Time Nick Message 10:29 dievri hello. I saw in worldedit functions to set area specified by two positions to the node specified. Is is any tool to set also node meta in the area specified? 12:21 BuckarooBanzai dievri, tool? not that i know of but you can use the lua worldedit command: '//lua minetest.get_meta(worldedit.pos1["dievri"]):set_int("something", 42)' 12:21 BuckarooBanzai (this only sets the meta on the position of the first marker though) 14:59 dievri hello. I have an area from p1 to p2 of nodes. how quickly set meta data to the nodes? meta data will be the same 15:00 sfan5 there's no quicker way to do that than the usual methods 15:01 dievri in a loop, setting each node? 15:02 MTDiscord <08a​ppguru> Yes 16:31 bebebeko folks, it's a bug when i got SRP data in minetest.create_auth handler, the data is '#1#botK7gWgYwifzzluWzDpEw#IXcaAF7Hn1ABnlimt2F9xYhD+o+Q3PyZfEiES.....' 16:31 ShadowBot https://github.com/minetest/minetest/issues/1 -- GlowStone code by anonymousAwesome 16:31 bebebeko it's related to https://github.com/minetest/minetest/issues/10331 ? 16:32 sfan5 huh? 16:33 rubenwardy that doesn't look like a bug to me 16:33 rubenwardy well, you're going to have to be more specific 16:34 rubenwardy that looks like an encoded SRP string - SRP relies on a few pieces of data, which are concatenated into a single string 16:35 bebebeko rubenwardy: is there a way to get password base64(sha1.digest(username + password)) from SRP record ? i try to write custom auth handler 16:35 rubenwardy No, SRP doesn't contain the password 16:35 rubenwardy SRP works by the client proving they know the password, without ever sending the password to the server 16:36 bebebeko oh shi~ thank you for clarification, is that means i need write my own SRP auth handler, yep? 16:36 Yoda_ a question 16:36 Yoda_ about armor damage 16:36 rubenwardy You can return sha1 digests from the custom auth handler, if the account was created externally. But for newly created accounts, I don't think you can force sha1 - you'd need to handle sha1 16:37 Yoda_ here is this player that seems gets no damage is this possible 16:37 Yoda_ maybe a hacked client 16:39 Corey[m] Yoda_: Does anyone else on the server take damage? 16:39 Yoda_ yes 16:39 Yoda_ this one player it seems gets non 16:40 Yoda_ had a one on one pvp 16:40 Yoda_ no damage on her part 16:40 sfan5 did you check the armor groups defined for that player? 16:40 Yoda_ I was hitting hundreds of times 16:40 Yoda_ nothing lol 16:40 Corey[m] Hits don't matter if the armor cancels all of it 16:40 Yoda_ no 16:40 bebebeko rubenwardy: may be the problem in my debug workflow, but looks like the in the first call of minetest.create_auth, password variable is a SRP data ... (server and client == 5.3.0) 16:41 rubenwardy yes, the client will always register with SRP data 16:41 rubenwardy SHA1 is only used if the account is already registered with that 16:41 rubenwardy ie: if get_auth returns SHA1 data 16:41 rubenwardy hmm, I wonder if you can downgrade attack with this 16:42 rubenwardy probably 16:42 sfan5 in theory the server could pretend the account exists to force sha1, couldn't it? 16:42 sfan5 yeah 16:42 Yoda_ nice to see you are still around sfan5 its an honor to see you 16:43 bebebeko okay, got it, i write auth handler for custom backend, and backend required some password (sha1/base64 doesn't matter, some "fixed" string without random data), how i can achieve that? 16:43 sfan5 I don't leave easily ;) 16:44 sfan5 anyway most damage is server-side, so a mod or the armor groups must be cancelling it 16:45 Yoda_ I see 16:45 Yoda_ ILl talk to the admin 16:45 Yoda_ about it 16:45 Yoda_ thank you 16:46 bebebeko if i understood correctly, auth rx module doesn't work in 5.3.0 https://bitbucket.org/sorcerykid/auth_rx right? 16:48 rubenwardy Have you tried it? 16:48 rubenwardy ContentDB says it works in 5.3 16:48 rubenwardy there's even a lite version that is 5.3+ 16:51 bebebeko rubenwardy: nope, i didn't tried, looks like i need to learn more about SRP, but it's a little suprised me 16:53 bebebeko i mean, that is there no way to pass password from client to server side for "unusual" backend authorization (as in my case) 16:57 bebebeko looks like i need to introduce new packet type AUTH_MECHANISM_PLAIN and increase ToClientCommand/ToServerCommand enums ;-) 20:01 rubenwardy would need a big red warning dialog 20:15 SoylentCow hi everyone 20:15 SoylentCow i have a regression inhardcore_death mod 20:15 SoylentCow something about overloading on_join_player 20:16 SoylentCow this did not use to happen, but now happening, may be since one of the post-5 upgrades 20:17 SoylentCow ------------------------ 20:17 SoylentCow 2020-09-24 16:09:34: ACTION[Server]: gir [65.78.128.111] joins game. List of players: gir 20:17 SoylentCow 2020-09-24 16:09:34: [Server]: static int ModApiServer::l_get_player_information(lua_State*): peer was not found 20:17 SoylentCow 2020-09-24 16:09:34: ACTION[Main]: Server: Shutting down 20:17 SoylentCow 2020-09-24 16:09:34: ACTION[Server]: gir leaves game. List of players: 20:17 SoylentCow 2020-09-24 16:09:35: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'default' in callback on_joinplayer(): ...est/bi 20:17 SoylentCow n/../games/minetest_game/mods/default/init.lua:24: attempt to index local 'info' (a nil value) 20:17 SoylentCow 2020-09-24 16:09:35: ERROR[Main]: stack traceback: 20:17 SoylentCow 2020-09-24 16:09:35: ERROR[Main]: ...est/bin/../games/minetest_game/mods/default/init.lua:24: in function '?' 20:17 SoylentCow 2020-09-24 16:09:35: ERROR[Main]: ...e/survivor/minetest/bin/../builtin/game/register.lua:429: in function <...e/survivor/minetest/bin/../builti 20:17 SoylentCow n/game/register.lua:413> 20:17 SoylentCow ---------------------------- 20:17 SoylentCow the culprits: 20:18 SoylentCow function hardcore_death:kick_player(player) 20:18 SoylentCow local playername = player:get_player_name() 20:18 SoylentCow if hardcore_death.dead[playername] then 20:18 SoylentCow minetest.chat_send_all("the ghost of " .. playername .. " says hi") 20:18 SoylentCow minetest.kick_player(playername, playername .. " is dead. make a new avatar to keep playing.") 20:18 SoylentCow end 20:18 SoylentCow end 20:18 SoylentCow minetest.register_on_respawnplayer(function(player) 20:18 SoylentCow hardcore_death:kick_player(player) 20:18 SoylentCow end) 20:18 SoylentCow ------------------ 20:19 sfan5 absolutely use a paste service next time 20:19 SoylentCow i am sorry 20:20 sfan5 you need to return true from on_respawnplayer if you kick the player 20:21 SoylentCow i am terribly sorry, i should have done this: https://dpaste.org/vYWV 20:21 SoylentCow thank you so much 20:24 sfan5 what seems interesting to me however is that respawnplayer runs before joinplayer 20:24 sfan5 or do you have another on_joinplayer hook? 20:25 SoylentCow not that i know of, but i have about 200mods here 20:25 sfan5 in harcode_death I mean 20:26 sfan5 hardcore* 20:26 SoylentCow oh no, i dpasted the entire hc_death code 20:26 SoylentCow and i tested crash by commenting out the 2 register_on functions 20:26 SoylentCow calls 20:27 sfan5 you say two but there is only one 20:27 sfan5 ah nvm 20:27 sfan5 I didn't open the link 20:27 SoylentCow oh yeah sorry i mean... yeah 20:44 SoylentCow hmm what i did ain't working: https://dpaste.org/Wns0 20:45 SoylentCow oh... is that because i send chat to all? 20:53 SoylentCow nope... 20:54 SoylentCow commenting out kick fixed it 20:54 SoylentCow i'lltry delay i guess... 20:56 sfan5 yeah the respawnplayer was misleading 20:57 sfan5 what you need is to kick them delayed using minetest.after(0, ...) 21:01 SoylentCow awesome sauce, i am gonna try that :) 21:09 specing Is it necessary to immidiately update formspecs if something happens? Can it be done ondemand? Can they be only sent to client when the client wishes to interact with whatever uses them? 21:09 sfan5 I assume you're referring to formspecs in metadata 21:10 specing I'm investigating ridiculously high network traffic (client side) that happens when I enter areas with many machines 21:10 specing from 5KB/s where nothing is happening, to 10KB/s with mobs and then to 200KB/s and beyond when machines are involved 21:11 specing this is not normal 21:11 sfan5 did you look inside the traffic? 21:15 specing not yet 21:15 specing yes yes....