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tenplus1 joined #minetest-hub |
08:44 |
tenplus1 |
hi folks |
08:44 |
IhrFussel |
Hi tenplus1 |
08:44 |
tenplus1 |
hey fussel, how'[s u |
08:44 |
IhrFussel |
Just woke up xP I'm fine and you? |
08:45 |
tenplus1 |
same :) had coffee |
08:45 |
tenplus1 |
it seems the player detach slide issue is still in 5.0.1... was only fixed in singleplayer |
08:46 |
tenplus1 |
tried enabling player knockback on server and when player punched they move backwards but then on detatch slide in from spawn... annoyinh |
08:51 |
IhrFussel |
Seriously? Then whoever approved it reviewed wrong |
08:51 |
tenplus1 |
am hoping a simple mistake that can easily be fixed |
08:52 |
tenplus1 |
failing that re-open the knockback pull for players :D |
08:56 |
IhrFussel |
Yeah but it's kinda still a bummer that the fix actually does not exist for the version you hoped for |
08:56 |
tenplus1 |
https://github.com/minetest/minetest/pull/5679 |
08:56 |
tenplus1 |
!title |
08:57 |
MinetestBot |
tenplus1: Knockback by Dumbeldor · Pull Request #5679 · minetest/minetest · GitHub |
08:58 |
tenplus1 |
oh ffs, why do ppl post this crap on forum |
08:59 |
IhrFussel |
Why can so many spam bots register and post in the first place?? Maybe forum staff should think about a more effective method of captchas |
09:00 |
tenplus1 |
marked 14 of them and reported |
09:00 |
tenplus1 |
yeah, adding a capcha on post would be handy |
09:04 |
tenplus1 |
am thinking that using player overrides may be handy if we had a {contol} flag |
09:05 |
tenplus1 |
e.g. player:set_physics_override({control=false}) -- stop player control and allow player:set_velocity / player:set_acceleration features |
09:06 |
tenplus1 |
this would also be good for putting players in jail :D |
09:09 |
IhrFussel |
It's bad that we currently have to rely on entities just to move players the way WE want ... for example my /freeze command spawns an invisible entity next to the player and then attaches it to it ... cause overriding the speed property of the physics results in weird stuttering for them |
09:09 |
tenplus1 |
https://github.com/minetest/minetest/issues/8567 |
09:11 |
tenplus1 |
yeah, although my POVA mod would allow an override to stop players moving also if you needed |
09:11 |
IhrFussel |
AFAIK some core devs simply oppose the idea that the server should be able to interrupt all player control/movement |
09:12 |
tenplus1 |
we need this,not just for playerknockback and freeze but many other features we could add using mods |
09:12 |
tenplus1 |
pova.add_override("singleplayer", "force", {speed=0}) |
09:13 |
IhrFussel |
But I don't see the argument made here really... it is my server (like most server owners like to claim) and therefore players need to do what I want ... it doesn't matter if I disabled their controls, read their PMs or banned them ... all happens on my property basically |
09:13 |
tenplus1 |
yup and yup... admin/owners need a semblence of control over the server and players |
09:14 |
tenplus1 |
I had to report a paedo some time back to his ISP with logs of chat |
09:14 |
IhrFussel |
I also don't see how disabling player controls can be used for something malicious ... the worst that can happen is moving the player around freely and that already works via entities |
09:15 |
tenplus1 |
yep... at least the control flag would have a set switch to disable keys/mouse functions to allow engine to move around the player entity.. I doubt it would lag anything |
09:16 |
IhrFussel |
You could right now code a little silly mod that attaches every joining player to an entiuty and then set random velocity all the time ... this is no argument |
09:16 |
tenplus1 |
hah yeah |
09:16 |
tenplus1 |
drunk effect 2.0 :D |
09:17 |
tenplus1 |
I may post the issue in forum also and see howmany users/owners./players would be interested |
09:17 |
IhrFussel |
But it is hacky and tedious to have to use entities for that ... cause entities need to be STORED ... and if you code them wrong it can happen that they fill up your map size if you don't notice the missing deletion for example |
09:19 |
IhrFussel |
For example imagine your knockback entity misses something that never triggers deletion ... and now you use it on a server with 30+ players constantly getting hit...have fun |
09:20 |
tenplus1 |
https://forum.minetest.net/viewtopic.php?f=5&t=22633 |
09:21 |
tenplus1 |
that's why I put a timer on the knockback entity that counts down to 0 then removes itself and detatched player s:P |
09:22 |
IhrFussel |
Correct me if I'm wrong but that never triggers if the player somehow leaves the area before the timer is up I think |
09:22 |
tenplus1 |
the area always loads around the player, so theres no chance of it NOT happening :D |
09:23 |
IhrFussel |
I mean that makes it very reliable cause the entity only stays for example if the player logs offline while attached |
09:23 |
IhrFussel |
I don't think entities execute anymore if there is only 1 player in an area though |
09:24 |
tenplus1 |
if player disconnects while attached to the entity in my knockback example, the entity remains but as soon as a player comes into that area it'll restart countdown and remove itself |
09:24 |
tenplus1 |
but yeah, it's a very messy way to do things |
09:24 |
IhrFussel |
You could probably fix that by storing the player together with entity somewhere in a table and on leaveplayer() delete it ... but the point is all that is just bad programming |
09:24 |
tenplus1 |
forum page added, lets see how many folk are interested :) maybe add your 2 cents if you like :P |
09:24 |
tenplus1 |
https://forum.minetest.net/viewtopic.php?f=5&t=22633 |
09:31 |
IhrFussel |
I replied to the issue for now https://github.com/minetest/minetest/issues/8567#issuecomment-496439978 |
09:31 |
tenplus1 |
thanks dude :P |
09:34 |
tenplus1 |
we can finally setup tnt cannons and catapult players across the map into safe landing zones :DDDD |
09:36 |
IhrFussel |
Updated and included one important point |
09:37 |
IhrFussel |
Wait now I need to edit it some more |
09:37 |
tenplus1 |
ehehehe |
09:39 |
IhrFussel |
Okay now the last sentence makes more sense |
09:39 |
tenplus1 |
your last line sounds like it's against the {switch} idea :P |
09:40 |
luk3yx |
"I also don't understand the opinion of some core devs who think that servers should never have full control over players, cause we as server staff already have full control." |
09:40 |
tenplus1 |
hi luk3yx |
09:40 |
luk3yx |
Hello |
09:40 |
luk3yx |
I don't see why people would use that argument against that feature request. |
09:41 |
tenplus1 |
the player itself should be a normal entity like the rest, but with a control feature attached to it |
09:41 |
tenplus1 |
then every fuinction woudl work on it without fail and give us a ton of ideas and features we coudl implement |
09:42 |
luk3yx |
And it would also be a fun way to torment misbehaving players |
09:42 |
tenplus1 |
oh yes :) let the mods do their thing :DD |
09:43 |
IhrFussel |
luk3yx, the point is you can already do all of that now ... with entities ... but that is a really stupid and unnecessary step |
09:44 |
luk3yx |
IhrFussel: Yeah, that's why I +1ed it |
09:44 |
IhrFussel |
IF entities couldn't completely disable player controls then they would have a point |
09:44 |
tenplus1 |
the little 3 line example I posted makes things soooo easy, but imagine having to create the entity and checks to remove it just to do the same thing... ugg |
09:46 |
tenplus1 |
IhrFussel: could you make your last line something like "but NOT being able to control player velocity and acceleration on a server directly is unacceptable? Sorry but I don't follow that logic." |
09:46 |
IhrFussel |
tenplus1, does my edit sound good now? I'm no native English speaker, so I often use unneeded complexity in my sentences |
09:47 |
IhrFussel |
This sounds correct now to me 'But being able to control player velocity and acceleration on a server directly is unacceptable? Sorry but I don't follow that logic.' |
09:48 |
tenplus1 |
that line makes it sound as if controlling player velocity and acceleration is a bad thing |
09:52 |
IhrFussel |
'But when it comes to controlling player velocity and acceleration on a server directly it should be frowned upon? Sorry but I don't follow that logic.' |
09:53 |
tenplus1 |
still sounds like it's a bad idea :) |
09:53 |
IhrFussel |
I don't see how |
09:53 |
tenplus1 |
'But when it comes to controlling player velocity and acceleration on a server directly it should be left up to the owner/mods" |
09:54 |
tenplus1 |
frowning upon controlling accel and velocity directly means the {control} idea is bad and shoudlnt be implemented. |
09:54 |
IhrFussel |
No I mean it like 'so you allow this and that and that...but THIS should now suddenly be bad? I don't follow your logic' |
09:56 |
tenplus1 |
it reads different :P sorry |
09:57 |
IhrFussel |
Ok I changed it to this 'But when it comes to controlling player velocity and acceleration on a server directly you don't want to allow it? Sorry but I don't follow that logic.' |
09:57 |
tenplus1 |
that's perfect :D |
10:01 |
IhrFussel |
I just throught of yet another downside of attaching players to entities: They just disappear when nobody is nearby and the map shows their name tag at 0,0,0 |
10:01 |
|
Fixer joined #minetest-hub |
10:01 |
tenplus1 |
hi fixer |
10:02 |
tenplus1 |
yaeh, that's part of the slide bug I think when a player detatches from an entity |
10:02 |
tenplus1 |
rather than saving the last player coordinate on detatch, 0,0,0 is used |
10:03 |
IhrFussel |
Yes...but even if the last player position is saved correctly the player still completely disappears when you walk away ~ 45 nodes by default (on my server I set active block range lower) |
10:04 |
IhrFussel |
That gives other players the illusion that the player is still at a spot where they aren't at all anymore |
10:04 |
tenplus1 |
true... hrmmm |
10:05 |
IhrFussel |
Cause they moved with their entity and could be anywhere else |
10:05 |
tenplus1 |
maybe having an on_detatch function available for an entity that could remove it completely from map |
10:06 |
Fixer |
sex spammer https://forum.minetest.net/memberlist.php?mode=viewprofile&u=24744 |
10:06 |
IhrFussel |
There is on_death() at least but it doesn't help with this issue |
10:06 |
Fixer |
hi |
10:06 |
tenplus1 |
or on_unloaded for entity that runs the function even when it's not active ? |
10:07 |
IhrFussel |
And on_death() is also not 100% reliable cause I learned from Krock that it doesn't even get called when the engine decides to delete objects cause there are too many in one area |
10:07 |
tenplus1 |
ahh,t hat's not good |
10:07 |
tenplus1 |
Fixer: the forum needs captcha when posting to stop this |
10:08 |
IhrFussel |
He said that deletion check happens before the entity even gets its actual data |
10:09 |
tenplus1 |
the mob_remove feature I added required a flag to delete them properly in unloaded areas, but sometimes it only worked when it was reloaded... |
10:10 |
tenplus1 |
entities need some love in 5.0.2 |
10:12 |
IhrFussel |
This bot is selling drugs and posted a lot of copies in one topic https://forum.minetest.net/viewtopic.php?p=347916#p347916 |
10:13 |
IhrFussel |
The post also got a GIF attached to it... pretty dangerous |
10:14 |
tenplus1 |
sooo many posts from that user... wish I had the ability to delete them AND the user |
10:14 |
IhrFussel |
Although I'd guess malware only targets Windows |
10:15 |
IhrFussel |
I wonder why it says 'posts: 0' |
10:16 |
IhrFussel |
Or does it only count topics? |
10:16 |
tenplus1 |
side-loading through existing account ? |
10:16 |
tenplus1 |
we need a forum dev to handle this |
10:17 |
tenplus1 |
the link in his profile needs Tor to access... that's never a good sign |
10:18 |
tenplus1 |
ShadowNinja: you seen forums ? bad stuff happening |
10:18 |
tenplus1 |
celeron55: you active dude, forums being hit with ads |
10:18 |
luk3yx |
Can VanessaE do anything about it? They only have a "moderator" status |
10:19 |
luk3yx |
(If not, sorry for pinging you) |
10:19 |
tenplus1 |
I think moderators can remove the post but not bad the user |
10:20 |
* tenplus1 |
rubs rubenwardy 's magic lamp |
10:21 |
tenplus1 |
yeah, we need this gone and fast |
10:23 |
tenplus1 |
brb, making lunch |
10:26 |
VanessaE |
I HAVE BEEN PINGED |
10:26 |
VanessaE |
hasdghgfadggjhsgoi=380yg80f9g0921h 4 |
10:26 |
* VanessaE |
segfaults |
10:26 |
luk3yx |
In case you didn't see, there's a swine on the forums. |
10:26 |
tenplus1 |
hi VanessaE :P yay for pings |
10:27 |
VanessaE |
can't work on that right now |
10:27 |
tenplus1 |
awwie... grant me the power of the dark knights to deal with this enemy |
10:35 |
VanessaE |
ok, the bot pointed to by IhrFussel has been dispatched. |
10:35 |
tenplus1 |
w00t! thanks Vanessa |
10:35 |
VanessaE |
and the one Fixer pointed out. |
10:35 |
CWz |
sup |
10:36 |
tenplus1 |
hi CWz o/ |
10:36 |
VanessaE |
hey CWz |
10:38 |
CWz |
tenplus1, have you concidered mobs riding horses |
10:38 |
tenplus1 |
lolol |
10:38 |
tenplus1 |
gotta look into that one :D |
10:38 |
* CWz |
wants to make dothraki mobs |
10:42 |
tenplus1 |
wonder how many entities can be attached at one time :D |
10:43 |
VanessaE |
there, homedecor's 3d extras mod covers doors and trap doors now. |
10:44 |
tenplus1 |
how so ? |
10:44 |
VanessaE |
download it and compare :) |
10:44 |
VanessaE |
wood and steel doors no longer look like painted glass :P |
10:44 |
* CWz |
stares at VanessaE |
10:45 |
* VanessaE |
hides from cwz |
10:45 |
* CWz |
walks around in circles |
10:48 |
Fixer |
aids on the forum |
10:51 |
VanessaE |
Fixer: eh? |
10:51 |
Fixer |
just my remark, nevermind |
10:51 |
VanessaE |
oh. |
10:51 |
VanessaE |
trolling usual |
10:51 |
VanessaE |
got it. |
10:51 |
tenplus1 |
what's changed about the doors Vanessa ? |
10:51 |
tenplus1 |
they look the same |
10:51 |
VanessaE |
tenplus1: moment. |
10:54 |
tenplus1 |
brb |
10:55 |
VanessaE |
tenplus1: https://imgur.com/kD68Vn1 |
10:55 |
VanessaE |
look at the window area. |
10:55 |
VanessaE |
left is default, right is the 3d-ified one. |
10:56 |
BuckarooBanzai |
VanessaE: this looks awesome :O |
10:56 |
VanessaE |
thanks :) |
10:56 |
BuckarooBanzai |
o/ by the way |
10:57 |
VanessaE |
https://gitlab.com/VanessaE/homedecor_modpack/commit/6181f9c4006bd5822864a71fd8d515e0993b3a91 |
10:57 |
VanessaE |
hi hi |
10:57 |
BuckarooBanzai |
A doorknob would be nice though ;P |
10:58 |
VanessaE |
yeah, but I was trying to keep to a minimal amount of geometry, that way it's HDX-friendly |
10:58 |
VanessaE |
(though I need to make new images for them, and for homedecor's doors, and some lights) |
10:59 |
VanessaE |
I guess we don't have "resource packs" yet |
10:59 |
VanessaE |
(otherwise I'd go ahead and add doorknob geometry, and just supply appropriately-detailed models and textures in HDX) |
11:00 |
VanessaE |
besides, I think with default doors, that's a pull latch, not a knob :) |
11:02 |
tenplus1 |
ahhh, I see it now :) nice one |
11:02 |
BuckarooBanzai |
VanessaE: while you are here i have a proposal for your unified_inv mod: what do you think about the sethome-function only working in non-protected areas (i would make a PR with a setting if thats alright) |
11:02 |
tenplus1 |
good idea |
11:03 |
VanessaE |
tenplus1: thanks. steel door window is much flatter btw, that way HDX can put steel screened glass there, while default can retain the quartered-window appearance |
11:03 |
VanessaE |
BuckarooBanzai: unified_inventory isn't mind. |
11:03 |
VanessaE |
isn't mine* |
11:04 |
BuckarooBanzai |
i thought i saw it in your space on gitlab... :/ |
11:04 |
BuckarooBanzai |
or is the one on git*hub* the master...? |
11:04 |
VanessaE |
github. |
11:04 |
BuckarooBanzai |
:( ok then |
11:05 |
VanessaE |
I don't have a fork, btw. |
11:05 |
VanessaE |
the official one is github minetest-mods I believe |
11:06 |
BuckarooBanzai |
yeah, not a fan of discussing white-space and stuff over there.... |
11:06 |
VanessaE |
heh |
11:06 |
tenplus1 |
woudl be easier to submit a pull for ui with explanation |
11:07 |
VanessaE |
I suppose some devs are obsessed with code style/formatting.. Me? bleh, whatever. I just care that people use tabs for indenting, and that the code works and doesn't do anything stupid. |
11:07 |
VanessaE |
now as for its sethome function,. |
11:08 |
VanessaE |
imho it should just hook those buttons through the mtg sethome functions |
11:08 |
VanessaE |
instead of using its own incompatible homes database |
11:09 |
tenplus1 |
wait, it doesnt use sethome functions ? |
11:09 |
tenplus1 |
damn |
11:09 |
BuckarooBanzai |
last time i checked those functions where "local" to the source-file... |
11:09 |
VanessaE |
tenplus1: nope. UI has its own implementation that predates the one in mtg |
11:10 |
BuckarooBanzai |
nevermind, they aren't: https://github.com/minetest/minetest_game/blob/master/mods/sethome/init.lua#L22 |
11:11 |
tenplus1 |
:P |
11:11 |
tenplus1 |
ui should be using the sethome functions where possible |
11:11 |
VanessaE |
yes it should. |
11:11 |
VanessaE |
then BuckarooBanzai's idea should in turn be aimed at the mtg mod instead of UI |
11:12 |
tenplus1 |
yeah, sethome.set could be overwritten to have a protection check |
11:12 |
tenplus1 |
hell, I should have added that in the 1st place with the original sethome pull |
11:14 |
VanessaE |
no |
11:14 |
VanessaE |
use a separate PR |
11:15 |
VanessaE |
you know how paramat can be :P |
11:15 |
tenplus1 |
lol |
11:15 |
BuckarooBanzai |
a setting would suffice i think (on mtg side) |
11:20 |
tenplus1 |
yeah |
11:20 |
tenplus1 |
ds-minetest replied to https://github.com/minetest/minetest/issues/8567 |
11:21 |
tenplus1 |
anyone know what 'static_save=false' is ? I cant find reference in docs |
11:28 |
VanessaE |
sounds entity related? |
11:28 |
tenplus1 |
nothign in lua_api or minetest.conf exanmples |
11:43 |
tenplus1 |
IhrFussel: 'static_save = false,' is added to the entity registration so it is never saved with the mapblock |
11:43 |
tenplus1 |
would this help ya ? |
11:52 |
BuckarooBanzai |
done :) https://github.com/minetest-mods/unified_inventory/pull/130 |
11:54 |
tenplus1 |
yay |
12:01 |
BuckarooBanzai |
sample implementation for protected sethome: https://github.com/pandorabox-io/pandorabox_custom/blob/master/sethome.lua |
12:01 |
tenplus1 |
yup |
12:26 |
tenplus1 |
maybe it's time to move sethome to use player meta instead of a separate file |
12:30 |
IhrFussel |
tenplus1, it would help in many cases, but let's just hope the devs reconsider their decision with this issue |
12:31 |
tenplus1 |
little recommendations, little changes and who knows, a better game for all |
12:31 |
IhrFussel |
On my server I merged UI's sethome with MTG's sethome |
12:31 |
tenplus1 |
sweet, you're running the latest and greatest :) |
12:33 |
IhrFussel |
many players complained about the missing option to set a 2nd home, but there are enough other options for 'waypoints' |
12:33 |
tenplus1 |
yeah, so many mods can handle that feature |
12:33 |
tenplus1 |
and a ton of teleporter mods as well :P |
12:34 |
IhrFussel |
I have travelnets and teleport pads ... a 2nd home is simply redundant then |
12:35 |
tenplus1 |
having /sethome /home /spawn is more than enough... and the teleporter pads we use need you to actually visit the destination to bookmark it for use :D |
12:35 |
IhrFussel |
But players are lazy... they want to be able to click 1 button in their inventory and not look for their nets/pads first |
12:36 |
tenplus1 |
many dont want to explore, they want everything handed to them... that's not fun |
12:36 |
IhrFussel |
Almost daily I see players joining and then asking for creative |
12:37 |
tenplus1 |
lol, and those get kicked with a "no begging" warning :D |
12:37 |
IhrFussel |
or even worse: They think this is MC and say something like 'gamemode 1 pls' |
12:37 |
tenplus1 |
hahahahaha |
12:38 |
tenplus1 |
we have the rules listed in 8 languages, and still no-one reads them :D |
12:40 |
IhrFussel |
Oh wow...I just read that '/gamemode 1' isn't even supported in MC anymore since version 1.13 which should be a long time ago |
12:40 |
IhrFussel |
Wait |
12:41 |
IhrFussel |
Oh I messed up the version numbers |
12:41 |
tenplus1 |
lol |
12:41 |
IhrFussel |
July 2018 was 1.13 |
12:44 |
tenplus1 |
1.14 now |
12:53 |
VanessaE |
BuckarooBanzai: "uses sethome.go() and sethome.set() from the minetest-game settime mod" One of these things is not like the others......... |
12:55 |
tenplus1 |
hrm, moving sethome to use player_attributes means that reading or setting a players home position when they arent online would be impossible |
13:04 |
BuckarooBanzai |
VanessaE: :P hehe, i was on the settime code too.. |
13:07 |
IhrFussel |
tenplus1, I wonder how difficult it would be to implement a temp player object for that player so that you can still modify the attributes even though they are not online |
13:08 |
tenplus1 |
I dont think you could create a temp player entity that points to the same data |
13:08 |
tenplus1 |
reading on mod storage :) could use that isntead and it'll work :D |
13:09 |
IhrFussel |
Nah I mean engine feature... so that minetest.get_player_by_name() doesn't necessarily return nil but something else |
13:09 |
tenplus1 |
good point, would be nice if it could point to playerdata even when offline |
13:11 |
IhrFussel |
Maybe it could return 2 values and you get the new one via local player, mode = minetest.get_player_by_name() ... then player still contains the legacy object or nil and mode could contain a new reference for newer mods |
13:12 |
IhrFussel |
Just an idea to not compat break old code |
13:12 |
tenplus1 |
hrmmm... local player = minetest.get_player_by_name("singleplayer", force) -- if force true then return playerdata even when offline ? |
13:13 |
IhrFussel |
Or like that ... then 'force' would cause the engine to init a temp player object that points to their data only |
13:14 |
tenplus1 |
then mods like sethome or something important can read/set player attributes |
13:14 |
VanessaE |
bbl |
13:15 |
tenplus1 |
o/ |
13:15 |
VanessaE |
tenplus1: reminder: simple_skins as homedecor wardrobe backend :) |
13:15 |
tenplus1 |
hehe, working on ideas :P |
13:15 |
VanessaE |
ok :) |
13:15 |
* VanessaE |
wanders off for a nap |
13:17 |
tenplus1 |
am gonna go shopping :) back laters folks o// |
13:18 |
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14:29 |
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16:14 |
IhrFussel |
If you hold left click with a weapon and punch an entity 'tflp' will give you a RANGE of values |
16:14 |
IhrFussel |
Sometimes it is the server step value, other times it is 2 or 3 times that |
16:15 |
IhrFussel |
I'm still testing if the value is just random or if something causes that |
16:24 |
IhrFussel |
I set my server step to 0.12 for testing ... and 'tflp' inside the entity on_punch() shows me either 119 ms or 239 ms so basically the engine swallows a punch every now and then |
16:26 |
IhrFussel |
And it seems to be completely random |
16:29 |
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16:30 |
IhrFussel |
Is this network related? |
16:30 |
IhrFussel |
Hi Krock |
16:31 |
Krock |
hi IhrFussel *reads* |
16:33 |
IhrFussel |
Correction: The tflp value is either 119 ms or 239 ms or 359 ms but 359 is rather rare |
16:34 |
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16:34 |
IhrFussel |
It didn't look like server lag was the cause but I can check it again to make sure |
16:38 |
rdococ |
if I wanted mod A to depend on mod B and modify mod B's modification of minetest.is_protected (or whatever it was called), how would I do it? |
16:38 |
rdococ |
nvm, I thought of a better way to do it |
16:56 |
IhrFussel |
Nope, not related to server lag ... even with max_lag of 0.13 I still get 239 ms punch intervals |
17:15 |
Krock |
IhrFussel: maybe the punch is recorded in one step, but executed in another |
17:15 |
Krock |
would have to investigate that more to be safe, though |
17:18 |
IhrFussel |
But to make sure: There can only be MAX 1 punch registered per server step right? |
17:19 |
Krock |
*opens kdevelop* |
17:20 |
Krock |
I don't see any rate limit in handleCommand_Interact |
17:21 |
Krock |
but there's one in PlayerSAO::step |
17:21 |
Krock |
only with tools which have a punch interval of 0 you could do multiple punches in one server step |
17:25 |
IhrFussel |
How does the registration even work? The client tells the server 'hey I punched this thing' and then the server sees it as punch? |
17:27 |
Krock |
the client sends a packet to the server, stating what it punched. node->position, entity->entity id |
17:28 |
Krock |
of course, the server will get the entity's position and check whether the player may punch it |
17:28 |
IhrFussel |
The client tells what it punched? I hope there are some anti cheat measures then so that modified clients cannot give another entity as target |
17:29 |
IhrFussel |
Ah ok then |
17:29 |
Krock |
imagine android |
17:29 |
Krock |
they can punch at whatever they see if it's in range |
17:29 |
Krock |
so it would be quite harder to add a rotation-based anticheat protection, also because that might change very fast |
17:30 |
Krock |
keeping things simple here. |
17:31 |
IhrFussel |
So the client can only cheat within its reach |
17:31 |
IhrFussel |
You mean tool range? Or active block range? |
17:32 |
Krock |
within its reach or infinite if you disable anticheat |
17:32 |
Krock |
tool range |
17:32 |
Krock |
this takes the "hand" item into account, if it exists |
17:33 |
IhrFussel |
And the tool range value is read-only I'd guess then |
17:36 |
Krock |
huh? item and node definitions are static. clients could locally cheat their way though, but the server wouldn't allow thatr |
17:36 |
Krock |
-r |
17:38 |
IhrFussel |
Sounds like MT anti cheat system isn't really bad... it's just missing a few features like fly/noclip detection which are probably harder to implement than anything else |
17:39 |
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17:41 |
Krock |
since player movement is still calculated client-side I'm not surprised that anticheat still cannot detect that after these years |
17:41 |
Krock |
*cough, there's a PR* |
17:44 |
CWz |
minecraft has anti noclip |
17:45 |
Krock |
so it has clip because it's double-inverting |
17:45 |
Krock |
maybe there the server also calculates the player movements |
18:09 |
IhrFussel |
I think one big issue is that any player can place nodes on a position where another player stands and therefore it might look like the player is using 'noclip' |
18:10 |
IhrFussel |
At least in 0.4.17.1 that's the case |
18:15 |
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18:22 |
Krock |
it should only be a very small area around the node which allows that without darkening the entire screen |
18:27 |
IhrFussel |
Oh yes the screen gets black for the player but I mean it might be difficult to recognize an actual noclip player sever side vs someone who got 'trapped' by solid nodes |
18:27 |
IhrFussel |
server side* |
18:29 |
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19:17 |
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19:30 |
Krock |
merging https://github.com/minetest-mods/unified_inventory/pull/120 |
20:07 |
Fixer |
Krock: that player movement PR is dead, as usual, since noone checked it |