100 Mbit/s (IEEE 802.3u) is commonly called "Fast Ethernet" (Compared to the prev 10 Mbit/s which is just "Ethernet", or the later 1000 Mbit/s "Gigabit Ethernet" (IEEE 802.3ab)
I would go with lua for the players.
You can easily sandbox it, by not compiling in the dangerous functions.
Using debug.sethook you can limit execution by count (https://www.lua.org/pil/23.2.html).
And finally you can bring your own alloc for lua.
There are also decades of articles on how lua works with C and C++, and you can find examples for Rust and others too.
Im currently developing a larger scale 3D printer.
My goal is to convert parts of my old Ender-V3 into a new CoreXY frame that can print up to 512x512x256mm (for comparison the P1 series from Bambulabs has 256x256x256mm), while keeping the costs under 500 Euro.
A full BOM and Tutorial will be released FOSS if i manage to finish it.
I have Tidal HiFi-Plus (19.99 Euro/month [up to 24-bit, 192 kHz]), but i can't really say that i would recommend it.
There is also HiFi (10.99/month [up to 16-bit, 44.1 kHz]).
My biggest problems with Tidal (except for the price) are:
- Music suddenly becomes unavailable (greyed out), only to be become available under the same name later again (but you need to manually re-add it to playlists).
- Sometimes it just stops the playback and if i resume it always jumps to one specific song.
I cannot say anything about the mobile player, as i only use it on PC.
Alternativly: Just buy the music you like as FLAC.
From the German BSI-TR-02102-1 ([0],[1]) guidelines
"Combination of Classical and PQC Security: The secure implementation of PQC mechanisms, especially with regard to side-channel security, avoidance of implementation errors and secure
implementation in hardware, and also their classical cryptanalysis are significantly less well
studied than for RSA- and ECC-based cryptographic mechanisms. In addition, there are currently no standardised versions of these mechanisms. Their use in productive systems is currently only recommended together with a classic ECC- or RSA-based key exchange or key
transport. In this case, one speaks of a so-called hybrid mechanism. Parallel to a PQC key
transport, an ECC-based key exchange using Brainpool or NIST curves with at least 256 bits
key length should be performed. The two shared secrets generated in this way should be combined with the mechanism given in Section B.1.1 of this Technical Guideline. Here, the standard [96] in its current version explicitly provides the possibility to combine several partial
secrets. A hybrid approach, as proposed here, is further described for example in [5] as the
most feasible alternative for a use of PQC mechanisms in the near future.
Provided that the restrictions of the stateful mechanisms XMSS and LMS recommended in
this TechnicalGuideline are carefully considered, these hash-based signatures can in principle
also be used alone (i.e., not hybrid), see Chapter 6"
If you don't encrypt your network traffic, you can quite easily decrypt it on another PC (as you can just set promiscuous mode on your 2nd PC NIC), giving you undetectable read-only hacks like "radar", where you basically have a map of the game with the enemy positions, health, gun, ...
If you encrypt it, this is no longer possible.
If a cheater wants to decrypt it, he has to get access to the decryption key, which usually is send over an TLS encrypted connection (with certificate pinning in place) [Or in some cases self made encryption :/].
Therefore he has to either reverse the game to get the certificate or has to attempt to read it while the game is running.
In the first case the game developers (and the Anti-Cheat providers) will try there best by obfuscating the specific regions.
And the 2nd case is basically what AC is all about, and therefore difficult for modern Anti-Cheats.