This is a one act play, by Zootella, [1]
UnblockableCast of Characters
Mark is the IT manager of a large organisation. His mission is to protect the computer users from themselves. He helps peopole with Excel and e-mail attachments. He reads eWeek magazine, and likes it. He has an unlimited budget and an army of lower level IT minions at his call.
Sven is our hero. He wishes that Mark would stop telling him to install Windows XP Service Pack 2. He is totally responsible for his personal computer, and actually knows how to use it. He thinks the Internet should be end-to-end. Every connection to it should be the same. It should move data from one computer to another quickly and without getting in the way.
Sven wants to run Gnutella software on his computer. Mark wants to make this impossible. Sven can program the leading Gnutella client, and even change the Gnutella network. Mark can design, buy and install anything between Sven's computer and the Internet.
Scene I: Being Externally Contactable
Sven: Can I have a real IP address on the Internet?
Mark: No.
Sven: Can you forward a port from one to my computer? Free home interior design software.
Mark: No.
Sven: Can you turn UPnP back on?
Mark: No.
At this point, it looks like Sven is not going to be able to be externally contactable on the Internet. I'm not sure if there is some UDP trick that might still trip Mark up, but will write more here if I find out about it.
Scene II: The Port Number
Sven: I am contacting other computers running Gnutella on port 6346.
Mark: OK, I am blocking all outgoing traffic to port 6346.
Sven: I have redesigned all the clients to choose a random port every time. We won't sit neatly on 6346 for you to block us anymore.
Mark: Damn you.
Most Gnutella traffic is still on the default port, 6346. It is far too easy for an ISP or IT department to meter or block traffic labeled with this port number. Shareaza and other clients should start choosing a random port number instead.
Scene III: Stateful Packet Inspection
Mark: Alright, now I have purchased a really expensive stateful packet inspection firewall. It looks at the handshake. If the first bytes a computer wants to say to another are 'GNUTELLA', it blocks them from communicating. Port numbers don't matter at all anymore. Get through that.
Sven: My new Gnutella client contacts a remote peer as though we were a Web client and Web server making a totally normal page request. All the headers are HTTP and exactly like the Web. Then, we setup communication for HTTPS, also exactly as the Web does. Once the socket is encrypted, then we start talking Gnutella.
Mark: I've setup the network so the root certificate for HTTPS isn't on your computer, but mine. This lets me look at HTTP and HTTPS traffic.
Sven: I've formatted my computer and installed Windows again to get the HTTPS certificate back on my computer.
Mark: My firewall won't even give your computer a connection unless it has the root HTTPS certificate. Also, I have a new firewall that can just plain break HTTPS, as the encryption that makes it work is well understood and not very strong.
Sven was not able to hide behind HTTPS.
Scene IV: Disguising the Handshake
Sven: The very first thing a computer says to another is GNUTELLA. This is just screaming 'block me!' I've changed it to just G.
Mark: OK, now I'm blocking just G.
Disguising the handshake doesn't work. Whatever Sven's computer sends first, the remote computer must be able to understand it. And if the remote computer can understand it, so can Mark's firewall.
Scene V: Just a Normal Web Request
Sven: Now my computer wants to make a normal Web request.
Mark: I see it. It looks like this:
<source>-HTTP Web Headers-Blank Line-Content Body</source>
Sven Computer Wiki
It looks like Sven just clicked a link in Internet Explorer to download a big file. The headers are exactly right. They don't say GNUTELLA or talk about Ultrapeers or anything like that. The content body looks like nonsense bytes, but this is just the start of the file. I can't block this.
Sven: The HTTP Web Headers are decoy headers. They are not used at all. They are just there to confuse you. I can make them anything, and change them at any time. No information in them is useful to me.
When I found out I could try connecting to this computer, I got 3 pieces of information about it:
I use the key to remove the encryption from the content body. Now everything looks like this:
<source>-HTTP Web Headers (decoy headers)-Blank Line-Content Body (is actually) -Gnutella handshake
</source>
Mark: My firewall is fancy. I can decrypt the content body and find the Gnutella handshake there too.
Sven: No, you can't. The key isn't passed anywhere in this communication, so you don't know what it is.
Mark: You have beaten me.
A fancy way to program all this would be to use a separate encryption key, and the Windows CryptoAPI. An easy way to program all this would be to just shove the GUID into the zlib stream at the start, seeding and offsetting all the data that follows.
Scene VI: Public and Private Keys
Mark: Why is this play still going on? You know I can't block you.
Sven: Yes, but I've thought of an even better way to do it. This way, I don't have to go out of band to do the key exchange. Each computer sends this to its neighbour:
<source>-HTTP Web Headers (decoy headers)-Blank Line-Content Body (is actually) -Public key
</source>
The computer initiating the connection puts together some decoy headers that make it look like it's doing a HTTP POST to a Web server to download a big .zip file. The receiving computer replies with some decoy headers that make it look like it has the binary file, and here it comes. Nothing in the decoy headers matters as far as the real Gnutella communication the compuers will later perform is concerned.
Each computer puts its public key in the start of the content body. The public keys are different, and there is nothing about them that makes them look like public keys. So, Mark can't notice them. The public keys have a predefined size, so each computer knows how many bytes to read. The encrypted stream begins immediately after the public key. To Mark, it all looks like bytes of the same big binary file.
Once a computer has received its neighbour's public key, it uses it to encrypt the Gnutella handshake, and sends that down the wire. This begins the encrypted stream. Only the matching private key can decrypt the stream, and only the receiving computer has it. So, Mark can't break the encryption.
Mark can't tell that Sven isn't just browsing the Web. Sven can negotiate the Gnutella handshake and exchange Gnutella packets without having to change them at all or worry about their detection.
Retrieved from 'http://shareaza.sourceforge.net/mediawiki/index.php?title=Developers.Idea.Unblockable&oldid=6919'
Sven Jaschan (born April 29, 1986) is a former black-hat hacker turned white-hat and a security expert/consultant and creator of the NetSky worms, and Sassercomputer worms.
History[edit]
Jaschan lived in the village of Waffensen, Germany, and attended a computer science school in nearby Rotenburg. He was a shy & quiet person.He admitted writing and releasing the two damaging worms when arrested by German police on 7 May 2004 after a three-month-long international investigation. Following his arrest, Microsoft confirmed that they had received tip-offs from more than one source, and that the $250,000 reward for identifying the author of the NetSky worm would be shared between them. A Microsoft official attended the arrest and the initial interrogation. Some sources claim that at least one tip-off came from a classmate of Jaschan's to whom he had boasted of his activities. Several of Jaschan's classmates also came under investigation following Jaschan's arrest. There was also speculation that he had written the worms to drum up business for his mother and stepfather's PC support business and was actively working on an antidote to the worm.[1] In an interview in July 2004, Jaschan claimed to have written the Netsky worms in order to remove infection with Mydoom and Bagle worms from victims' computers. He also confirmed that a classmate had given a tip to Microsoft.
Sasser Worm Damage and subsequent arrest[edit]
A report by Sophos in August 2004 claimed that Jaschan's viruses were responsible for 70% of the infections seen in the first half of that year. Following his initial arrest, Jaschan was released pending trial. Several companies and institutions have posted damage claims against him. According to the Rotenburg-Wuemme State Court, four German lawsuits were settled for under $1,000 each.
Jaschan was tried as a minor because the German courts determined that he created the virus before he was 18. The virus was released on his 18th birthday (April 29, 2004). Sven Jaschan was found guilty of computer sabotage and illegally altering data. On Friday, July 8, 2005, he received a 21-month suspended sentence. He later received three years probation and had to complete 30 hours of community service in a retirement home.[2]
Employment[edit]
Jaschan was hired by the German security company Securepoint on September 1, 2004 as a security consultant. In retaliation, the prestigious German security company Avira (formerly H+BEDV) officially halted its cooperation with Securepoint on September 23, 2004.
References[edit]
Retrieved from 'https://en.wikipedia.org/w/index.php?title=Sven_Jaschan&oldid=863626848'
Prof. Dr. Sven Behnke
Head of Computer Science Department VI
Head of Autonomous Intelligent Systems Group
Address:
Prof. Dr. Sven Behnke
University of Bonn Computer Science InstituteVI Endenicher Allee 19 A 53115 Bonn
Tel: +49 (0) 228 73-4116
Fax: +49 (0) 228 73-4425
Email: behnke _at_ cs.uni-bonn.de
Office: 0.046
Short CV
Sven Behnke received his MS degree in Computer Science (Dipl.-Inform.) in 1997 from Martin-Luther-Universität Halle-Wittenberg. In 2002, he obtained a PhD in Computer Science (Dr. rer. nat.) from Freie Universität Berlin. He spent the year 2003 as postdoctoral researcher at the International Computer Science Institute, Berkeley, CA. From 2004 to 2008, Professor Behnke headed the Humanoid Robots Group at Albert-Ludwigs-Universität Freiburg. Since April 2008, he is professor for Autonomous Intelligent Systems at the University of Bonn and director of the Institute of Computer Science VI.
His research interests include cognitive robotics, computer vision, and machine learning.
A list of his program committee memberships, meeting organizations, and invited talks can be found here.
What Happened To Sven Computer
Sven Bømwøllen is the first instalment of a series of humorous Germancomputer games released in the 2000s, all concerning the sexual behaviour of the titular character, a black sheep named Sven Bømwøllen, 'Baumwolle' is the German word for cotton.
The game[edit]Objective[edit]
The game is set in Northern Europe, presumably in a country where a North Germanic language is spoken. The player controls Sven, the only black sheep, and, at the same time, apparently the only male sheep of a flock owned by a shepherd called Lars Einnicken. It is Sven's task to mate with the white sheep, which will disappear after reaching a state of happiness resulting in points being awarded to the player. To clear a level, Sven must make all the white sheep disappear.
As in many computer games, there are various enemies whom Sven has to avoid and various extras he can pick up to gain special powers. Sven can always avoid enemies by jumping into a river, lake or puddle, which will not cost a life, but results in him reappearing elsewhere on the screen.
The humour in the game and hence its popularity stems from its funny content, the cartoon-style graphics and the funny names of the characters.
Characters beside Sven[edit]The white sheep[edit]
The female white sheep are entirely passive most of the time and await Sven's attention. Their current 'happiness' status is shown by a sun and cloud symbol above their head. If that symbol turns into a lightning symbol (due to Sven's lack of attention, or because he ate a foul-smelling mushroom), they turn red, grow horns, run around and electrocute Sven, which, in itself, merely causes a loss of points, but will also paralyze him for a short while which may allow an enemy to capture him. Before they turn red, Sven can whistle to them to cheer them up.
Also, when the clock showing the time within which Sven is supposed to finish the current level reaches zero, the sheep will turn angry, or a UFO will start abducting them.
From Sven II onwards, one of the sheep, known as Frigidia, needs Sven's attention for a particularly long time before she becomes happy and disappears. In Sven XXX and Sven 004, these Sheep unlock new poses if engaged without interruption.
In some levels, there are also mer-sheep, which will appear on the shore for a moment (in Sven I after he jumped into the river).
Lars Einnicken[edit]
Lars Einnicken (meaning Lars Nod-off), the shepherd, appears to be very old and sleepy, which is why he dozes most of the time and walks around only slowly. He objects to Sven's behaviour, but will not attack him unless Sven is presently engaging in lewd conduct with a sheep. Of all Sven's enemies, Lars is probably the least dangerous. From game 2 onwards, Lars will drink any wine bottles he finds, falling asleep immediately. Given his short range of sight and slow speed, they are the most unreliable distraction.
Wøtan[edit]
Wøtan, whose name is apparently a pun on the Nordic god Wotan, is the shepherd's dog. He walks around the flock at moderate speed, but starts to run when he sees Sven. He is the most important enemy Sven needs to avoid, as being caught will result in the loss of a life. Occasionally, Wøtan will fall asleep, which gives Sven time to take care of the sheep. From game 2 onward, Wøtan will be distracted if he finds a bone.
In the first game of the series, Sven can also mate with the dog while the latter is asleep, but only on higher levels (from level 3 upwards in the free version, later in the full version). This is particularly dangerous as the player has to estimate when the dog will wake up, unless he wishes to risk a life. However, it will also result in the player getting many points (Just watch the icon or else Sven will be turned into the female in the encounter.).
Aliens[edit]
Occasionally, an alien flying saucer will appear and try to capture sheep with a tractor beam, apparently for purposes of experiments. In game 1, Sven will temporarily gain superpowers if captured. In later games of the series, the aliens serve mainly to get rid of enemies, especially the dog.
In some of the games, there are also levels set in the flying saucer, where Sven has to avoid the aliens.
Brømse[edit]
From game 2 onward, Brømse, Lars's granddaughter, will sometimes walk around the flock and try to catch Sven. While this will not result in the loss of a life, it costs twenty seconds of the time available to finish the level, and may increase the risk of the dog catching Sven. Brømse will be distracted if she finds a teddy bear. Clever players can direct Brømse so she catches the dog instead.
In Sven 004, the player can also decide to start the game as Brømse, in which case the task is to get rid of the white sheep by cuddling them.
Short-sighted hunters[edit]
In Sven 004, there are also short-sighted hunters on some levels, who will sometimes fire their guns at random. Being hit will cost a life. If a white sheep is shot she's killed on the spot (A real pain if you're trying to score with every one of them.)
Games of the Sven series[edit]Sven Bømwøllen[edit]
Sven Bømwøllen (2002) is the first game of the series and the simplest one. The game is set on a simple meadow with some trees, bushes, puddles and a river. Pirate bay games pc download.
All levels look the same and only differ in the number of sheep, the possibility of mating with the dog (on higher levels) and the occasional presence of the flying saucer (on even higher levels).
There is also an Easter or Øster-Editiøn version of the game which replaces all mushroom pickups with Easter eggs.
Sven Zwo[edit]
In the second game (2003), there are different-looking and larger levels for the first time. The game offers many new animals such as pigs and chickens as Sven's potential love interests. In this game, Brømse appears for the first time. There are also some levels set inside a flying saucer.
Sven XXX[edit]
Sven XXX (2004) adds multiplayer and bonus levels where you play as an Alien or Lars.
Sven 004[edit]
Sven 004 (2004) offers new features, such as levels spanning multiple screens, new enemies such as the short-sighted hunters, cars that Sven needs to avoid when crossing a road, and a lawnmower he can use as transport. You can also play as Brømse, Wøtan, Lars or Aliens, each of them (except for Wøtan) having their own vehicle.
Sven Kommt[edit]
Sven Kommt (2005) is a departure from the other games in the fact that the game is more of a platformer than a normal Sven game (despite the fact that the objective is still the same: giving the white sheep plenty of happiness) and replaces the 2-D sprites with 3-D characters and scenery.
Sven Computer WikipediaSven: Gut zu Vögeln[edit]
Sven: Gut zu Vögeln is a direct sequel to Sven Kommt and also a platformer. It contains much more distinct levels and an additional objective: to free the birds that are locked in cages.
Mach’s noch einmal, Sven[edit]
Mach's noch einmal, Sven returns to the original Sven premise, but with a twist: there are specific missions to complete, e.g. mate with a given number of sheep under the influence of a slowdown mushroom or have sex with Wotan a given number of times. Failure to complete an objective will leave the player stranded on an uncompletable level.
iOS version - Sven Bømwøllen Forplay[edit]
The iOS version of Sven Bømwøllen Forplay is developed by SIS software d.o.o. Game is available in Apple App store. The game Sven Bømwøllen - Foreplay is available at Apple Store: https://itunes.apple.com/app/id456973288?mt=8
External links[edit]
Retrieved from 'https://en.wikipedia.org/w/index.php?title=Sven_Bømwøllen&oldid=890752004'
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