forked from Mineclonia/Mineclonia
Add crash fix and tests for minetest.find_nodes_in_area()
For some specific out of bounds values, the volume calculation in minetest.find_nodes_in_area() is off by about four million nodes. Unfortunately that behaviour made it trivial to crash Mineclonia, as Minetest immediately crashes upon encountering large numbers. This commit introduces a wrapper around minetest.find_nodes_in_area() which should avoid a crash. Additionally, three self tests are executed when a server starts; they crash Mineclonia in case the workaround fails.
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249cfb8118
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local clamp = function(value, min, max)
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assert( min < max )
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if value < min then
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return min
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end
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if value > max then
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return max
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end
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return value
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end
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assert( clamp(000, -100, 100) == 000 )
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assert( clamp(999, -100, 100) == 100 )
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assert( clamp(999, -999, 999) == 999 )
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assert( clamp(998, 999, 1999) == 999 )
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assert( clamp(999, 999, 1999) == 999 )
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local clamp_s16 = function(value)
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-- seems minetest hangs on -32768 and 32767
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return clamp(value, -32767, 32766)
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end
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assert( clamp_s16(000000) == 000000 )
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assert( clamp_s16(000001) == 000001 )
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assert( clamp_s16(000010) == 000010 )
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assert( clamp_s16(000100) == 000100 )
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assert( clamp_s16(001000) == 001000 )
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assert( clamp_s16(010000) == 010000 )
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assert( clamp_s16(100000) == 032766 )
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assert( clamp_s16(-00000) == -00000 )
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assert( clamp_s16(-00009) == -00009 )
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assert( clamp_s16(-00099) == -00099 )
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assert( clamp_s16(-00999) == -00999 )
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assert( clamp_s16(-09999) == -09999 )
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assert( clamp_s16(-99999) == -32767 )
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local minetest_find_nodes_in_area = minetest.find_nodes_in_area
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minetest.find_nodes_in_area = function(minp, maxp, ...)
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if
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minp.x >= 32767 or minp.x <= -32768 or
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minp.y >= 32767 or minp.y <= -32768 or
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minp.z >= 32767 or minp.z <= -32768 or
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maxp.x >= 32767 or maxp.x <= -32768 or
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maxp.y >= 32767 or maxp.y <= -32768 or
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maxp.z >= 32767 or maxp.z <= -32768
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then
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minetest.log(
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"warning",
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"find_nodes_in_area() called with coords outside interval (-32768, 32767), clamping arguments: " ..
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"minp { x=" .. minp.x .. ", y=" .. minp.y .. " z=" .. minp.z .. " } " ..
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"maxp { x=" .. maxp.x .. ", y=" .. maxp.y .. " z=" .. maxp.z .. " } "
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)
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return minetest_find_nodes_in_area(
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{ x=clamp_s16(minp.x), y=clamp_s16(minp.y), z=clamp_s16(minp.z) },
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{ x=clamp_s16(maxp.x), y=clamp_s16(maxp.y), z=clamp_s16(maxp.z) },
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...
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)
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else
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return minetest_find_nodes_in_area(
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minp,
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maxp,
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...
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)
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end
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end
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local test_minetest_find_nodes_in_area_implementation_equivalence = function()
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-- If any assertion in this test function fails, the wrapper
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-- for minetest.find_nodes_in_area() does not behave like the
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-- original function. If you are reading the code because your
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-- server crashed, please inform the Mineclonia developers.
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for x = -31000, 31000, 15500 do
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for y = -31000, 31000, 15500 do
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for z = -31000, 31000, 15500 do
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for d = 1, 9, 3 do
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local minp = { x=x, y=y, z=z }
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local maxp = { x=x+d, y=y+d, z=z+d }
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local npos_1, nnum_1 = minetest_find_nodes_in_area(
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minp,
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maxp,
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{ "air", "ignore" }
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)
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local npos_2, nnum_2 = minetest.find_nodes_in_area(
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minp,
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maxp,
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{ "air", "ignore" }
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)
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assert(#npos_1 == #npos_2)
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assert(nnum_1["air"] == nnum_2["air"])
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assert(nnum_1["ignore"] == nnum_2["ignore"])
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end
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end
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end
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end
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end
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minetest.after( 0, test_minetest_find_nodes_in_area_implementation_equivalence )
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local test_minetest_find_nodes_in_area_can_count = function(dtime)
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-- This function tests that minetest.find_nodes_in_area() can
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-- count nodes correctly. If it fails, the engine can not be
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-- trusted to actually count how many nodes of a given type
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-- are in a given volume. Yes, *it* is bad if that happens.
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--
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-- If you are looking at this function because it executes at
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-- startup and crashes the game, by far the most stupid thing
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-- you could do is disabling it. Only an absolute moron would
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-- disable tests that ensure basic functionality still works.
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--
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-- Experience has taught me that such warnings are mostly not
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-- taken seriously by both Minetest mod & core developers. As
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-- there are very few situations in which someone would read
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-- the code of the function without a crash, you are probably
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-- asking yourself how bad it can be. Surely you will want an
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-- example of what will break if this test breaks. The answer
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-- to this simple question is equally simple and consists of a
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-- heartfelt “What the fuck did you say, you stupid fuckwad?”.
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--
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-- Alrighty then, let's get it on …
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local pos = { x=30999, y=30999, z=30999 }
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-- You think there is nothing there? Well, here is the thing:
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-- With standard settings you can only see map until x=30927,
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-- although the renderer can actually render up to x=31007 if
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-- you configure it to. Any statements given by minetest core
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-- devs that contradict the above assertion are probably lies.
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--
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-- In any way, this area should be so far out that no one has
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-- built here … yet. Now that you know it is possible, I know
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-- you want to. How though? I suggest to figure the technique
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-- out yourself, then go on and build invisible lag machines.
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local radius = 3
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local minp = vector.subtract(pos, radius)
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local maxp = vector.add(pos, radius)
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local nodename = "air"
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local c_nodename = minetest.get_content_id(nodename)
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-- Why not use minetest.set_node() here? Well, some mods do
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-- trigger on every placement of a node in the entire map …
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-- and we do not want to crash those mods in this test case.
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-- (Voxelmanip does not trigger callbacks – so all is well.)
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--
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-- And now for a funny story: I initially copied the following
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-- code from the Minetest developer wiki. Can you spot a typo?
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-- <https://dev.minetest.net/index.php?title=minetest.get_content_id&action=edit>
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local vm = minetest.get_voxel_manip()
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local emin, emax = vm:read_from_map(
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minp,
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maxp
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)
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local area = VoxelArea:new({
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MinEdge=emin,
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MaxEdge=emax
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})
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local data = vm:get_data()
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for z = minp.z, maxp.z do
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for y = minp.y, maxp.y do
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local vi = area:index(minp.x, y, z)
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for x = minp.x, maxp.y do
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data[vi] = c_nodename
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vi = vi + 1
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end
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end
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end
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vm:set_data(data)
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vm:write_to_map()
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local npos, nnum = minetest.find_nodes_in_area(
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minp,
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maxp,
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{ nodename }
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)
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local nodes_expected = math.pow( 1 + (2 * radius), 3 )
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local nodes_counted = nnum[nodename]
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local nodes_difference = nodes_expected - nodes_counted
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-- Yes, the following line is supposed to crash the game in
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-- the case that Minetest forgot how to count the number of
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-- nodes in a three dimensional volume it just filled. This
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-- function contains an excellent explanation on what not to
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-- do further up. I strongly suggest to pester Minetest core
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-- devs about this issue and not the author of the function,
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-- should this test ever fail.
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assert ( 0 == nodes_difference )
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end
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minetest.after( 0, test_minetest_find_nodes_in_area_can_count )
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local test_minetest_find_nodes_in_area_crash = function(dtime)
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-- And now for our feature presentation, where we call the
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-- function “minetest.find_nodes_in_area()” with a position
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-- out of bounds! Will it crash? Who knows‽ If it does, the
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-- workaround is not working though, so it should be patched.
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local pos = { x=32767, y=32767, z=32767 }
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-- Note that not all out of bounds values actually crash the
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-- function minetest.find_nodes_in_area()“. In fact, the vast
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-- majority of out of bounds values do not crash the function.
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local radius = 3
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local minp = vector.subtract(pos, radius)
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local maxp = vector.add(pos, radius)
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local nodename = "air"
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local npos, nnum = minetest.find_nodes_in_area(
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minp,
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maxp,
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{ nodename }
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)
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-- That's all, folks!
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end
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minetest.after( 0, test_minetest_find_nodes_in_area_crash )
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