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| 10:49 |
deltasquared |
could anyone point me to whereabouts in the MT source code fall damage is calculated? (client side, apparently...) |
| 10:52 |
deltasquared |
specifically I'm trying to see if there's one place where damage is calculated from impact velocity |
| 11:00 |
deltasquared |
... think I've found it. ClientEnvironment::step() seems to make use of the collision information built up by LocalPlayer::move(). |
| 11:12 |
Krock |
client/clientenvironment.cpp: |
| 11:13 |
Krock |
^ deltasquared |
| 11:13 |
deltasquared |
Krock: yeah I had spotted it. |
| 11:24 |
MinetestBot |
[git] SmallJoker -> minetest/minetest: Docs: Clarify where to check for 'protection_bypass' (#8675) 4749238 https://git.io/fjXBc (2019-07-14T11:23:38Z) |
| 11:25 |
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| 12:11 |
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| 13:28 |
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| 13:41 |
lllI1I |
how does the anti-cheat work in minetest, the only thing in lua_api is one function and the types of cheats that are detected |
| 13:42 |
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| 13:42 |
lllI1I |
do mods need to set up functions to hook into these, or are there default behaviors |
| 13:44 |
DS-minetest |
afaik, anticheat is done in the core |
| 13:44 |
* DS-minetest |
does not like anticheat |
| 13:53 |
lllI1I |
since everything is done by the client there'd better be anticheat |
| 13:53 |
lllI1I |
otherwise cheats are trivial |
| 13:54 |
lllI1I |
unless you meant "does not like the anticheat as it is currently implemented" |
| 13:56 |
Calinou |
a lot of servers disable the anticheat (or parts of it) as some categories often gives false positives |
| 13:56 |
Calinou |
(such as "moved too fast") |
| 13:59 |
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| 14:00 |
lllI1I |
can the default behavior be overridden, so for example it just pings any online admins to come look at suspected tomfoolery |
| 14:01 |
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| 14:01 |
Calinou |
IIRC, you can register Lua hooks to run when specific anticheats are triggered |
| 14:01 |
DS-minetest |
anticheat causes much lag and doesn't make more fun |
| 14:01 |
Calinou |
so yeah, that could be done |
| 14:02 |
Calinou |
not sure if you can disable the default behavior while keeping the Lua hooks though |
| 14:02 |
Calinou |
still, with the "moved too fast" check, you'd get dozens (if not hundreds) of pings per hour on a large server :) |
| 14:02 |
DS-minetest |
cheats are trivial anyway |
| 14:02 |
lllI1I |
it would probably depend on the server, a competitive pvp server probably would prefer people playing fair |
| 14:03 |
DS-minetest |
for most cheats it's hard to make a proper anticheat |
| 14:03 |
DS-minetest |
(eg. noclip or flying) |
| 14:03 |
lllI1I |
maybe only record the "moving too fast" events and ping if it looks to be a consistent problem |
| 14:04 |
sfan5 |
that's what the code does, roughly |
| 14:05 |
lllI1I |
maybe I should actually look at the code to see what it does first huhu |
| 14:05 |
sfan5 |
it has a lag pool and won't prevent actions if it looks plausible given the latency/lag of the client |
| 14:05 |
* DS-minetest |
is happy as long as cheating is only possible by changing the core and the other players' experience isn't altered (eg. by breaking protection, moving items unallowed etc.) |
| 14:08 |
lllI1I |
dunno how plausible the idea of registering other cheattypes would be |
| 14:08 |
lllI1I |
some games/servers might put limits on build speed, for e.g. |
| 14:17 |
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| 17:11 |
Copenhagen_Bram |
Is there anything like this for minetest? https://education.minecraft.net/challenges/a-visit-to-the-international-space-station%E2%80%8B/ |
| 17:12 |
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| 17:16 |
DS-minetest |
there was something much better: https://www.youtube.com/watch?v=sWbzGpRVbaU&t=270 |
| 17:16 |
DS-minetest |
!title |
| 17:16 |
MinetestBot |
DS-minetest: Minetest. Swimming pool, House and Space Station. - YouTube |
| 17:17 |
DS-minetest |
and you can convert minecraft to minetest maps, i think |
| 17:19 |
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| 17:26 |
Copenhagen_Bram |
How do I convert minecraft maps to minetest? |
| 17:26 |
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| 17:28 |
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| 17:29 |
DS-minetest |
uh, idk |
| 17:29 |
DS-minetest |
look into the forums and search in the web |
| 17:31 |
Nezrok |
Try mcimport |
| 17:31 |
Copenhagen_Bram |
i will |
| 17:33 |
Copenhagen_Bram |
it doesn't seem to be working on the .mctemplate |
| 17:37 |
Copenhagen_Bram |
oh wait it's a zip file |
| 17:37 |
Nezrok |
Aren't MC maps saved as .dat files? |
| 17:38 |
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| 17:39 |
Copenhagen_Bram |
FileNotFoundError: [Errno 2] No such file or directory: '/home/[scrubbed]/ISS_Minecraft_Challenge_v2/region' |
| 17:42 |
Copenhagen_Bram |
oh wait something's in my ~/.minetest/worlds/ |
| 17:49 |
Copenhagen_Bram |
there's nothing here |
| 17:50 |
Copenhagen_Bram |
a shell script for downloading mods, a worldmods/ folder, and 2 lines of text in world.mt |
| 17:50 |
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| 17:53 |
Copenhagen_Bram |
welcome back Pie-jacker875 |
| 17:55 |
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| 19:25 |
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| 19:26 |
Nezrok |
If I make a mod that builds on and changes the functionality of one of the built in game commands, I'd release it under lgpl 2.1, right? |
| 19:29 |
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| 19:43 |
Krock |
yes |
| 19:44 |
Krock |
although there are also CC0/WTFPL/Unlicense mods around that use and overwrite the Minetest API. nobody cares anyway |
| 19:54 |
Nezrok |
Thanks, Krock |
| 19:55 |
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| 19:56 |
Krock |
!next |
| 19:56 |
MinetestBot |
Another satisfied customer. Next! |
| 19:56 |
DS-minetest |
how can I check if a not yet existing path is a subpath of another path |
| 19:57 |
DS-minetest |
? |
| 20:04 |
Krock |
split(0, last_index_of('/')) |
| 20:06 |
DS-minetest |
(in c++ and the not yet existing path is not absolute) |
| 20:06 |
Krock |
make it absolute |
| 20:06 |
DS-minetest |
how? |
| 20:06 |
DS-minetest |
fs::AbsolutePath doesn't work |
| 20:07 |
Krock |
https://stackoverflow.com/questions/2341808/ |
| 20:07 |
Krock |
oh. that's what AbsolutePath uses |
| 20:07 |
DS-minetest |
yes |
| 20:08 |
Krock |
straight forward workaround would be to make the path valid by creating it |
| 20:09 |
Krock |
or do string operations to convert it manually to an absolute path |
| 20:09 |
DS-minetest |
yes, but I don't want that a server can make the client create some weird paths somewhere |
| 20:09 |
sfan5 |
what are you implementing? |
| 20:09 |
Krock |
mhm... well so, going off now. good luck |
| 20:10 |
DS-minetest |
sfan5: https://github.com/DS-Minetest/minetest/tree/sscsm_1 |
| 20:11 |
sfan5 |
csm already uses an in-ram filesystem with | as path separator |
| 20:11 |
sfan5 |
if the server wants to send mods, they should be directly put in there but not saved to disk |
| 20:12 |
DS-minetest |
can lua then still load from there? |
| 20:13 |
sfan5 |
sure |
| 20:14 |
sfan5 |
in fact, the code for that is already present |
| 20:14 |
DS-minetest |
oh |
| 20:16 |
DS-minetest |
is it FileCache? |
| 20:19 |
sfan5 |
https://github.com/minetest/minetest/blob/ad8d68c06aa67ba6d9249f583b9cbb9a60fe1e02/src/client/client.cpp#L199 |
| 20:19 |
sfan5 |
: actually, not | |
| 20:22 |
DS-minetest |
thanks |
| 20:27 |
DS-minetest |
but, as far as I can see, this is just saving the paths, so that paths like "default:foo/bar.lua" are possible |
| 20:27 |
DS-minetest |
it's not saving the file data |
| 20:28 |
Corey[m] |
If you're working with relative paths that you don't trust, a trick I've used that works most times is to make it absolute against root (.i.e "/"), and then join it with the 'sandboxed' path, Path.join('/my/sandbox/path/', Path.expand(untrusted_path, "/")), the expand resolves any backwards refs, which prevents it from escaping the sandbox |
| 20:28 |
Corey[m] |
Also hi |
| 20:29 |
DS-minetest |
hi, too |
| 20:29 |
DS-minetest |
but the problem is that I can't get the absolute path because it doesn't exist yet |
| 20:30 |
Corey[m] |
My example doesn't require that the path exists, it should only be manipulating path names like boring strings |
| 20:30 |
sfan5 |
DS-minetest: hm, you're right |
| 20:30 |
sfan5 |
I guess it could be extended to do what I described |
| 20:32 |
DS-minetest |
hm, I think, it might be possible to just disallow any ".."s |
| 20:32 |
DS-minetest |
in the relative path |
| 20:32 |
DS-minetest |
in the sandboxed path' |
| 20:32 |
DS-minetest |
** |
| 20:33 |
Corey[m] |
bleh, higher level languages have spoiled me rotten, I forgot how hard it is to sanitize file paths in C land |
| 20:46 |
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| 22:51 |
Nezrok |
Is there a way to make particles spawned with minetest.add_particlespawner glow? |
| 23:00 |
Nezrok |
Oh I see, they can light themselves up, but not the surrounding area |
| 23:00 |
Nezrok |
Oh well |
| 23:00 |
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