| Time |
Nick |
Message |
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| 03:06 |
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| 03:55 |
Mantar |
Had a super weird error just now, anybody seen this happen before? createSector(): pos. over max mapgen limit |
| 03:55 |
Mantar |
happened in the timer for a torch |
| 04:24 |
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| 04:30 |
Mantar |
huh https://github.com/minetest/minetest/issues/11835 |
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| 16:59 |
jonadab |
I like how the people who are confident the bug is real, consistently refuse to provide steps-to-reproduce that don't require modifying the server-side game code. |
| 16:59 |
jonadab |
It's like they're actively *trying* to prevent the devs from believing them. |
| 17:01 |
jonadab |
(If a modified _client_ were required to reproduce, then I could see an argument that, yeah, of course, griefers will do that. But the only steps-to-reproduce given required modified server-side code.) |
| 17:42 |
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Bombo |
oy vey 5.8.0 \o/ |
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| 21:38 |
Mantar |
jonadab: yeah, a little annoying that that's the only reference to the bug that crashed my server yesterday |
| 21:48 |
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| 22:16 |
jonadab |
Mantar: Indeed. Your sighting suggests the existence of a real bug, but with it happening once, on a server, you probably didn't get steps to reproduce. |
| 22:16 |
jonadab |
Which is a bummer. |
| 22:21 |
Mantar |
Yeah I have no idea how it happened, unless somebody was using a hacked client. Basically a torch node tried to check its conditions but was outside map boundaries? |
| 22:21 |
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| 22:21 |
ROllerozxa |
uh, wasn't that the bug that could be used to crash servers with carefully crafted packets |
| 22:31 |
LizzyFleck |
which one |
| 22:31 |
LizzyFleck |
(there were several) |
| 22:31 |
LizzyFleck |
there was the register race condition and the teleporting out of bounds one and probably others as well |
| 22:32 |
ROllerozxa |
#11835 was mentioned earlier today |
| 22:32 |
ShadowBot |
https://github.com/minetest/minetest/issues/11835 -- InvalidPositionException in src/map.cpp is not caught, making it possible for players to crash the server |
| 22:51 |
lizzie |
Hi, I'm working on my second minetest mod (for nodecore). My first mod mostly only did node related manipulations in the direct vicinity around player actions, so I didn't worry about loaded/unloaded mapblocks, but I'm wondering, what happens if get_node and/or set_node are called on an unloaded part of the world? |
| 22:55 |
Mantar |
get_node will return "ignore" nodes |
| 22:55 |
Mantar |
don't recall if set_node will cause it to load the area or not |
| 23:11 |
lizzie |
ignore nodes? is that a node where the name string is "ignore"? |
| 23:12 |
MTDiscord |
<rollerozxa> yes, it's a technical node with the literal itemstring ignore |
| 23:12 |
MTDiscord |
<rollerozxa> is said to exist in any not currently loaded mapblock |
| 23:12 |
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| 23:13 |
lizzie |
cool, that should be manageable |
| 23:13 |
lizzie |
thanks! |
| 23:32 |
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