Time Nick Message 12:39 BurningPrincess Would there be any way to generate Ethreal bomies in sky ilslands? 12:40 BurningPrincess *Would there be any way to generate Ethreal bomies in sky ilslands with normal biomes on the grond? 18:04 Andrey01 Is 'on_activate' called only one time for each mob when the object has been instantiated or ever again? 20:58 fluxflux hello folks, got a weird problem. i've got a player, that whenever they go near their in-game house, gets teleported outside map boundaries, which crashes their client. this is irrespective of how they go home: /home, travelnets, or just walking. nothing similar happens to other players, even in the same area. nothing interesting shows up in the logs. we've got a lot of mods, but this isn't expected behavior from any of them. anyone ever seen 20:58 fluxflux anything like this? 21:01 fluxflux the player has a 5.0.1 client, the server is 5.1 21:09 Krock mod error probably 21:09 Krock some weird position division 21:13 fluxflux know any mods that teleport a player if they're near something? i'm trying to track down every usage of "set_pos" but so far, nothing seems relevant 21:34 Wuzzy how do you track down every usage of set_pos? 21:34 Wuzzy did you also search for setpos? 21:35 Wuzzy I believe that function name is still valid (just deprecated) 21:36 Wuzzy I agree with Krock btw. I also suspect a mod error since you said "we've got a lot of mods" 21:37 Wuzzy fluxflux: have you figured out where exactly the player is teleported to? how do u know the player goes out of map bounds? did you see it? 21:38 Wuzzy maybe the specific coordinates help with debugging ? 21:38 fluxflux Wuzzy: grep (well, ag) 21:38 fluxflux yup, i predict mod error too. and we've got a lot of custom mods. just thought i'd ask in case anyone had seen anything like this before, maybe save myself some trouble 21:39 fluxflux it's teleporting them to 34570,-60,-5250 21:39 Wuzzy well you got my attention. i really want to know why your player "randomly" teleports now ? 21:39 fluxflux it's not so much randomly, it's anytime they get near their main house/base 21:39 Wuzzy is it always this spot? 21:39 fluxflux and it's always to that position 21:39 Wuzzy wow 21:40 Wuzzy list of mods plz 21:40 fluxflux https://github.com/BlockySurvival/bls_mods 21:40 SwissalpS what happens to other players going there? 21:40 fluxflux SwissalpS: nothing 21:40 Wuzzy ooff 21:40 Wuzzy thats a lot 21:40 fluxflux neither to admins nor to regular players 21:41 Wuzzy what else have you done to track down this problem 21:41 fluxflux basically, looking in the logs and grepping for set_?pos 21:42 fluxflux and trying to trigger the problem w/ other players 21:42 Wuzzy hmmmmm could it maybe be a rogue CSM? but it would surprise me if those let you teleport 21:42 Wuzzy seems unlikely tbh 21:42 fluxflux possible. we've got basic csms enabled, but they shouldn't be able to set the players position 21:43 Wuzzy "we"` 21:43 Wuzzy ? 21:43 fluxflux well, it's not my server, i'm just an admin there 21:43 fluxflux i can update mods and game configuration, but i don't control the process or game code itself 21:45 Wuzzy ask the player to disable all csms maybe? but seems unlikely. i believe CSMs are restricted 21:45 fluxflux they really should be. i'll ask if the player is even using any (it's a player i trust, so i expect an honest answer) 21:45 Wuzzy i am pretty n00b about CSMs, and ignorant. you should take me serious tbh XD XD ? 21:45 Wuzzy should not* 21:46 fluxflux no worries. i've written some CSMs myself, i'm more or less familiar w/ what they can do 21:46 Wuzzy well maybe its related to some rogue protection mod? 21:46 Wuzzy that teleports you when you do something "illegal" 21:47 Wuzzy but why would it attack that ONE player specifically. THAT is weird 21:47 Wuzzy is there anything special about the player? 21:47 fluxflux possibly. we've got at least 1 mod that can teleport players if they go into restricted areas, but that always logs when it teleports. 21:47 fluxflux and this player is nowhere near the restricted area 21:48 fluxflux nothing special about the player 21:48 ronsor oh teleporting 21:48 ronsor that can be done by patching the client 21:48 fluxflux ronsor: yup, but i don't think that's what's happening here 21:49 Wuzzy ronsor: you suspect a hacked client? 21:49 Wuzzy or a client that is used to troll people by teleporting you to EXACTLY 34570,-60,-5250? ? 21:49 fluxflux i don't. i trust the player, and they said they're running 5.0.1 that they got from brew 21:49 fluxflux (the mac package building tool) 21:49 Wuzzy yeah my money's still on a rogue mod 21:50 Wuzzy and the reason why it targets one player specifically might be due to some internal state (just a guess) 21:50 fluxflux same here. we've got a nether mod, that'll teleport players if they're inside a portal, but this player is far from a portal, and it's not teleporting them anywhere near the nether 21:50 Wuzzy maybe looking into player data files could give some insight 21:51 fluxflux possibly. let me see what i can find in there. 21:51 Wuzzy mods might save extra files in the world directory too 21:51 fluxflux i've looked through all the mod serialized data but found nothing interesting 21:51 Wuzzy and there's also mod storage but i dont understand how i could read this data outside of minetest 21:53 Wuzzy ask the player to join under a different name, then go to the magic position and see what happens 21:53 fluxflux mod_storage is easy to read, it's just "serialized" lua. you just execute it. 21:53 Wuzzy (the player should go, obv) 21:53 Wuzzy ah 21:54 fluxflux nothing interesting in player metadata 21:54 Wuzzy you found it? 21:54 fluxflux player metadata? 21:54 Wuzzy yes 21:55 Wuzzy oh man 21:55 Wuzzy strange 21:55 fluxflux it's in players.sqlite 21:56 Wuzzy hmmm what might be special about that coordinates you told me 21:56 fluxflux no idea. it's outside the map. 21:56 Wuzzy maybe chunk border? too lazy to calculate right now 21:57 Wuzzy hmm but that doesnt explain anything 21:57 fluxflux hm. found something interesting. their base contains the node that is 1/10th of all three x,y,z values 21:57 fluxflux which is a travelnet. 21:58 fluxflux i'll start w/ that 21:58 Wuzzy huh 21:58 Wuzzy wow. could travelnet autoteleport you? 21:59 fluxflux i feel very strongly this is likely 21:59 fluxflux i know that they have a timer that will teleport you to a destination travelnet a fraction of a second after it tries to teleport you the first time 21:59 Calinou or a client that is used to troll people by teleporting you to EXACTLY 34570,-60,-5250? ? 22:00 fluxflux i feel like that's messed up somehow 22:00 Calinou that reminds me how Notch in Minecraft always drops an apple when dying 22:00 Calinou he's the only player with infinite food ability :P 22:00 fluxflux and we did just have a crash due to travelnets yesterday (error parsing some formspec data) 22:00 Wuzzy now we're getting somewhere 22:01 Wuzzy maybe the travelnode goes bonkers as soon its loaded 22:01 Wuzzy i.e. the chunk 22:01 Wuzzy on_timer or something like that 22:01 Wuzzy fluxflux: btw note that set_pos itself does not write anythin into console 22:02 fluxflux fluxflux: i know, wish i could make it though w/out recompiling the engine 22:02 Wuzzy you dont have to 22:03 Wuzzy you could write a minetest.log after every set_pos. at least in travelnet mod only 22:03 Wuzzy but serly. set_pos REALLY ought to be logged by default, i absolutely agree 22:03 Wuzzy missing feature ? 22:03 Wuzzy either that or its on a different debug log level 22:04 Wuzzy fluxflux: okay I think it seems very likely that its related to travelnet 22:04 Wuzzy and esp. the crash 22:04 Wuzzy so maybe what happened is that minetest saved bad data right before the crash 22:05 fluxflux oh, travelnet is using move_to, not set_pos. interesting. 22:05 Wuzzy aaaaaaaahrhrhhrghhgghghghgg nooooooo 22:05 Wuzzy how could i forget about move_to? ? 22:05 Wuzzy fluxflux: here's what i suggest: destroy the rogue travelnet box and ask the player to rebuild it 22:06 Wuzzy but better write down coordinates before 22:07 fluxflux sounds reasonable. 22:08 Wuzzy hmmm wait 22:08 Wuzzy can you look at the travelnet's metadata? 22:08 Wuzzy so that it can be used as a bugreport to travelnet 22:09 Wuzzy hmmm but it might be shut down as WONTFIX because it happened after a crash ? 22:09 fluxflux problem w/ bug reports to travelnet, is that sokomine is really busy 22:10 fluxflux travelnet's persistent metadata looks sane. i'm wondering if something's in the node metadata though 22:10 Wuzzy thats what i meant 22:10 Wuzzy (besides, note meta is also persistent) 22:12 Sokomine Fusl: are you using basic machines? that mod has player movers and is highly configurable 22:15 Sokomine but travelnets are passive. they don't just teleport people around without interaction 22:15 fluxflux yeah, peresistent wasn't the word i wanted to use. nothing interesting in the separate metadata file that travelnet maintains. also nothing interesting in the node metadata for that travelnet 22:15 fluxflux Sokomine: isn't there some mechanism to trigger a teleportation if the mod detects that the player isn't at the expected destination? 22:16 fluxflux people have told me that, but honestly i'm not seeing it in the code. 22:17 Sokomine the seperate metadata file that travelnet maintains contains the positions of the travelnet stations. the mod needs to know where it can teleport players to 22:17 Sokomine not really...there's some adjustment of look direction, but that's about it 22:18 fluxflux hm. i know there's behavior, where if i'm on a laggy server and use a travelnet and run away from it immediately, i get tp-ed back to it a second time 22:18 Sokomine also, a right-click on the node in front of the travelnet happens in some cases in order to open potential doors 22:18 fluxflux er, run away from the destination net 22:18 Sokomine fluxflux: that's just server lag 22:18 fluxflux but why's the teleport & sound triggered twice? 22:18 Sokomine or rather, inconsistency between your client and server 22:19 fluxflux i don't see that w/ any other mod that does teleporting 22:19 Wuzzy fluxflux: because of line 863 in travelnet init.lua? 22:20 Wuzzy the check for "ignore" condition becomes true 22:20 Wuzzy fluxflux: have you figured out why the crash heppened btw? 22:21 Wuzzy if you do a get_node on the position, the travelnet would return an ignore. and the travelnet just returns the player back and forth. the code is a bit silly 22:22 Wuzzy fluxflux: what puzzles me the most is why this code is called in the first place. apparently you can only trigger a teleport by clicking on some button. this is the only way to teleport in travelnet 22:22 Wuzzy so why tf does travelnet auto-teleport the player anyway oO 22:22 Sokomine the player only gets sent back if there is *another* node there and not ignore 22:23 Sokomine it doesn't autoteleport 22:23 * Sokomine nods to wuzzy 22:23 Wuzzy did you not read what fluxflux said? 22:23 Wuzzy hello folks, got a weird problem. i've got a player, that whenever they go near their in-game house, gets teleported outside map boundaries, which crashes their client. this is irrespective of how they go home: /home, travelnets, or just walking. nothing similar happens to other players, even in the same area. nothing interesting shows up in the logs. we've got a lot of mods, but this isn't expected behavior from any of them. 22:23 Wuzzy anyone ever seen 22:24 Sokomine if it's related to any travelnet usage at all - did you check nodes in front of the travelnets? if they do something fancy on right-click that may lead to effects 22:24 Wuzzy thats a good argument 22:24 Sokomine yes. i asked if basic_machines is installed. that mod could be used in such a way afaik. perhaps others as well. some mods have player detectors and teleports 22:25 Wuzzy fluxflux so as a quick fix i would first just remove the suspect travelnet and just look at where it was placed if there is anything special going on there 22:25 fluxflux (sorry was AFK, back now) 22:26 fluxflux Sokomine: the crash was resolved by luk3yx in this commit: https://github.com/BlockySurvival/travelnet/commit/45acadea670c01413085017d6d9729548cb84fb4 22:26 fluxflux not sure what triggered it originally 22:26 Wuzzy probably empty string 22:27 Wuzzy or just badly formatted text field 22:27 fluxflux it's possible that the trigger the player is getting to teleport outside the map isn't coming from the travelnet mod code; i only know this travelnet is definitely implicated somehow 22:27 fluxflux we don't have basic_machines 22:28 Wuzzy is there anything special near the travelnet node? 22:28 fluxflux nothing too weird 22:28 fluxflux some doors, a factory a bit farther away 22:28 Wuzzy just anything non-trivial 22:29 Wuzzy Sokomine's on_rightclick guess seems very interesting 22:29 fluxflux there's a nether portal nearby. wonder what'd happen if someone went straight from the travelnet through the portal 22:29 Wuzzy wait what? there is also a locked_travelnet mod!!! 22:30 fluxflux yup, though it doesn't work well 22:30 fluxflux currently there's an easy bypass to the locks 22:30 Sokomine factory? which mod? 22:30 fluxflux terumet, tubelib 22:30 fluxflux (are the factory mods) 22:30 Wuzzy quote locked_travelnet: "A travelnet for PvP-server. Please don't use on servers dedicated to building!" 22:30 fluxflux neither one of those has any facility for teleporting players 22:31 Sokomine Wuzzy: yes. because i believe that players ought to be encouraged to do sightseeing. therefore, locking players away from building sites is not to be desired 22:31 Wuzzy fluxflux: i am fairly certain the teleporting itself is done inside the travelnet code. thats because you said the teleportation happens twice (back and forth) 22:31 fluxflux yeah, i mostly installed this cuz players want to lock access to their private mines 22:32 Sokomine ah, ok. mines are seldom worth looking at 22:32 Wuzzy hmmmm well this just looks VERY suspicious 22:32 fluxflux Sokomine: why are you using move_to instead of set_pos? 22:32 Wuzzy i wonder if you are even allowed to install both travelnet and locked_travelnet alongside 22:32 Sokomine why not? locked_travelnet even depends on travelnet 22:33 fluxflux yeah. the affected travelnet isn't a locked travelnet, btw 22:33 fluxflux so i don't think that mod is relevant 22:33 Wuzzy could be a dependency issue 22:33 Sokomine using it for a mine where you just gather ressources is certainly legal :) but locking away the nice build you've just created isn't :) 22:33 Wuzzy well locked_travelnet does call travelnet api functions so it could be relevant 22:34 fluxflux Sokomine: yeah, i don't think our players use it for the latter purpose 22:34 Sokomine fluxflux: i think i experimented with it a bit and liked move_to more back then. there was also some way to show the player moving around, but that wasn't so useful in the end 22:34 Sokomine btw, which server? maybe taking a look at things might help 22:34 fluxflux the current API docs say that for players, move_to should be equivalent to set_pos 22:35 fluxflux Sokomine: Blocky Survival 22:35 Wuzzy whats the itemstring of the offending travelnet btw? 22:39 Sokomine joining...not sure if i've been there before 22:39 fluxflux Sokomine: i'm flux and rheo on that server 22:40 fluxflux Wuzzy: itemstring is "travelnet:travelnet" 22:40 Wuzzy ok 22:40 Sokomine 87%...will soon be joining i guess :-) 22:40 fluxflux yeah, server's got a pretty heavy pack of mods 22:40 Wuzzy there must be something that triggers the travelnet teleport 23:02 fluxflux sorry i crashed my client, one sec 23:03 Sokomine sure? i don't seem to get a reply from the server either 23:03 fluxflux i'm wondering if it's something internal to move_to; apparently the docs lie and it isn't the same as set_pos, it's doing some sort of interpolation 23:03 fluxflux maybe it's giving them momentum and shooting them out of the map 23:04 Sokomine never experienced something like that 23:04 fluxflux seems like my stupid script to find player detectors crashed 23:04 fluxflux yay 23:04 Sokomine ah 23:04 Sokomine maybe look in the craftguide how they look like and search manually with noclip 23:05 fluxflux Sokomine: i already did that 23:05 fluxflux i didn't see any mesecons stuff at all at that place 23:06 Sokomine at least that's what i suspect...sadly don't know enough about moremesecons 23:06 Wuzzy what about the teleporter? 23:06 Wuzzy there was one there. the blue block 23:06 Wuzzy moremeseconds:teleporter 23:06 fluxflux Wuzzy: possiby involved. i don't really know how those work. 23:06 Wuzzy btw to find a node just do minetest.get_node_in_area 23:07 fluxflux Wuzzy: i was using find_nodes_in_area, and i specified too large an area 23:08 Wuzzy ? 23:08 fluxflux trying to get the other admins to reboot the server process. unfortunately i can't. 23:09 Sokomine ups? that's bad. no restart mechanism? 23:10 fluxflux there's a restart mechanism, but the process didn't die, it's hung 23:10 Sokomine hm. those blueish teleporters don't seem to teleport very far...only max 50 nodes? 23:10 fluxflux yeah, that's what their code says 23:13 Wuzzy fluxflux: okay heres what i suggest: write a mintest.log after EVERY set_pos/move_to/etc. and output the mod name. that way you should be able to track down which mod did the actual teleport 23:13 fluxflux Wuzzy: yeah, i'm getting to that point 23:13 Wuzzy great 23:13 Wuzzy and once you spotted the rogue mod it should be straight forward 23:14 fluxflux i have half a hope, that rebooting the server will just cause the issue to go away 23:14 fluxflux i just don't like to reboot the server much 23:14 Sokomine hmm. that would be extremly odd 23:14 Wuzzy indeed 23:14 Wuzzy if the bug would go away by rebooting, then something must have gone VERY wrong in minetest... 23:14 fluxflux well, that wouldn't be the first time 23:15 Sokomine hmm. very bothering if that happens frequently... 23:16 Sokomine hope that player logs in again once the server's restarted so that it becomes possible to evaluate how large the area is where the player gets teleported away 23:16 Wuzzy i am talking about this problem specifically 23:17 Wuzzy good point. if its a "magic" number like 16 or 80 ? 23:17 Wuzzy but more importantly would be to trigger that log msgs 23:18 fluxflux i'll get started on adding log messages to all the mods. seems the admins that're able to reboot the process are busy or AFK. might be a little while. 23:19 fluxflux thanks for your guys' help 23:19 Wuzzy so the server is still not really down, just hanging? 23:19 fluxflux yeah 23:19 Wuzzy can you kill the process? 23:19 fluxflux i cannot. 23:20 Wuzzy how large was the area you wanted to scan? 31000³? ? 23:20 fluxflux i think 40x40x40 23:20 Sokomine not that big... 23:20 Wuzzy hmm that doesnt sound too bad actually 23:20 fluxflux but it was printing out debug info at each step 23:20 Wuzzy so its still printing i suppose? 23:20 Sokomine wouldn't be good to do such a scan every second or so. but once in a while it really ought to be no problem 23:21 fluxflux i'd have thought not, but ... i'm pretty sure that's why it hung 23:21 Wuzzy wait so you scan 40×40×40 nodes EVERY globalstep??? 23:21 Wuzzy oops. no wonder why it froze ? 23:22 fluxflux not every step or anything. just once. 23:22 Wuzzy ? 23:22 Wuzzy thats weird. the server should survive 40x40x40 23:22 Wuzzy what you meantwith debug info? 23:22 Wuzzy oh you mean a minetest.log every globalstep? 23:22 fluxflux it was printing some stuff to an in-game console that luk3yx made for us 23:23 fluxflux basically, appending some text to a field in a formspec 23:23 Wuzzy so basically a node? 23:24 fluxflux a node? no nodes involved 23:24 Wuzzy hmm a formspec you say... 23:25 Wuzzy well so this definitely will involve a lot of roundtrips. yeah still no wonder it froze 23:26 Wuzzy anyway feel free to alert me when there's news on this. i want to see how this mystery ends ? 23:28 Wuzzy good bye cu lat0r alligator ?