copper248 reports: total block deletion glitch: e ... #5044
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Reference: your-land/bugtracker#5044
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copper248 reports a bug:
Player position:
Player look:
Player information:
Player meta:
Log identifier
Profiler save:
Status:
Teleport command:
Compass command:
notice the diamond block disappears in the last image
all doors, as multi-node structures, should probably be MVPS stoppers
also, this is an upstream issue with minetest game. the code which deletes the node above the door should verify that the node is actually the
doors:hidden
nodei may still end up writing some integration code for yl_commons after i report this upstream, to prevent this from being exploited. this can e.g. be used to destroy a chest along the lower edges of a protection area.
upstream PR: https://github.com/minetest/minetest_game/pull/3045
I highly doubt it could be exploited in that way since areas typically extend far below the actual used area
I don't know what exactly this could be exploited for, perhaps some sort of tunnel bore type thing? idk, anyway, what pushable multinode structures are there other than doors? I tried electrum crystals and cannons, they don't work what else is there
those other things aren't multi-node structures. all doors have an invisible node above them to keep you from placing other things in that position.
i think armor stands might have something similar, i'm not sure we've got anything else. i know techpack has some multinode machines, but we don't use that.
3d armor stand appears to check that it's the expected node before removing it.
made doors MVPS stoppers
08de7a5840
i discovered after i'd manually typed in the name of every door that the doors mod actually publishes the names of all the registered ones. wasted a good hour or so on that.
If a chest is deleted with this glitch while someone has the GUI open a blank chest is created
this is ... "expected". ish. when the inventory is modified (removed), the formspec updates to reflect the clients new knowledge of the chest contents (nothing). there's no way for the server to tell if a player has a node formspec open, so we couldn't even tell it to close if we wanted to.
actually, could the client should be able to detect if a node formspec was modified or removed and update accordingly?
there appears to be something special about nodes that change when interacted with like chest to chest_open, the rest just kick you out like the block was destroyed normally
mtg fix was merged https://github.com/minetest/minetest_game/pull/3045
doors will remain MVPS stoppers though.
QA:
There is no door group that unites all doors.
Some doors are not yet MVPS stoppers. Those are examples, not ALL doors were tested. It can be assumed that if one door is not a MVPS stopper, a similar one isn't as well.
Many other doors and trapdoors are MVPS stoppers (now), among the even more obscure ones, like shared_doors, xpanes or locks
QA
Apparently all the doors I found lacking MVPS stoppers do not exhibit the faulty behaviour.
this is live