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Found 5 results

  1. Hey, everyone! After hearing me talk about it for months at this point - and after over a year since the BungeeCord migration was considered "complete", cross-server warps and teleportation is now in the server. Using the new Warps System The new warps system consolidates the old CUWarps and Essentials warps systems into one, unified system. You may previously recall that you had both the /pwarp and /warp commands. Now, everything is under /warp - no need for /pwarp anymore. Warp management has been redone and can be managed using /mywarps. This will allow you to purchase warps, warp aliases, and manage your existing ones. What are warp aliases, you might ask? Warp aliases are a new addition to allow for easier management of, well, aliases. For those times where you might want multiple warps pointing to the same spot, you can now purchase aliases for warps - and manage all of them as a single warp. At this time, aliases do not show in /warp list - though this may be changed at a later date. You might also notice some blue warps in the /warp list. These are "Official" warps. Any warps that go to server-specific locations (such as spawns, /warp help, and other such locations) are classified as official warps. Other than being displayed differently in the warp list, there's nothing different about these. Restricted Servers Something you may notice when trying to manage warps or teleport, you'll find in some cases that you are unable to. The new plugin has a configurable list of servers where the players within cannot be teleported to. This currently includes Minigames, Vanilla, and Factions. You also won't be able to manage warps here, either. You are able to teleport out of these servers, but not back in - after all, it'd be pretty rough if you were able to teleport to someone's faction or vanilla base, or to a minigame arena in progress, right? That's cool and all... but why the wait? Ah yes. The question I'm sure many of you are wondering - why exactly did this seemingly simple feature take over a year to make a reality? Well, there's a few different reasons - let's go through them all individually. Bungee-Bukkit Communication For starters, it's important to recognize that BungeeCord and Bukkit (in other words, any of the individual gamemodes - like survival, skyblock, creative, etc) have virtually no way to talk to each other. BungeeCord only knows what server a player is connected to, and can connect them to another server if needed. BungeeCord has no knowledge of what world a player is in, nor their coordinates or anything like that. Additionally, the only default method of communicating between the two involves using the player as a vehicle to carry that data. In other words, if no player is on to switch between those servers, data cannot be transmitted. So, the plugin we made requires that we build our own communication method - which thankfully, isn't as hard as it sounds. We used something called Redis - which both BungeeCord and Bukkit can listen to and monitor - and it allows for the two to communicate almost instantly. And as a result of this... Code Complexity and Motivation ... the code for what would normally be a simple Bukkit plugin became three separate Eclipse projects: CUBungee - The BungeeCord plugin that we've been using for a number of general-purpose features, and would house most of the warp and teleport functionality. CUBungeeBukkitBridge - A plugin which sits on each Bukkit server (each gamemode) and responds to messages from BungeeCord. CUBungeeCommon - A library shared by both CUBungee and CUBungeeBukkitBridge, containing a number of common classes used by both projects. Additionally, it took a very long time to find a system of communication that was maintainable. The root issue with most of the previous approaches was that the old setup required bouncing around to different parts of code. All of the business of /setwarp wasn't in a class or file named Setwarp, like you'd expect - but instead, everything after the first message sent from BungeeCord was done in a completely different part of code. For comparison - setting a warp in Bukkit involves the following steps: Get the current location of the player Construct a new warp with player's current location (and provided inputs for name and such) Register new warp That's it. Now - with BungeeCord - what does that look like? Find out what server the player is in Ask that server where the player's location is Wait for the reply Check the reply to see if the response was valid If valid, construct a new warp with the player's location (and once again, provided inputs for name and privacy) Register new warp And for fun - what about teleporting to a warp in BungeeCord? Get the warp the player wants to teleport to Find out what server the warp points to Ask that server if the world the warp has exists Wait for reply Check reply to see if world exists If so, instruct server to teleport the player to the warp's location upon login Connect the player to the warp's server Whew - that's quite the process. What about in Bukkit, though? Get the warp the player wants to teleport to Check if the world exists If so, teleport player to warp location As you can likely tell - the BungeeCord procedures for all of this are significantly more complex than if it was all done within a single Bukkit server. This complexity is unavoidable - however as described before, I was writing the code in a way that made this entire procedure a lot more painful than it had to be. Eventually, I came up with the idea of transforming the original message into the reply - allowing me to simply wait for the reply within the same part of code. As such, everything needed for the /setwarp command could all be done within the same file. This simple re-contextualization is all that was needed to make the codebase more maintanable. I also have to credit @GuitarXpress here as well - as he helped point out one critical issue which was causing me a major headache where I was observing what I could only describe as quantum mechanics in Minecraft. I had a point where the reply messages would ALWAYS time out waiting for a reply. Which was bad - because if I couldn't get a reply, then the entire idea was going to be scrapped. However, as soon as I started printing this one value to console, it ALWAYS replied in time. Remove the log event? Stops working. The act of trying to monitor a certain variable was changing the result - literal quantum mechanics. But no - turns out, I simply needed to add the volatile keyword to that variable - as the problem was that the part of code checking it was just not seeing the new value. That final breakthrough was the big thing that allowed everything to finally fall into place. Now - you might be wondering, when did this great breakthrough happen? Just under 2 weeks ago - July 5th to be exact. Yep - after solving the code complexity issues, cross-server teleportation and cross-server warps were able to be completed within a couple weeks. But... Can't you just use a plugin that someone else already made? This is another question I got a few times. Why is it that in a world where tons of plugins are readily available, that seemingly nobody has bothered to make a plugin for cross-server warps and teleports in a BungeeCord network? Well, for starters - the way we use warps are actually a bit different than most warps, since we allow players to directly purchase warps with ingame currency. Most warp plugins don't allow for this. We actually did find a cross-server warp plugin, but it didn't allow for private or unlisted warps, nor did it allow for user-purchasable warps. But the bigger reason why this kind of feature is seemingly so rare is that, in almost every scenario, servers with BungeeCord networks are much larger in scale and scope (and player count). They actually isolate their gamemodes on purpose. They don't want chat or teleports or warps to be interleaved together across everything - because if you have hundreds or thousands of players, this can actually be a huge detriment. However, we moved to BungeeCord purely out of technical reasons - having all of our features and gamemodes within a single Bukkit server resulted in poor performance, lots of lag, and made debugging an absolute nightmare. Rather than having 8 servers with a handful of plugins each, we had one server with over 120 plugins. Of course, I didn't want to start cutting gamemodes - as while we're small, every gamemode gets some attention. And rather than removing choices for people and potentially causing them to leave, we opted to migrate to BungeeCord. But all the while, I still wanted everything to feel connected - to maintain the illusion of everything still being within a single server. This is the complete antithesis of what most BungeeCord servers aim to achieve - and so there simply isn't demand for something like this. That's why I had to build it myself - because nobody else needed to. Wrapping Up But thankfully - it's finally in. There are still a couple minor fixes I need to do here and there, but overall - it's all ready to go. As per usual with any new feature, let me know if you run into any issues. This plugin is hot off the presses, so it's entirely likely that there's a bug that we didn't catch during testing. Other than that - be on the lookout for additional improvements coming sooner rather than later. The need to get this feature done has been a dark cloud hanging over my motivation to work on server plugins - so finally having it behind me I suspect will have positive effects on my drive to work on the more exciting stuff.
  2. Hey, everyone! A whole ton of stuff has been going on over the past few days. For the most part, it's just technical stuff - but there's still some genuine new features in some cases as well. Dedicated Server 2: The Unexpected Sequel First and foremost, the biggest technical change that's gonna enable a lot of stuff going forward is the migration to a new dedicated server. A little over a year ago, you may remember a post where I announced the migration to a brand new 32GB dedicated server that I was paying for myself. At the time, this was more than enough to handle all of our services with plenty of breathing room. However, as time went on, things started expanding. First, we actually started hosting the MC server for another community called Ruin Community. For those unfamiliar with them, it's one of a few MC servers that I played on back in 2012 while browsing to try and find a good server to make my home - which eventually ended up being Chaotic United. The other two being Ruin Community and Legendary Island of the Lost Treasures. Ruin had closed well before the old CU did, but Legendary Island actually persisted into 2015 before it eventually closed. However, as you all are most likely aware - I've got a compulsive attachment to things, and to the preservation of history. As they became available, I've been purchasing the domains associated with both Ruin and Legendary Island. In the offchance that some of the old members (or staff) wanted to try and check things out, I left a message with contact details on the homepage of Ruin's website. One day, I was contacted that the Ruin Community folk were attempting to re-unite and have a sort of reunion server to get everyone together again. Part of that effort was to host a private, whitelist-only MC server for the old Ruin folk - and I, being the one holding their original domain, happily offered to not only point the domain to their website, but also to point their Minecraft IP to their server as well as host it for them - no strings attached. I normally have a hard, unwavering rule about advertising other MC servers - as well as staff helping to host other servers - however, seeing as this was a server from my own childhood, it was a domain that I'd already owned for years prior, and that the server wasn't even a public server - I figured that this was a reasonable approach. If you do happen to be a member of the old Ruin Community and want to find them again, check our Partners page to join their Discord. Note that their server is NOT for any casual folk - it's intended for members of the original Ruin Community and nobody else. Anyway, with that history lesson out of the way - the other, more significant expansion was the recent move to BungeeCord. I had far underestimated the resource requirements of moving to BungeeCord - and it was at this point that Modded MC had to actually be briefly shut down, as the 32GB dedicated server wasn't enough to handle Ruin, Modded, and all the Bungee servers. However, with Modded offline, everything else was able to run without issue. That was, at least, until 1.17 - where for whatever reason, the server went from having 4-6GB free with all gamemodes online, to having 3-4 free with Minigames and the Waiting Room offline. Having modded shut off was one thing - as it never got a ton of attention. But having some of our gamemodes offline is a nonstarter. Theoretically I could tell Ruin to host their own server, but even then we'd still be at our limit - assuming that'd even do it. Plus, who else is going to be willing to either host a server with full access free of charge, or be willing to pay a monthly bill to keep a barely-played MC server up? So, instead - we made the decision to upgrade. Our old server was a SoYouStart dedicated server with 32GB of memory. Our new one is a proper OVH server - with all the modern bells and whistles. Automatic bill renewal so I can't accidentally forget to pay the bill, newer and more modern features, and in our case - an upgrade to 64GB of memory. As of now, our MC server, Ruin's server, and the donation store have been fully moved over. And of course, with this newfound freedom, we've got some new things we can do - such as... Return of Modded MC Such as turning Age of Rebirth back online! Finally! Not much has changed since the last time it was started - however, since some users had previously destroyed any hope of normal progression through more EMC generation exploits, as well as the fact that it's been down since last year - we've opted to do a world reset. The previous world is currently in the process of being archived and uploaded to the download center, and once it is you'll be able to revisit the old world anytime. Beta 1.7.3 Upgrades In addition to bringing Modded MC back online, we've also done some upgrades and updates to our Beta 1.7.3 server. Up until now, the Beta server has been kind of the forgotten child of Chaotic United. It had no real integration with the rest of the community, and barely anyone ever played on it. Even features that have been standard on our main MC server either took far too long to come to Beta (land claiming), or simply never arrived at all (dynmap). Well, thankfully, all that has finally changed. A few days ago, a user who goes by leow showed up and, initially, abused a duplication glitch and spammed diamond blocks all over the place. However, rather than stopping there and calling it a day, he reached out to me and offered to point me on how to fix it. Turns out there's a whole other world of Beta 1.7.3 servers that has been quietly brewing just out of my sight. There's a modern fork of CraftBukkit 1060 called Project Poseidon - which includes several feature enhancements, bugfixes, and optimizations. He also pointed me to a Discord centered around development for classic Minecraft - where I was able to track down and locate something I've been wanting to add to Beta for ages. Discord integration. Yes - as of now, we have a #b173-chatlogs channel on Discord, which works just like #mc-chatlogs and #rebirth-chatlogs - you can see when users join and leave, and you can see their chat messages and chat with them through that channel. But that's not all. Since Poseidon is based on CB1060 instead of our previous CB1000 build, we were able to finally introduce dynmap to Beta 1.7.3. It works just like it does on the main server - where you can see different perspectives as well as see outlines of land claims and worldguards. Another thing that we've done to hopefully ensure Beta runs as smooth as possible (as well as to allow for enough disk space for dynmap to work), is that we've moved it onto the new 64GB dedicated server. The old version of dynmap has no support for MySQL tile storage - and the VPS it was hosted on (which, fun fact - is the same VPS which hosted our own MC server for a while back during the Nuclear District days) only had 40GB of disk space - not enough for all those livemap tiles. Our dedicated server on the other hand has 2TB - which is more than enough to handle some livemap tiles. With all these changes, we've also decided to perform a world reset for Beta as well. The last reset was in 2019, so it was well past time for a reset anyways. Along with that, we wanted to introduce a world border to help keep the filesize down (and to prevent people from going to the Far Lands and crashing the whole server) - and doing this on an existing world could have made existing builds inaccessible. We plan to do a handful of other minor improvements over the coming days, most notably fixing the persistent crashing issue that happens after a while by having the server restart every 24 hours. Valheim Migration Lastly, and least notably, our Valheim server has been moved away from the old Microsoft Azure VPS and onto a new server. The IP address listed on the website and Discord has been updated, though no other significant changes have been made outside of that. With all this stuff going on, we hope that all of this will be just the start of a new beginning for Chaotic United. Whether or not it'll end up being one is yet to be seen (history unfortunately doesn't bode well for that prediction) - but for now, expect this to be the first step of many yet to come. Stay tuned.2
  3. Man. Crazy to think we've been going nine years. Nine years is a long time. Typically, the past anniversary posts have been worded along the lines of "yea we're pretty quiet now but we'll get somewhere soon i promise!". Last year, I wanted the 8th anniversary announcement to be the final one following that format: Well, we aren't quite there yet unfortunately. That being said, we are undeniably closer to that target than we have been in a very long time - possibly closer than we ever have been. Which, hey - I'll take it. Any progress is good at this point. So, let's take a look back and reflect on the past year. Reflecting on Year 8 We started the 8th year off with, once more, a promise of hope for the future. We were hard at work on updating to 1.14 - though it still took much longer than any of us would've liked. It saw the departure of several staff members and the introduction of new ones. While year 8 wasn't as groundbreaking as we all obviously would've hoped - it was still a new beginning nonetheless. It marked the point where we fixed a number of the deeply-rooted management issues with CU. Not server issues per se, but issues with how I managed the people. I'd had a pretty serious issue with holding on to staff members for far too long. People were on the staff team for no other reason than I was used to seeing their name in Blue or Green. The vast majority of those people didn't even need to be demoted - when I laid out the new expectations going forward, they simply stepped down to avoid that uncomfortable situation. With those folk out of the team, room was available for new users to fill that role. The most notable addition is, of course, @Z0mbieslayer2013. You know him, you love him - and believe it or not, this is his first time as a Moderator. While there are certainly times where this is clear, he's done something that really doesn't happen as often as it probably should - he asks questions. Not just questions on "how do I do x", or "what do I do if Y happens?" - no, no. He stands up straight and asks questions about why things are they way they are. Questioning things that have been the case for years and pointing out things that should be obvious improvements. And while not all of his ideas and suggestions have been implemented - the fact that he still proposes changes and enhancements at all is important. When you as a leader surround yourself with people who just agree with you all the time, you're living in an echo chamber. And if nothing else, Zombie is ensuring that I'm not sitting in one. The second half of year 8 saw us hit some of the biggest population spikes we've seen in years. As unremarkable as reaching 10 or more users on the server at once seems, it's a step in the right direction - and a step we've not seen happen in years. The last time we saw numbers that high was in early 2017, roughly 3 years ago. And while those heights tend to happen at random with much of the activity still hanging much lower, activity as a whole has improved. 0 people on isn't the norm during the whole day - you'll typically only see it at a couple specific parts of the day (typically very early/late). And of course, we've been slowly working on migrating everything over to BungeeCord - in an effort to remove technical issues. And this will be our primary focus for Chaotic United's 9th year. The Plan for Year 9 Our plan for this year is similar to what we did in Year 8. Where Year 8 was the year of fixing management-related issues, Year 9 is the year of fixing all the technical problems that have been building up since 2014. Fixing long-time issues, and making future issues easier to nail down and resolve. However, due to the sheer volume of issues that are scattered about, there's no way for us to have a single, coherent memory of each and every issue. This is where you come in. If you find any bug - or anything that so much as looks like a bug - report it on our Bug Tracker. Our goal is to start the decade off with a solid technological foundation - and to enter the second decade of Chaotic United as a strong, stable, secure, and reliable server. A server that doesn't have a series of ridiculous roadblocks keeping people who would otherwise enjoy the server from having fun. And most importantly, and I cannot stress this enough - do NOT just tell me about a bug. My memory is NOT reliable and I guarantee you I'll forget about the issue entirely within 24 hours - if not sooner. This is the reason we have the bug tracker, so that issues aren't just "forgotten" and so that their status can be tracked. If you've told me about an issue before, report it. Anything that you'd consider strange or "probably not intentional" is something that should be reported. I want to know any and all issues you guys might have, severe or not. Even if it's a completely harmless bug, report it. I want to get each and every bug on that bug tracker fixed - I'm sure I speak for everyone when I say I'm sick and tired of having a buggy server - and I'm sick of making you guys constantly put up with a buggy server. Speaking of Server Stuff... Something sort of huge has been developing here lately - and you might've already heard me mention it. But if you haven't - in the coming months, we'll be doing a bit of server consolidation. Most of this is outside of Chaotic United entirely, but one change that will affect CU (slightly) is that the Elaztek Gitlab will be hosted on the same machine as the MC server. For a while (and still at the time of writing), it runs on its own machine with a couple of things that aren't CU or Elaztek related. I know what you're thinking: "I don't give a damn about server consolidation - that's not exciting". And you're absolutely right. However, the next part (at least for me) is. As part of this consolidation, I will be taking over the payment of the CU/Elaztek servers moving forward. The only things I won't be paying for are the relays - as those are so cheap that Michael will continue paying for them. That being said, a couple of the unused ones are being dropped. If you're worried - don't be. If you use a relay, the one you use will be kept online. Several that we have are just not used whatsoever - and as such, they're being dropped. For those of you who have been around for a while, you'll know that Michael has been fairly crucial to paying the bills for most of the time of the CU revival. He hosted the server out of his house from late 2014 through to mid-2015 when we merged with ND. From there, we moved to a VPS which I paid for. A while later (2017 if I'm not mistaken but don't quote me on it), Michael stepped back in to pay for the dedicated server that we've been using until today. After finally getting a stable job that shows no signs of going anywhere, I'm finally in a position where I can actually cover these bills. And with this transition, I think it's all the more important that we all thank and honor Michael for what he's done for CU since 2014. It's no exaggeration that, if he never came along, we absolutely would not be here today. I'd have likely given up on it after my old laptop died and I'd probably be on a whole different path - never getting a chance to know any of you guys. The legacy of Chaotic United would've ended in mid-2016, possibly even sooner - when ND shut down. That would've been it and the book would've closed. But thanks to Michael - we persevered. As small as we are, we've held strong and steady and managed to hold this thing together all this time. We've made sure that, if nothing else, Chaotic United's story didn't end several years ago - to ensure it lives to see a new year, a new decade, and a new generation. And while there are numerous people who have contributed to that (see the credits page (which im aware needs some updating)), Michael is easily the biggest contributor by far. So - on behalf of all of us, thank you Michael for all that you've done thus far, and will hopefully continue to do. Oh yeah - sidenote, Michael won't be leaving the community. I know the way I wrote all that makes it sound like he is, but in reality he's still gonna be a big part of the backend management of CU - it's just that he won't be putting his own money into it anymore. When we start moving things to the new server, we'll be sure to announce it both on Forums and Discord - as there will be a little bit of downtime during the migration. Wrapping Up - For Now... Well, I think that about wraps it up for now. Some of you may think that this is yet another "hope for the future" post. And I suppose in a sense, it is. But this one is a bit different. I'm not proclaiming that we're starting a new beginning today. We already did that last year. I'm saying that right now, we're a little behind schedule - but still on track. This isn't the start of a new age of CU, but rather the next building block of that new beginning. I can't say how soon it'll be, but our goal is to be running smooth and stable and with either minimal or no bugs by December. Will we achieve that goal? Only time will tell - so stay tuned.
  4. The time has come for Modded MC to return to Chaotic United! Once again, we are utilizing the Brink of Chaos Modpack - but this time around, we have included various mods suggested by YOU - the CU Community! The Modded MC Subforum has been added (and contains topics from FTB Trident, Horizons, and old BOC) and has a couple new topics added - an up-to-date list of all the mods installed, and a topic to help those unfamiliar with the Technic Launcher to get up and running. In terms of resources, you are going to need at least 4GB of RAM on your PC and a decent CPU. RAM is the biggest thing you need. If you know how Technic works, just set your memory to 4GB (or 3.5GB if you only have 4GB in your PC, or more if you have it). If you aren't entirely sure how to do this, check out this handy topic. For a full list of mods, check this other topic. As you can also see, we have a new and improved logo design for the Modpack as well! It is made to better fit what the pack overall has - technology, creativity, and weaponry. Our server actually HAS a spawn now, which is a considerable step up from the server that we tried to do before which really never had one. This modpack has been in the works since earlier this year, you may even recall BlarFlargen mention hosting it in the past. Now, the server is hosted by AwakenedRage/Kryptoaware, who while is not present on the CU Discord, still is involved in CU from the management side of things. Our server is live at mod.chaoticunited.net - but this is technically unimportant, because the Modpack ships with the server already on your server list! We hope you guys enjoy the new and improved Modded MC experience, and stay tuned as we have another server set to launch soon as well. A server really designed for a small niche audience, but something we want to bring to CU nonetheless. So, go on! Have fun!
  5. Hi All, A security exploit has been identified in the openjdk 1.7.0 version. The server uses OpenJDK 1.8 and has already patched the exploit. However this is also present in Java SE clients. It is highly advised that you update your java. FAQ Are there any crucial differences between Oracle and Open JDK? Nothing crucial. The openjdk project is mostly based on hotspot source code donated by Sun. Moreover, openjdk was selected to be the reference implementation for java 7, and is maintained by Oracle engineers. There's a more detailed answer to your question here, which links to this blog post: Q : What is the difference between the source code found in the OpenJDK repository, and the code you use to build the Oracle JDK? A : It is very close - our build process for Oracle JDK releases builds on OpenJDK 7 by adding just a couple of pieces, like the deployment code, which includes Oracle's implementation of the Java Plugin and Java WebStart, as well as some closed source third party components like a graphics rasterizer, some open source third party components, like Rhino, and a few bits and pieces here and there, like additional documentation or third party fonts. Moving forward, our intent is to open source all pieces of the Oracle JDK except those that we consider commercial features such as JRockit Mission Control (not yet available in Oracle JDK), and replace encumbered third party components with open source alternatives to achieve closer parity between the code bases. i dont get it. if they are similar then why two? Technical differences are a consequence of the goal of each one (OpenJDK is meant to be the reference implementation, open to the community, while Oracle is meant to be a commercial one) They both have "almost" the same code of the classes in the Java API; but the code for the virtual machine itself is actually different, and when it comes to libraries, OpenJDK tends to use open libraries while Oracle tends to use closed ones; for instance, the font library. Is the Server Affected? The Server was not affected by this exploit as the server uses OpenJDK 1.8 which had this fixed. Updated java-1.7.0-openjdk packages fix security vulnerabilities Publication date: 15 Apr 2015 Type: security Affected Mageia releases : 4 CVE: CVE-2005-1080 , CVE-2015-0460 , CVE-2015-0469 , CVE-2015-0477 , CVE-2015-0478 , CVE-2015-0480 , CVE-2015-0488 Description Updated java-1.7.0 packages fix security vulnerabilities: An off-by-one flaw, leading to a buffer overflow, was found in the font parsing code in the 2D component in OpenJDK. A specially crafted font file could possibly cause the Java Virtual Machine to execute arbitrary code, allowing an untrusted Java application or applet to bypass Java sandbox restrictions (CVE-2015-0469). A flaw was found in the way the Hotspot component in OpenJDK handled phantom references. An untrusted Java application or applet could use this flaw to corrupt the Java Virtual Machine memory and, possibly, execute arbitrary code, bypassing Java sandbox restrictions (CVE-2015-0460). A flaw was found in the way the JSSE component in OpenJDK parsed X.509 certificate options. A specially crafted certificate could cause JSSE to raise an exception, possibly causing an application using JSSE to exit unexpectedly (CVE-2015-0488). A flaw was discovered in the Beans component in OpenJDK. An untrusted Java application or applet could use this flaw to bypass certain Java sandbox restrictions (CVE-2015-0477). A directory traversal flaw was found in the way the jar tool extracted JAR archive files. A specially crafted JAR archive could cause jar to overwrite arbitrary files writable by the user running jar when the archive was extracted (CVE-2005-1080, CVE-2015-0480). It was found that the RSA implementation in the JCE component in OpenJDK did not follow recommended practices for implementing RSA signatures (CVE-2015-0478). References https://bugs.mageia.org/show_bug.cgi?id=15706 http://blog.fuseyism.com/index.php/2015/04/15/security-icedtea-2-5-5-for-openjdk-7-released/ http://www.oracle.com/technetwork/topics/security/cpuapr2015-2365600.html https://rhn.redhat.com/errata/RHSA-2015-0806.html http://cve.mitre.org/cgi-bin/cvename.cgi?name=CVE-2005-1080 http://cve.mitre.org/cgi-bin/cvename.cgi?name=CVE-2015-0460 http://cve.mitre.org/cgi-bin/cvename.cgi?name=CVE-2015-0469 http://cve.mitre.org/cgi-bin/cvename.cgi?name=CVE-2015-0477 http://cve.mitre.org/cgi-bin/cvename.cgi?name=CVE-2015-0478 http://cve.mitre.org/cgi-bin/cvename.cgi?name=CVE-2015-0480 http://cve.mitre.org/cgi-bin/cvename.cgi?name=CVE-2015-0488 I am glad that I used the Beta Version of Mageia that has updated dependencies and took the extra downtime. This would of been a nightmare to take care of. Looks like the downtime actually benefited us for once