[Mod] Node ownership [node_ownership]

cornernote
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by cornernote » Wed Sep 26, 2012 02:02

hi Mike, put it on github so others can fork and then push changes back
 

mike
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by mike » Wed Sep 26, 2012 15:17

https://github.com/codeandfix/node_ownership

this is not the announced release.. just an alpha of the current state!
but it works mostly..
 

mike
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by mike » Wed Sep 26, 2012 15:45

for ongoing changes see commit logs.
 

cornernote
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by cornernote » Wed Sep 26, 2012 21:37

it seems randomproof has not been on the forums for a few months. i think if you are actively developing this mod then your repo should be considered the most up-to-date (i had to stop myself using the word "master").

i recommend creating a new thread so that you can manage the first post.

once done, ask the forum mods to mark this one as old

remember to give credit back to this mod in your thread/readme/etc taking into account the current license. With GPL I think you can just add yourself to the list of copyright people, and then re-release it under GPL.
 

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by mike » Fri Sep 28, 2012 16:50

- subconcessions from childs to childs are forbidden now, to circumvent problems with recursive deletion.
- code cleaned up a bit

get latest version here
https://github.com/codeandfix/node_ownership/
Last edited by mike on Fri Sep 28, 2012 17:06, edited 1 time in total.
 

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RAPHAEL
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by RAPHAEL » Wed Dec 12, 2012 00:01

"Fixed" node_ownership..

Whole world diggable by default. Only owned land cannot be dug by anyone except owner.

http://ompldr.org/vZ25wMw
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by VanessaE » Wed Dec 12, 2012 00:25

Can someone tell me just how to let this mod know that I am the admin of my own server (so I can do routine maintenance)? :-)
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RAPHAEL
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by RAPHAEL » Wed Dec 12, 2012 01:58

VanessaE wrote:Can someone tell me just how to let this mod know that I am the admin of my own server (so I can do routine maintenance)? :-)

I think you edit the settings file and change ServerAdmin to your player name.
"Before you speak, ask yourself: Is it kind, is it true, is it necessary, does it improve upon the silence?"
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by VanessaE » Sat Dec 15, 2012 03:43

That only affects some chat/print output.
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RAPHAEL
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by RAPHAEL » Sat Dec 15, 2012 04:15

VanessaE wrote:That only affects some chat/print output.


You sure? If that's not the case then I presume you need some form of server privs (unsure which). On DTAmedia server I have two people as able to use node_ownership and only thing that was done is editing that settings file. Of course both also have all the server privs.
"Before you speak, ask yourself: Is it kind, is it true, is it necessary, does it improve upon the silence?"
My mods: http://goo.gl/n4kpn
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by VanessaE » Sat Dec 15, 2012 13:03

Yep, I looked at the code and didn't see any use of that variable that was part of an actual piece of code.
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Menche
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by Menche » Sat Dec 15, 2012 16:22

Use "name = [your name]" to set the admin. You then have all privs automatically and they can't be revoked.
Last edited by Menche on Sat Dec 15, 2012 16:22, edited 1 time in total.
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mike
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by mike » Sun Dec 16, 2012 22:31

I suggest to visit https://github.com/codeandfix/node_ownership/ and read the huge manual!
 

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VanessaE
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by VanessaE » Wed Jan 23, 2013 10:55

Menche: Actually node_ownership ignores/overrides that.

No matter, here's my variation of this mod. All this does is allow the user to tell the mod who the server admin is by uncommenting and changing the SERVER_ADMIN variable in settings.lua. The actual tweak to make it work was done inside the HasOwner() function. If a player with that name attempts to dig/place, the mod bypasses its usual protection code and just lets the action happen.

http://digitalaudioconcepts.com/vanessa/hobbies/minetest/node_ownership-20130123.zip
You might like some of my stuff:
Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (16-512px)
Tips (BTC): 13LdcdUFcNCFAm7HfvAXh5GHTjCnnQj6KE
 

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by ssieb » Fri Jun 07, 2013 16:35

It would be nice if the client had some concept of the permissions. As it is (especially if the server is lagging), it's possible to dig through a wall to get inside a protected area. Sure, the server makes the blocks go back, but the player is already inside.
 

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Zeg9
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by Zeg9 » Fri Jun 07, 2013 18:06

ssieb wrote:It would be nice if the client had some concept of the permissions. As it is (especially if the server is lagging), it's possible to dig through a wall to get inside a protected area. Sure, the server makes the blocks go back, but the player is already inside.

The anticheat needs to be fixed... The current one is just useful about teleporting you and removing your nodes when you're actually not cheating...
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by Sokomine » Fri Jun 07, 2013 21:43

What's the problem if the player is inside the building? The building itshelf is save, and that's what's important.
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mike
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by mike » Sat Jun 08, 2013 00:26

Its bad if people can cheat through walls and see everything.
 

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Zeg9
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by Zeg9 » Sat Jun 08, 2013 15:24

mike wrote:Its bad if people can cheat through walls and see everything.

e.g. hidden mesecons system; or hidden furnace or whatever that isnt locked.
Last edited by Zeg9 on Sat Jun 08, 2013 15:25, edited 1 time in total.
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by Sokomine » Tue Jul 23, 2013 23:01

The mod is very useful on servers but not particulary userfriendly when it comes to setting up areas. I'd like to use marker blocks so that areas can be marked by placing a block ingame or by using worldedits //p set command.

Maybe areas ought to get a name/title parameter so that it gets easier to distinguish them.

/list_areas ought to take a player name as an optional argument and show the areas of that player.
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mike
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by mike » Wed Jul 24, 2013 09:08

Currently the MOD needs to be adapted to some API changes.
The old way functions are overwritten (on_*) does not work with new MODs anymore.

Suggestions?
 

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by Sokomine » Wed Jul 24, 2013 15:59

Can you be more specific? To my knowledge, VanessaE runs an only slightly modified version on her server, and that's as cutting-edge as possible and has so many mods installed it recently exceeded the old 4k limit. The lua api still lists the on_*-functions as existing. It just says "not recommended" and asks to use the functions inside the node definition - which is fine for nodes, but would be useless for protection mods of all kinds.
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mike
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Re: [Mod] Node ownership [node_ownership]

by mike » Sun Aug 31, 2014 12:14

mod deprecated use areas instead!
 

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Re: [Mod] Node ownership [node_ownership]

by Krock » Sun Aug 31, 2014 16:45

mike wrote:mod deprecated use areas instead!

This doesn't mean, you shouldn't use this mod. It should still work as when it got created.
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Re: [Mod] Node ownership [node_ownership]

by mike » Sun Aug 31, 2014 19:19

i dont think so. since api/defaultmods changed this mod is unsupported since 0.4.4+.
 

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