, and I started thinking that maybe we'd be able to do something with them in The Legend of Zelda: Breath of the Wild.

"First, we thought about lots of different things; locations that would be nice to see in VR, enemies that would be fun to fight… In the end, The Legend of Zelda development team reached the conclusion that, rather than change the game, we should let you play it as it is, and instead just make it so that you can use the VR Goggles to see whatever parts you want."

The Nintendo Labo VR kit is available now. The package is available in two configurations. The full suite costs $80, while the Starter Set--which comes with the Labo VR game card and the materials to build the VR Goggles and Blaster Toy-Cons--retails for $40. The remaining Toy-Cons can be purchased in $20 expansion sets. You can read more about the kit in our Labo VR review.

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  News - Get a job: Remedy Entertainment is hiring a Senior Concept Artist
Posted by: xSicKxBot - 04-17-2019, 02:12 AM - Forum: Lounge - No Replies

Get a job: Remedy Entertainment is hiring a Senior Concept Artist

The Gamasutra Job Board is the most diverse, active and established board of its kind for the video game industry!

Here is just one of the many, many positions being advertised right now.

Location: Espoo, Finland

Remedy Entertainment, the creator of Quantum Break, Max Payne, Alan Wake, and Death Rally and one of the leading independent game studios in the world is looking for a Senior Concept Artist to help communicate and define the visual design of the game worlds for the next generation of Remedy games.

Responsibilities

  • You will support the art direction and production design of the game world from its environments, to the objects and characters that inhabit it.
  • Research and develop your concepts to support and communicate the design philosophy.
  • Follow deadlines and plan your own work accordingly.
  • Communicate effectively with other team members.

Requirements and qualifications

  • 4+ years of experience as a concept artist in the game industry.
  • A portfolio that demonstrates excellent skills in creating compelling imagery with a considered design approach
  • Strong ability for and approach to broad research and exploration process in design development
  • Foundation skills in traditional drawing and painting and use of Photoshop
  • Eye for composition, lighting, color and value
  • Ability to work with critical feedback and review of work
  • Positive attitude to improving, researching and learning productive techniques for improving concept quality and process

The ideal candidate will also have

  • Interest for military aesthetics
  • Understanding of game production processes
  • Ability to visualize work in a 3D package

What is in it for you?

  • Yes, you get to move to Finland where the quality of life is exceptional and cost of living is affordable.
  • Moving to a new country can be intimidating, but our relocation service is there every step of the way to take care of you. You can concentrate on work, while we’ll take care of everything else.
  • You will be offered competitive compensation with a bonus system.
  • We work hard, but at Remedy we believe in a great work life balance. Happy people work better. In Finland you get up to 5 weeks of paid vacation every year. This is on top of public holidays and other special occasions.
  • Above all, you get to work on awesome, unique video games that the global audience is interested in at a studio where your input is valued. We try our hardest to keep our team sizes and the work load sensible, so your contributions feel valuable.

Interested? Apply now.

Whether you’re just starting out, looking for something new, or just seeing what’s out there, the Gamasutra Job Board is the place where game developers move ahead in their careers.

Gamasutra’s Job Board is the most diverse, most active, and most established board of its kind in the video game industry, serving companies of all sizes, from indie to triple-A.

Looking for a new job? Get started here. Are you a recruiter looking for talent? Post jobs here.

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  News - OpenAI’s machine learning bots defeat Dota 2 champion team
Posted by: xSicKxBot - 04-17-2019, 02:12 AM - Forum: Lounge - No Replies

OpenAI’s machine learning bots defeat Dota 2 champion team

A team of AI agents created and trained by the artificial intelligence startup OpenAI has taken down the reigning Dota 2 The International champions Team OG.

It’s the latest in an ongoing trend of pitting trained AI agents against professional esports teams to test their mettle, and one that showcases both the effectiveness of video games as AI training tools and how the machine learning tech itself is progressing.

ArsTechnica has a writeup and analysis on exactly how the weekend showdown transpired, but in short a team of five machine-learning-driven bots dubbed the OpenAI Five faced off against Team OG in a best-of-three match. Both of the matches—the OpenAI Five went 2-0—can be viewed in their entirety over on Twitch, complete with live commentary throughout each game.

Following the match, OpenAI has opened up sign-ups (for a limited period of time) to allow Dota 2 players to take the bot on for themselves, an opportunity that some AI-minded game devs might be interested in checking out.

The bots themselves have been gradually trained across years by playing millions of matches against themselves, and had a few limitations compared to the team of human players. While a five-person team playing Dota 2 would typically communicate with each other throughout the match, the OpenAI bots were treated as five independent players without the ability to communicate amongst each other. The bots also saw their reaction times restricted to realistic levels, and was only able to use a predetermined set of characters and items.

As Ars points out, there are other differences in technique between the human and AI players that become apparent as the matches go on, such a lack of understanding of standard MOBA techniques like pulling or last-hitting minions.

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