Time |
Nick |
Message |
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10:00 |
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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? |
10:30 |
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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) |
12:24 |
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14:57 |
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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 |
<appguru> Yes |
15:04 |
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16:00 |
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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 |
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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 ;-) |
17:03 |
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17:35 |
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17:45 |
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18:15 |
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18:34 |
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20:01 |
rubenwardy |
would need a big red warning dialog |
20:12 |
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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 |
20:22 |
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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.... |
23:26 |
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