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IRC log for #minetest-dev, 2016-12-21

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Time Nick Message
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00:15 Fixer i will look after sleep
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07:54 paramat here are the 2 PRs that improve robustness but also fix 2 types of crash reported in #4923
07:54 ShadowBot https://github.com/minetest/minetest/issues/4923 -- map_generation_limit trigger server crash
07:54 paramat #4941 game#1468
07:54 ShadowBot https://github.com/minetest​/minetest_game/issues/1468 -- Boats: Avoid crash if boat pos over limit by paramat
07:54 ShadowBot https://github.com/minetest/minetest/issues/4941 -- Builtin/../falling.lua: Avoid crash when object pos over limit by paramat
07:55 paramat please review, these need merging for release
08:08 est31 paramat:  +1 to #4941
08:08 ShadowBot https://github.com/minetest/minetest/issues/4941 -- Builtin/../falling.lua: Avoid crash when object pos over limit by paramat
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08:36 paramat thanks
08:53 sfan5 paramat: why do a lua workaround
08:54 sfan5 add_entity can return nil anyway, but instead of requiring all mods to be fixed so they run correctly on .15
08:54 sfan5 you could just workaround this in c++
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08:57 est31 no
08:57 est31 thats bad
08:57 est31 just dropping the entity addition if its outside of the are is not good
08:57 est31 area
08:57 est31 I mean, for example if you press q, you should not be able to drop if you are on world edge
08:57 est31 your stuff shouldnt get eaten
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08:59 paramat at first i did a workaround in core #4936
08:59 ShadowBot https://github.com/minetest/minetest/issues/4936 -- Objectpos_over_limit: Use max map gen limit by paramat
09:01 paramat the full discussion is in #4923 with my thinking
09:01 ShadowBot https://github.com/minetest/minetest/issues/4923 -- map_generation_limit trigger server crash
09:01 est31 that pr makes no sense at all (4936)
09:01 est31 just add checks to lua
09:01 est31 that's the proper way to resolve it
09:01 paramat and the boat code needs to cope with an object over pos anyway, for other situations
09:02 paramat as does the falling code
09:05 sfan5 est31: about #4940: why is there an option to disable it? / the build seems to fail on most cmake versions (see travis)
09:05 ShadowBot https://github.com/minetest/minetest/issues/4940 -- Don't ship with broken languages by est31
09:06 est31 sfan5: well dunno, if you have e.g. proper fonts you might want to disable it
09:06 est31 without having to edit the source
09:06 est31 (some of the languages are blacklisted bc of fonts, right?)
09:06 sfan5 i'm pretty sure minetest always uses the builtin fonts
09:06 sfan5 yes
09:07 sfan5 tho that might be different with distro packages
09:07 est31 you can set the font in minetest.config
09:07 est31 afaik
09:07 paramat game1468 is coded so that the boat is not eaten if over limit
09:07 est31 yes
09:07 est31 that is only possible if you don't do an "engine workaround"
09:07 est31 I mean how would that look like
09:08 est31 you could either eat the item
09:08 est31 or you could start a search for placing the item somewhere else
09:08 est31 both are bad solutions imo
09:09 est31 thats why I made this commit the way it is
09:09 est31 https://github.com/minetest/minetest/commi​t/f61f817b9c170942a5b3ce3591125c2191645cd0
09:10 sfan5 hm right it needs fixing anyway
09:10 est31 yes
09:11 sfan5 a play might also attempt to drop an item in the void during fly+noclip
09:11 sfan5 player*
09:12 est31 yes
09:12 est31 it will trigger a nil as well when the entity spawns
09:24 sfan5 pushing http://sprunge.us/WPbV in 10 mins
09:26 est31 sfan5: maybe set it to false?
09:26 sfan5 no
09:26 sfan5 CHECK_SECURE_PATH_POSSIBLE_WRITE will set it to false if needed
09:27 sfan5 if you set it to false you break writing to Setting() objects with mod security disabled
09:27 est31 ok
09:28 est31 yes
09:28 est31 +1 to the change
09:28 sfan5 pushing now them
09:30 nrzkt instead of eating entities when map limit occur, just teleport it to the near valid coordinates and block movements over limit by ignoring movement orders when trying to go outside limits
09:37 est31 or just return to lua that the entity is out of borders, like i did
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09:52 tenplus1 hifolks
09:52 tenplus1 pull #4943
09:52 ShadowBot https://github.com/minetest/minetest/issues/4943 -- Security check crashing game
09:54 sfan5 for fucks sake
09:54 tenplus1 sorry dude
09:55 sfan5 no not you
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10:06 paramat well we always have the option of turning mod security off for release
10:06 tenplus1 that's the thing, I HAVE mod security disabled in .conf
10:06 tenplus1 still crashed
10:06 paramat lol
10:08 paramat 'minetest chaos development'
10:09 tenplus1 indeed...
10:09 tenplus1 back laters
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10:33 paramat so how about we revert those 2 mod security commits and turn security off?
10:34 paramat the ninj may not be around for a long time
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10:36 paramat the plan was, if we didn't get this working for release we would turn it off for release
10:38 paramat ShadowNinja you about?
10:38 est31 paramat: I dont think this is a good approach
10:38 est31 lets give ShadowNinja 24 hours to fix the issue
10:39 est31 and after that we can turn security off
10:39 est31 maybe revert his changes too, dont think this will be very useful though
10:39 est31 once mod security is turned off
10:42 paramat indeed i'm not sure what's best, but reverting means returning to what we know worked (with security off), whereas fixing may take a long time and may create further bugs
10:45 paramat i don't care about stuff being broken with security on, but when it becomes broken with it off that's really serious
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11:24 paramat anyway, revert or not, one thing is certain, mod security should be turned off for this release, as the issues are far from settled
11:28 est31 why not give ShadowNinja 24 hours
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11:31 paramat it's too risky to turn it on for release, with bugs still arising and complex work still being done. i'm not insisting on a revert, just the setting :]
11:35 paramat back in an hour to merge my PRs
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12:34 Wuzzy Has someone written a news post on the important detached inventory bugfix lately? I think modders need to be aware
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12:50 sfan5 est31: the release is in less than 24 hours
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13:01 est31 sfan5: well, lets disable it now then
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13:05 paramat i'll merge #4941 in a moment and game#1468 afterwards (simple and trivial but reviews welcome)
13:05 ShadowBot https://github.com/minetest​/minetest_game/issues/1468 -- Boats: Avoid crash if boat pos over limit by paramat
13:05 ShadowBot https://github.com/minetest/minetest/issues/4941 -- Builtin/../falling.lua: Avoid crash when object pos over limit by paramat
13:06 sfan5 pushing revert for 59f84ca and disabling commit as soon as i've verified that it works
13:06 sfan5 pushed
13:07 est31 sfan5: dont revert
13:08 sfan5 it was broken whether you had mod_security enabled or not
13:08 sfan5 it's needed
13:08 est31 oh
13:08 est31 well
13:08 est31 then its an issue i guess
13:08 est31 but your other commit is wrong
13:08 est31 https://github.com/minetest/minetest/commi​t/5053cd9b3ff40803ccf69e131a96356a50993c9d
13:09 est31 it needs change in minetest.config.example and settingstypes.txt too
13:09 sfan5 ah right
13:09 Fixer Wuzzy: i wrote it in my 0.4.14dev topic
13:09 paramat thanks
13:10 est31 sfan5: didnt your patch fix the issue?
13:10 sfan5 !! force pushing fix for my latest commit !!
13:10 sfan5 which patch?
13:10 est31 sfan5: it makes no sense to rever thee commit
13:10 est31 revert
13:10 est31 https://github.com/minetest/minetest/commi​t/cc7c31a5bc44ab0010997e86c0a8c9f5f832b398
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13:11 est31 it should have fixed the issue tenplus1 experienced, at least when mod security is off
13:11 est31 without a revert of the commit needed
13:11 sfan5 hm
13:11 sfan5 lemme test that
13:12 * est31 force pushes a removal of the last two commits by sfan5, they are not finalized yet
13:12 sfan5 no
13:12 sfan5 wait
13:12 paramat lol
13:12 est31 right now the ten minute rule still applies
13:12 sfan5 well seems to work
13:12 sfan5 i'll remove the revert
13:12 sfan5 sorry for not checking
13:12 est31 ok
13:13 paramat whatever happens, mod security still needs to be disabled
13:13 est31 yes
13:13 sfan5 pushed, it is
13:13 * est31 looks
13:13 est31 fine, thanks
13:14 est31 https://github.com/minetest/minetest/pull/4940
13:14 est31 fixed travis now
13:15 sfan5 looks fine +1
13:15 Wuzzy Fixer: this thread? https://forum.minetest.net/v​iewtopic.php?f=5&t=15230 right. i often forget this thread
13:15 est31 Pushing it then
13:15 Wuzzy because it is neither sticky nor in News
13:16 Fixer yes
13:16 Wuzzy hmm
13:16 Wuzzy i doubt many modders will actually see this in the 1000 lines of changes
13:16 sfan5 paramat: you can go merge #4941 now :)
13:16 ShadowBot https://github.com/minetest/minetest/issues/4941 -- Builtin/../falling.lua: Avoid crash when object pos over limit by paramat
13:16 Wuzzy i think this single change justifies an entire new News post
13:16 paramat heh ok
13:17 est31 sfan5: maybe close this again?
13:17 est31 #4692
13:17 ShadowBot https://github.com/minetest/minetest/issues/4692 -- Mod security: Accessing mod paths in callbacks is broken
13:17 sfan5 no
13:17 sfan5 oh wait
13:17 sfan5 yes
13:17 Wuzzy paramat (if you're not busy): Can you please write a News post about the bugfix about detached inventories? Modders need to know.
13:17 Wuzzy I would greatly appreciate that
13:18 paramat maybe later, within a day i can
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13:22 est31 this evening I'll sync translations
13:23 est31 and then we should be ready, more or less
13:23 est31 except for the remaining stuff in https://github.com/minetest/minetest/milestone/7
13:23 nrzkt it's also possible to wait for a more stable moment than doing things fast and not well
13:23 est31 nrzkt: you want to wait a bit with the release?
13:25 nrzkt i mean, since this morning many devs are talking about this, searching a good compomise/solution. Maybe it could be better to defer a little bit the release to find this instead of doing many commits trying to solve the situation 1 day before release, just to permit more users to test the branch before release
13:26 paramat well mod security seems sorted now
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13:26 paramat hopefully :]
13:27 est31 yeah
13:27 est31 and giving it more time might only lead in people trying to fix mod security and re-enabling it
13:28 nrzkt we just need more feedbacks on the branch since the recent revert to ensure minetest stability is acceptable, just to prevent a release + hot update
13:28 sfan5 there is no revert
13:31 est31 I hope the stability is acceptable
13:31 est31 nrzkt: how long would you propose to wait?
13:31 est31 I dont want to do release on christmas, earliest daywould be dec 27 for release
13:31 est31 day would*
13:31 paramat now merging 4941
13:32 est31 PTAL: https://github.com/est31/minetest/commit/​a6fe1ec6b6f7232b4d6eed79869ce1c78b102b57
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13:33 sfan5 looks fine
13:33 sfan5 counts as trivial anyway
13:33 est31 I'll test whether it builds & then push it
13:33 paramat merged
13:35 est31 mhh
13:35 est31 seems android build is broken
13:35 est31 but its due to the translation commit
13:35 est31 well I guess I'll push this commit and after that I'll go do uni stuff and then in the evening I'll look at fixing the bug
13:35 paramat will merge game#1468 in a moment
13:35 ShadowBot https://github.com/minetest​/minetest_game/issues/1468 -- Boats: Avoid crash if boat pos over limit by paramat
13:37 est31 https://github.com/minetest/minetest/issues/4945
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13:43 paramat now merging to game
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13:45 paramat merged
13:46 paramat all game milestones cleared
13:47 sfan5 do we have a party now :D
13:51 paramat depending on the android blocker, i think it's still possible to release no later than tomorrow, let's see how it goes
13:53 sfan5 today could work too
13:54 paramat yeah possibly. there may be a workaround for 4528 coming
13:55 est31 I'll look at it this evening
13:55 est31 nrzkt: can you try the freebsd build of current master?
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14:04 paramat note i'll be disappearing to sleep in 1-2 hrs then back around 2am GMT
14:06 Wuzzy paramat: Any idea on how i hould test the thing you wrote about in news?
14:07 paramat mod security stuff?
14:07 Wuzzy btw just wanted to let you know: mg (the mod) works fine in -dev
14:07 Wuzzy yes
14:08 paramat not much idea, as i don't understand the issues much, that post is more for those who have experienced problems so know how to test
14:08 Wuzzy strange. what issues about mod security are remaining? i wonder why it will be disabled
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14:11 est31 Wuzzy:  https://github.com/minetest/minetest/issues/4943
14:11 est31 plus general distrust
14:11 Wuzzy ok that issue alone justifies it. thx
14:14 est31 well even if SN pushed in an emergency fix for it (which i wouldnt like), it still shouldnt be re-enabled
14:14 est31 bc of the general distrust thing
14:14 est31 its not proven long enough to be working
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14:21 est31 mhh
14:21 est31 I really think we should wait one day for the dust to settle
14:21 est31 so making final adjustments today and tomorrow, and doing release on dec 23
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14:28 paramat well, see how it goes, we may not need to wait until 23rd, 22nd may be fine
14:30 est31 I'd like to have a confirmation by tenplus1 that the bug is really fixed now
14:30 est31 and that everything else works smoothly
14:30 sofar_ hi folks
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14:30 est31 hi Sockbat
14:30 est31 sofar
14:30 sofar just checking in for a second
14:30 est31 sorry sofar:)
14:31 sofar lol
14:31 est31 Sockbat
14:31 est31 whatever
14:31 paramat yeah if i can i'll try to get a test from tenplus1
14:32 est31 he only gets builds from the ppa :)
14:32 est31 which builds daily
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15:04 ShadowNinja Re: security:  I'm not sure how that bug is happening, the logic seems correct...  I'll have to look closer.
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15:14 sfan5 Wuzzy: yes, the issue that was causing mg to break was fixed
15:14 Wuzzy Yeeeeessssss
15:14 Wuzzy thank you
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15:15 sfan5 Wuzzy: it was #4692
15:15 ShadowBot https://github.com/minetest/minetest/issues/4692 -- Mod security: Accessing mod paths in callbacks is broken
15:15 Wuzzy i know
15:15 sfan5 which was fixed yesterdy
15:15 sfan5 +a
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15:43 Thomas-S @paramat: Should this really look like this: http://imgur.com/a/HJ9Gp
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16:02 Fixer Thomas-S: old map?
16:04 Thomas-S Should actually be quite new, as silver sand was introduced recently.
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16:43 paramat Thomas-S yes that's intentional, see https://forum.minetest.net/vi​ewtopic.php?f=18&t=15939
16:44 Thomas-S Also the hard break is intentional?
16:44 sfan5 if you have an existing map that's not avoidable
16:45 Thomas-S ok. Thanks. Then I will make a smooth transition by hand ;)
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16:47 paramat "The 'biome points' (heat point, humidity point) of the biomes are being changed, so on changeover you will get straight biome borders between existing world and newly-generated world. This is unfortunate and unavoidable and we apologise, however the biome system is not stable so there never was a guarantee of it remaining unchanged."
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17:42 tenplus1 hi folks
17:42 tenplus1 est31: ya there dude ?
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17:47 rdococ I once implemented a stone-only mountain biome (along with variations such as snowy peaks, a forest of pine trees you'd usually see below colder mountains, and a desert mountain with desert stone) it required modifying every other biome to be confined to below the mountain
17:48 rdococ now, there were areas where e.g. an existing biome and the mountain vegetation area could coexist
17:48 rdococ because I didn't want the world to be divided into flat planes of stone...
17:51 garywhite hi ten
17:51 tenplus1 hi gary
17:51 garywhite Oops, thought this was #minetest
17:51 garywhite I'm not supposed to do that sort of stuff on -dev
17:52 tenplus1 eeheh
17:53 * tenplus1 is waiting for next daily build on launchpad to test
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18:00 tenplus1 hi krock
18:01 Krock hi tenplus1. Now you got me.. why are you not in -project?
18:02 tenplus1 trying to catch est31... someone mentioned he was waiting for me to test new changes before release...
18:02 tenplus1 sadly I cannot until new build is uploaded to https://code.launchpad.net/~minetestdevs​/+archive/ubuntu/daily-builds/+packages
18:09 sfan5 tenplus1: it's not needed
18:09 sfan5 i'm not sure why est wants you to verify something when a coredev also can
18:09 tenplus1 *phew*... glad to hear dude :P
18:09 sfan5 s/a coredev/anyone/
18:09 tenplus1 I jsut got a message and panicked
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18:09 tenplus1 I only test daily builds uploaded anyhoo
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19:26 est31 still, would have been nice if ten said that there is no general regression of the change
19:26 est31 i mean, xanadu has lots of mods, and maybe one of them broke
19:27 est31 even though mod security is disabled
19:27 Wuzzy hey
19:27 Wuzzy i just noticed lots of old mods may break with the new 3d torches
19:28 Wuzzy esp mapgen mods whicch place torches
19:28 Wuzzy of course those will place default:torch everywhere
19:28 Wuzzy which leads to funny-looking torches pointing perfectly leftwards/rightwards if mapgen places them at walls
19:29 Wuzzy are dev aware of this?
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19:36 est31 meh
19:36 est31 i guess this level of breakage is okay
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20:35 Fixer torches are converted to new ones
20:35 Fixer is not it?
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21:44 ShadowNinja The latest mod security bug wasn't actually a mod security bug, it was a mod-security-disabled bug.  :-P
21:46 ShadowNinja And it's already fixed.
21:46 ShadowNinja So... Re-enable?  :-)
21:46 est31 no
21:47 est31 mod security is too unstable right now
21:48 est31 nobody gets hurt when we turn it off, and back on after the release
21:48 ShadowNinja As far as I know there are no issues left.  It's pretty compatible, and as a said, disabling mod security actually broke it.
21:48 est31 but people may get hurt when we turn it on before the release, and the danger is not hypothetic, its real as the issue has shown
21:49 sfan5 ^
21:50 sfan5 "we currently don't know of any issues" isn't enough
21:50 ShadowNinja *sigh*
21:53 ShadowNinja https://github.com/minetest/minetes​t/pull/4614#issuecomment-268650419
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22:01 nrzkt celeron55, => http://store.payloadz.com/details/2513166-​software-games-minehacker-source-code.html do something please you are project owner
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22:03 celeron55 holy shit :D
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22:04 MoNTE48 ))
22:05 celeron55 i don't think that site cares at all
22:06 sfan5 does anybody even care
22:09 sfan5 "I :+1: this change to be merged after the release, but please don't merge this PR before it. @sfan5 has the same views on this (I think)."
22:09 sfan5 i do
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22:10 red-001 well I guess you could try and get them for trademarks or something
22:11 red-001 but they don't seem to have broken lgpl
22:12 red-001 as unethical  as it may be it's legal
22:16 sfan5 i don't think anyone owns a trademark on mt
22:17 rdococ_ correction: i don't think anyone owns a trademark on mt™
22:17 celeron55 the trademark isn't registered but according to law in many countries it's still mine
22:18 celeron55 however minehacker doesn't use the trademark
22:19 celeron55 it only says Minetest for informational purposes
22:19 celeron55 hacking games is probably kind of illegal but not enough to make anyone actually care
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22:36 red-001 huh I guess it could count as misuse of the server
22:37 red-001 with malicious intent
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23:38 zorman2000 About this client. Is the person behind it providing the source code?
23:38 zorman2000 I don't see any links on the webpage for the source code
23:39 zorman2000 So the source code is for sale?
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