Time Nick Message 01:38 BillyS Minetest's networking protocol truly is magic. 01:38 BillyS I cannot figure out the SRP authentication system for the life of me 01:39 BillyS The server just seems to ignore any SRP-related commands I send to it 01:40 ChimneySwift oof, that sounds like fun 01:44 BillyS You could say that ... 01:44 BillyS Trying to understand https://tools.ietf.org/html/rfc2945 01:44 BillyS It was written by geniuses for geniuses, it seems 01:44 BillyS At any rate, it's the version of the SRP protocol MT uses 01:46 BillyS The docs say that the server provides the salt ... 01:47 BillyS But where does it give me the salt ... 01:48 ANAND BillyS: https://github.com/minetest/minetest/blob/master/src/network/networkprotocol.h 01:49 ANAND To know how the packets are handled, check out these depending on whether it's TOSERVER or TOCLIENT: 01:49 ANAND https://github.com/minetest/minetest/blob/master/src/network/clientpackethandler.cpp 01:49 ANAND https://github.com/minetest/minetest/blob/master/src/network/serverpackethandler.cpp 01:49 BillyS M'kay ... I've looked into those, but maybe I need to look deeper 01:50 ANAND Tis where most of the network protocol magic happens :P 01:50 ANAND So, what you're looking for is bound to be there 01:51 BillyS Hmm, okay 03:24 luk3yx Why is the status line sent in the engine and not in lua? 03:24 luk3yx (When show_statusline_on_connect is set) 03:35 ChimneySwift good question, was pretty annoying to work around for my incognito mod 03:39 luk3yx ChimneySwift: How'd you do it? 03:39 luk3yx Cloaking just hides it and registers a joinplayer. 03:39 luk3yx I should probably hijack the original joinplayer so it displays at the top. 03:42 rubenwardy new chapter (ish): https://rubenwardy.com/minetest_modding_book/en/map/timers.html 03:42 rubenwardy !title 03:42 MinetestBot rubenwardy: Node Timers and ABMs - Minetest Modding Book 03:42 * luk3yx wants minetest.hide_player() to stop a player from being sent to clients. 03:51 ChimneySwift well, AFAIK that's only possible through engine modifications, my way was to disable the status message entirely and send my own through lua 03:52 ChimneySwift was pretty janky, but idk any other way around it 03:53 luk3yx Cloaking is hacky everywhere. 03:53 ChimneySwift yup 03:54 luk3yx Incognito hides players, whereas cloaking override built-in API functions to tell other mods the player isn't there. 03:54 ChimneySwift ah 03:55 luk3yx (However, /kick can kick cloaked players because of the way it's implemented.) 03:56 ChimneySwift incognito also overrides minetest.get_connected_players 03:56 luk3yx Oh, it does. 03:56 luk3yx Cloaking triggers on_leaveplayer events (I don't think it overrides get_connected_players, some weird built-in magic dose) 03:56 luk3yx *does 03:57 luk3yx If you make your mod too hacky it'll be a duplicate of cloaking (or vice versa), hehe. 03:57 ChimneySwift haha 03:57 * luk3yx imagines dynamically adjusting player view ranges to chop cloaked players off 03:58 luk3yx (How far away players have to be to stop sending them to the client) 03:58 ChimneySwift it was also made a while ago, so I can't guarantee it wasn't made of spaghetti ;) 03:58 ChimneySwift wow lol 03:58 luk3yx Cloaking makes get_player_by_name return nil (and a lot of crash fixes for that) 03:59 ChimneySwift oooh 03:59 ChimneySwift nice 03:59 luk3yx As far as mods know (unless they use cloaking's API), cloaked players don't exist. 03:59 * ChimneySwift will have to look at that 03:59 luk3yx It even prevents pressure plates etc from being triggered. 04:00 ChimneySwift niceee 17:41 tumeninodes for anyone interested https://github.com/minetest/minetest_game/pull/2237/commits/d8f2b77f41d6263dfc59092b45def3d82a325be6 17:41 tumeninodes !title 17:41 MinetestBot tumeninodes: add wall extension by TumeniNodes · Pull Request #2237 · minetest/minetest_game · GitHub 17:44 tumeninodes ^ rubenwardy, Ezhh, paramat, Krock, sofar 17:44 tumeninodes hmmm, why did it not link to the specific commit? 17:45 tumeninodes nvm it did