Time Nick Message 00:00 MTDiscord Actually all the issues are partially solved by the fact that the client will already have the code available and can choose to use it even if for some reason the names/releases/versions mismatch due to a CDB fault 00:05 MTDiscord Another advantage of signatures: If a CDB release disappears, you are SOL for obtaining it from CDB using what the server provided. Storing every possible version of a mod on CDB is technically what it is meant for, but practically not what happens. If CDB only had to store signatures for every release made, it could keep them around permanently even if the relevant releases disappears or packages got shuffled 00:06 MTDiscord Neither method addresses the fact that mods may want to provide client code without needing to depend on an entirely separate package 00:09 ireallyhateirc I'm late to the party but essentially the above means that installed locally games would come with CSMs bundled? 00:10 MTDiscord CSMs being bundled with games is a tiny part of the conversation 00:12 rubenwardy I'd probably disallow deleting releases of CSMs 00:12 MTDiscord That is true, but an arbitrary necessity that could be avoided with the server sending CSMs itself 00:14 MTDiscord Honestly I don't think CSMs should be separate packages. They should be handled like media: A mod can provide client code as files which are stored in the client cache as a hash, the hash of which ideally corresponding to a hash on CDB with a signature that ideally matches the signature the server sent with that file 00:15 ireallyhateirc My point is that for singleplayer games installed locally it would be optimal to treat server and client code equally. Even without the "server-sent" part server code could assume that the client has the game installed (or ask them to install the game) 00:16 MTDiscord Letting mods provide CSMs as media would support that without using special situational logic. The client connects to a SP server, the SP server sends those file hashes, sends the files if the client doesnt have them cached, and everyone is happy. 00:22 ireallyhateirc SSCSMs sound like a good solution for games you play without installing (services/servers proprietary or not) but anything else? 00:23 MTDiscord The system should work for both multiplayer and singleplayer so we arent creating unique logic where we dont have to 00:29 ireallyhateirc if the outcome would be that server code and CSMs would be downloaded as a bundle and just run out of the box then sounds good 00:29 MTDiscord Sure, something like that 00:33 ireallyhateirc ideally the process should be straightforward even without CDB (a clientmods subdirectory in the game's tree along with ordinary mods) 00:33 MTDiscord That is what is being discussed 00:33 repetitivestrain erle: that's already been fixed, the sheep i mean 00:35 repetitivestrain but sheep that were already upgraded will retain their new colors, unfortunately 00:42 erle shaft without checking. i bet it's gun2 00:43 erle repetitivestrain the new colors are, unfortunately, white lol 00:49 shaft rifles is better 00:54 MTDiscord Client code as media with signatures 00:54 MTDiscord https://cdn.discordapp.com/attachments/749727888659447960/1318380653032640603/wErILeD4Z7PYAAAAABJRU5ErkJggg.png?ex=67621d2a&is=6760cbaa&hm=4432abbdfb88182c85fe0210a0bb1ede2e037c3fb915688581dbfb4dd155ace1& 01:01 MTDiscord This method keeps modules unfied (mods provide client code whether in a game or not), makes client code bundling consistent between games and mods, makes client code consistent between singleplayer and multiplayer, lets servers provide private client code if clients allow it, utilizes the existing connection to do the download, leverages existing media systems, can function entirely without CDB, doesnt rely on potentially missing or 01:01 MTDiscord renamed releases, doesnt rely on the client knowing what version of code they have, and makes it easier to support third-party signature authorities. 01:03 MTDiscord make sure they cant be "trusted" mods though 01:03 MTDiscord Client code has its own sandbox 01:04 MTDiscord Whether or not the mod is trusted has no bearing on the client sandbox (for now) 01:04 MTDiscord dont want "Accept alternate version of FilesAPI" to give you a virus 01:05 MTDiscord so for now its not like that 01:05 MTDiscord Client mods wouldnt be able to do that in general 01:05 MTDiscord And if you are trusting a mod locally, obviously you are already letting it do whatever it wants 01:05 MTDiscord yes but the copy you have locally 01:05 MTDiscord not the copy the server requests you download 01:06 MTDiscord Once again, the client code is not trustable to leave the sandbox in any way, locally or not 01:07 MTDiscord as long as it stays that way then that isnt an issue 01:22 MTDiscord Missing flow component: Upon receiving the media file the client would need to rehash the file to verify that the hash the server sent was accurate 01:30 MTDiscord Also the part connecting to CDB is optional if the CDB is using a public key already on the client 01:46 MTDiscord Please excuse my braindeadness; I should clarify: The signature should be sent with the hash, and the client should verify that the hashes match before even bothering to request the file (if not cached). If the signatures match, then it can request the file and compare the hashes to make sure everything is cool. 01:54 MTDiscord I guess the connection to cdb part is still valid for the OCSP-like check 02:51 Blockhead256 dear admin of the new dev wiki at dev.luanti.org 02:51 Blockhead256 the site does not automatically choose HTTPS when I navigate to it in my browser by typing the domain name, can you please configure the web server to automatically upgrade to HTTPS? 02:51 Blockhead256 thank you 03:11 MTDiscord Green: I'd add OCSP stapling to the process so the client doesn't have to be able to hit CDB if the server can. 03:13 erle i really would like to know what prompted this scramble, given that the simplest thing that could work – the jordan4ibanez CSM tab and letting CSMs be hosted on CDB – has not been done for years. 03:14 erle and also that AFAIK none of the CSM API enhancements from lizzy or cora were ever upstreamed 03:14 erle (i might be wrong on that last point, but then please tell me what *was* upstreamed) 03:14 MTDiscord Glad the CDB hosting didnt happen since that would have been terrible 03:32 MTDiscord Blockhead256: I've enabled HTTPS enforcement 08:00 MTDiscord This flow chart is starting to look more like a circuit diagram 13:24 erle Glad the CDB hosting didnt happen since that would have been terrible 13:24 erle wdym? 14:41 sfan5 rubenwardy: did we ever fix this https://www.reddit.com/r/Minetest/comments/1hgb45v/ive_put_100_hours_in_my_world_and_there_doesnt/ 14:42 rubenwardy I believe you may need a computer now Google has locked out totalcommander 14:42 rubenwardy Is there an issue to support import/export of worlds? 14:43 sfan5 probably 14:43 rubenwardy And GitHub unicorn 14:44 sfan5 but as far as I know you can't read app private data from a pc either 14:44 sfan5 unless it's in external storage maybe? 14:45 rubenwardy https://dev.luanti.org/accessing-android-data-directory/#through-adb-needs-computer 14:46 rubenwardy https://github.com/minetest/minetest/issues/10600 14:46 sfan5 ah yea that would be external storage 14:46 sfan5 because adb can't read /data/data/net.minetest.minetest/... 14:47 sfan5 might even work by attaching your phone to a PC, without adb 14:58 ROllerozxa fwiw I heard that there was a new workaround on some vendor ROMs where if you simply put a zero-width joiner in the "data" folder name for a path to the scoped storage it will just bypass it 14:59 ROllerozxa (I'm not kidding) 14:59 MTDiscord https://cdn.discordapp.com/attachments/749727888659447960/1318593482457219155/image.png?ex=6762e360&is=676191e0&hm=e2e52ddfb897e01a9860c232d41db194110a9a4bc6b84f9c7c9b3367c227398c& 15:00 ROllerozxa I have not been able to reproduce it on my nokia phone though 15:01 ROllerozxa but, I do still believe that if you connect your phone through regular MTP to your computer it should be accessible there? I just happened to use ADB instead when writing the instructions which may not be as friendly to non-technical users 15:05 sfan5 someone should adjust that article (not me) 15:11 celeron55 at least on my android 14 phone i can view and copy stuff under Android/data/net.minetest.minetest by just connecting the phone via USB as an MTP device (i.e. set "Use USB for" to "File transfer" in settings. i have to set this every time i plug it in) 16:21 lmat I grew some trees underground. Feeling like a goat. 16:44 jordan4ibanez How does cmake work oh my goodness 16:45 ROllerozxa it works very great, thank you for asking 16:46 Desour lmat: ah yes, underground goats planting trees. I like that conspiracy! 16:46 jordan4ibanez local man can't get cmake to build one file 16:50 jordan4ibanez I forgot to capitalize the M in CMakeLists.txt lol 16:52 SwissalpS UNIX isn't dOs 16:54 sfan5 CakeLists.txt 16:58 Desour the CakeLists.txt are a lie 17:17 MTDiscord i mean, it is a recipe. just not for a cake. 17:19 SwissalpS CBakeList.txt 18:01 jordan4ibanez cmake is blowing up with clang and modules nooo 18:05 lmat I'm running luantiserver; and I get, "To run a Luanti server, you need to select a game using the '--gameid' argument." fair enough. Where do I get a valid gameid? I tried "1" and it says, "ServerError: Supplied invalid gamespec...Game "1" not found". It gives a link: "Check out https://content.luanti.org for a selection of games to pick from and download." I go there, but there are no "gameid" values I 18:05 lmat think... 18:06 ireallyhateirc isn't gameid just the name of the game? 18:06 ROllerozxa the gameid is the ID of the game, usually the name of the folder 18:07 ROllerozxa luanti is just an engine, so you will need to download a game alongside to run a server 18:17 MTDiscord Use luantiserver --gameid list to see the available game IDs 18:22 ireallyhateirc no way! 19:10 erle seems hopper clocks are broken in mineclonia ._. 19:39 lmat Thanks for the tips. I did cd games && git clone https://github.com/minetest/minetest_game; then used luantiserver --gameid minetest_game; and it appears to be working! 19:48 lmat I'm using Dmobs on my server. In the logs, I see, " - dmobs is missing: mobs" How do I tell which "mobs" it's missing? 19:48 lmat I dont't see anything called "Mobs" in content: https://content.luanti.org/packages/?q=mobs. (and if I did, I would be skeptical...) 19:48 ireallyhateirc what kind of mod soup did you install? 19:49 MTDiscord mobs redo provides mobs 19:50 lmat rollerozxa: I have mobs_redo. ...oh I'm looking at world.mt and some six more mods were added " = false". I'm changing them to " = true" and hoping... 19:52 lmat rollerozxa: Looks like it worked, thank you! 19:52 lmat ireallyhateirc: I love IRC <3 I installed areas, dmobs, mobs_monster, mobs_redo, mobs_water, and tpad. 19:52 lmat ireallyhateirc: Another six or so were added automatically (vide supra) 19:54 lmat I tried to set an administrator by setting "name=lmat" in minetest.conf. It looks like it's not working. I didn't see a "name" property in minetest.conf.example...is there a new way to set an administrator? 19:55 ireallyhateirc did you try doing "/grandme all" after logging in under that name? 19:55 ireallyhateirc sry, "/grantme all"* 20:03 lmat ireallyhateirc: Thank you <3 20:13 MTDiscord grand. dad. fleentstones.