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IRC log for #minetest, 2020-09-24

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All times shown according to UTC.

Time Nick Message
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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?
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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)
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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 <a​ppguru> Yes
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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
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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 ;-)
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20:01 rubenwardy would need a big red warning dialog
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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
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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....
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