[Bug]: Zone flags — door parent check, missing light flag, missing NPC talk flag #77

Description

@derrickmehaffy

Plugin Version

0.10.2

Operating System

Linux (Debian/Ubuntu)

Bug Description

Three related zone flag issues affecting interaction control in claimed territory and admin zones:

1. Door flag bypasses parent block_interact check
door_use is evaluated directly without checking its parent flag block_interact. The parent-child hierarchy is defined in ZoneFlags.getParentFlag() but ProtectionChecker.canInteractChunk() maps DOOR directly to ZoneFlags.DOOR_USE and never verifies the parent. This means disabling block_interact on a zone does NOT disable doors — you have to toggle door_use separately, which defeats the purpose of the parent flag.

This likely affects all interaction children: container_use, bench_use, processing_use, seat_use.

2. No zone flag for lights (torches, lanterns)
There is no light_use or torch_use flag. Light interactions (toggling torches/lanterns) are not specifically handled by BlockUseProtectionSystem — they fall through to the generic OTHER case which checks block_interact. There is no way to independently control light toggling in zones (e.g., allow doors but block light toggling, or vice versa).

3. No zone flag for NPC dialogue/conversation
NpcInteractionProtectionHandler only intercepts InteractionType.Use (F-key taming) and maps it to NPC_TAME. There is no flag or handler for NPC dialogue/conversation. Players cannot talk to NPCs in protected territory regardless of flag settings — there is no flag to allow it.

Steps to Reproduce

Door parent check:

  1. Create a zone and set block_interact to false
  2. Set door_use to true
  3. Doors still work — child flag ignores disabled parent

Lights:

  1. Place torches/lanterns in a zone
  2. No flag exists to control toggling them independently
  3. They follow block_interact generically with no granular control

NPC dialogue:

  1. Place an NPC with dialogue in claimed/zoned territory
  2. Try to talk to it — blocked with no way to allow it
  3. No zone flag exists for NPC dialogue

Expected Behavior

  1. Child interaction flags (door_use, container_use, etc.) should respect their parent block_interact — if the parent is false, children should be false regardless of their individual setting
  2. A light_use flag should exist as a child of block_interact to control torch/lantern toggling independently
  3. An npc_dialogue or npc_talk flag should exist to allow/deny NPC conversations in zones, separate from npc_tame

Logs

No response

Code Snippets

Issue 1 — ProtectionChecker.canInteractChunk() maps directly without parent check:

StringflagName = switch (type) {
caseINTERACT, USE -> ZoneFlags.BLOCK_INTERACT;
caseDOOR -> ZoneFlags.DOOR_USE; // directly, no parent checkcaseCONTAINER -> ZoneFlags.CONTAINER_USE;
// ...
};
booleanallowed = zone.getEffectiveFlag(flagName); // only checks child flag

Parent hierarchy exists but is unused during evaluation:

// ZoneFlags.getParentFlag()caseDOOR_USE, CONTAINER_USE, BENCH_USE, PROCESSING_USE, SEAT_USE -> BLOCK_INTERACT;

Media

No response

Additional information

  • Issue 1 affects all 5 interaction children, not just doors
  • Issue 3 may be partially a Hytale server API limitation — NPC dialogue events may not be exposed server-side. Needs investigation into whether PlayerInteractEvent fires for dialogue or if it's client-only
  • The getParentFlag() and isParentFlag() methods in ZoneFlags suggest the parent-child system was designed to be enforced but the enforcement was never wired into ProtectionChecker

Activity

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      , 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Add copy buttons to all
       blocks\n(function() {\n function addCopyButtons() {\n document.querySelectorAll('pre code').forEach(function(codeBlock) {\n if (codeBlock.parentElement.hasAttribute('data-copy-added')) return;\n codeBlock.parentElement.setAttribute('data-copy-added', 'true');\n \n var btn = document.createElement('button');\n btn.textContent = 'Copy';\n btn.style.cssText = 'position:absolute;top:4px;right:4px;padding:2px 8px;font-size:11px;background:#4ecdc4;border:none;border-radius:4px;color:#1a1a2e;cursor:pointer;opacity:0.7;transition:opacity 0.2s;';\n btn.onmouseover = function() { this.style.opacity = '1'; };\n btn.onmouseout = function() { this.style.opacity = '0.7'; };\n btn.onclick = function() {\n navigator.clipboard.writeText(codeBlock.textContent).then(function() {\n btn.textContent = 'Copied!';\n setTimeout(function() { btn.textContent = 'Copy'; }, 1500);\n });\n };\n codeBlock.parentElement.style.position = 'relative';\n codeBlock.parentElement.appendChild(btn);\n });\n }\n \n addCopyButtons();\n \n // Re-run on dynamic content\n var observer = new MutationObserver(addCopyButtons);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Add Copy Buttons to Code Blocks");
      }
      } catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
      })();
      (function(){
      try {
      var __m = "github.com";
      var __re = new RegExp('^' + "github\\.com" + '
      
      Skip to content

      [Bug]: Zone flags — door parent check, missing light flag, missing NPC talk flag #77

      Description

      @derrickmehaffy

      Plugin Version

      0.10.2

      Operating System

      Linux (Debian/Ubuntu)

      Bug Description

      Three related zone flag issues affecting interaction control in claimed territory and admin zones:

      1. Door flag bypasses parent block_interact check
      door_use is evaluated directly without checking its parent flag block_interact. The parent-child hierarchy is defined in ZoneFlags.getParentFlag() but ProtectionChecker.canInteractChunk() maps DOOR directly to ZoneFlags.DOOR_USE and never verifies the parent. This means disabling block_interact on a zone does NOT disable doors — you have to toggle door_use separately, which defeats the purpose of the parent flag.

      This likely affects all interaction children: container_use, bench_use, processing_use, seat_use.

      2. No zone flag for lights (torches, lanterns)
      There is no light_use or torch_use flag. Light interactions (toggling torches/lanterns) are not specifically handled by BlockUseProtectionSystem — they fall through to the generic OTHER case which checks block_interact. There is no way to independently control light toggling in zones (e.g., allow doors but block light toggling, or vice versa).

      3. No zone flag for NPC dialogue/conversation
      NpcInteractionProtectionHandler only intercepts InteractionType.Use (F-key taming) and maps it to NPC_TAME. There is no flag or handler for NPC dialogue/conversation. Players cannot talk to NPCs in protected territory regardless of flag settings — there is no flag to allow it.

      Steps to Reproduce

      Door parent check:

      1. Create a zone and set block_interact to false
      2. Set door_use to true
      3. Doors still work — child flag ignores disabled parent

      Lights:

      1. Place torches/lanterns in a zone
      2. No flag exists to control toggling them independently
      3. They follow block_interact generically with no granular control

      NPC dialogue:

      1. Place an NPC with dialogue in claimed/zoned territory
      2. Try to talk to it — blocked with no way to allow it
      3. No zone flag exists for NPC dialogue

      Expected Behavior

      1. Child interaction flags (door_use, container_use, etc.) should respect their parent block_interact — if the parent is false, children should be false regardless of their individual setting
      2. A light_use flag should exist as a child of block_interact to control torch/lantern toggling independently
      3. An npc_dialogue or npc_talk flag should exist to allow/deny NPC conversations in zones, separate from npc_tame

      Logs

      No response

      Code Snippets

      Issue 1 — ProtectionChecker.canInteractChunk() maps directly without parent check:

      StringflagName = switch (type) {
      caseINTERACT, USE -> ZoneFlags.BLOCK_INTERACT;
      caseDOOR -> ZoneFlags.DOOR_USE; // directly, no parent checkcaseCONTAINER -> ZoneFlags.CONTAINER_USE;
      // ...
      };
      booleanallowed = zone.getEffectiveFlag(flagName); // only checks child flag

      Parent hierarchy exists but is unused during evaluation:

      // ZoneFlags.getParentFlag()caseDOOR_USE, CONTAINER_USE, BENCH_USE, PROCESSING_USE, SEAT_USE -> BLOCK_INTERACT;

      Media

      No response

      Additional information

      • Issue 1 affects all 5 interaction children, not just doors
      • Issue 3 may be partially a Hytale server API limitation — NPC dialogue events may not be exposed server-side. Needs investigation into whether PlayerInteractEvent fires for dialogue or if it's client-only
      • The getParentFlag() and isParentFlag() methods in ZoneFlags suggest the parent-child system was designed to be enforced but the enforcement was never wired into ProtectionChecker

      Activity

      Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

      Metadata

      Metadata

      Assignees

      No one assigned

        Labels

        bugSomething isn't working

        Type

        No type

        Projects

        No projects

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          No milestone

          Relationships

          None yet

          Development

          No branches or pull requests

          Issue actions

          , 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Force GitHub README to respect dark mode\n(function() {\n var style = document.createElement('style');\n style.textContent = '\n .markdown-body {\n color-scheme: dark light;\n }\n .markdown-body pre { background: #161b22 !important; }\n .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; }\n .markdown-body table th, .markdown-body table td { border-color: #30363d !important; }\n .markdown-body img { background: #0d1117; }\n .markdown-body blockquote { border-left-color: #8b949e; }\n .markdown-body hr { border-color: #30363d; }\n ';\n document.head.appendChild(style);\n})();", "GitHub Dark Mode README Fix"); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
          Skip to content

          [Bug]: Zone flags — door parent check, missing light flag, missing NPC talk flag #77

          Description

          @derrickmehaffy

          Plugin Version

          0.10.2

          Operating System

          Linux (Debian/Ubuntu)

          Bug Description

          Three related zone flag issues affecting interaction control in claimed territory and admin zones:

          1. Door flag bypasses parent block_interact check
          door_use is evaluated directly without checking its parent flag block_interact. The parent-child hierarchy is defined in ZoneFlags.getParentFlag() but ProtectionChecker.canInteractChunk() maps DOOR directly to ZoneFlags.DOOR_USE and never verifies the parent. This means disabling block_interact on a zone does NOT disable doors — you have to toggle door_use separately, which defeats the purpose of the parent flag.

          This likely affects all interaction children: container_use, bench_use, processing_use, seat_use.

          2. No zone flag for lights (torches, lanterns)
          There is no light_use or torch_use flag. Light interactions (toggling torches/lanterns) are not specifically handled by BlockUseProtectionSystem — they fall through to the generic OTHER case which checks block_interact. There is no way to independently control light toggling in zones (e.g., allow doors but block light toggling, or vice versa).

          3. No zone flag for NPC dialogue/conversation
          NpcInteractionProtectionHandler only intercepts InteractionType.Use (F-key taming) and maps it to NPC_TAME. There is no flag or handler for NPC dialogue/conversation. Players cannot talk to NPCs in protected territory regardless of flag settings — there is no flag to allow it.

          Steps to Reproduce

          Door parent check:

          1. Create a zone and set block_interact to false
          2. Set door_use to true
          3. Doors still work — child flag ignores disabled parent

          Lights:

          1. Place torches/lanterns in a zone
          2. No flag exists to control toggling them independently
          3. They follow block_interact generically with no granular control

          NPC dialogue:

          1. Place an NPC with dialogue in claimed/zoned territory
          2. Try to talk to it — blocked with no way to allow it
          3. No zone flag exists for NPC dialogue

          Expected Behavior

          1. Child interaction flags (door_use, container_use, etc.) should respect their parent block_interact — if the parent is false, children should be false regardless of their individual setting
          2. A light_use flag should exist as a child of block_interact to control torch/lantern toggling independently
          3. An npc_dialogue or npc_talk flag should exist to allow/deny NPC conversations in zones, separate from npc_tame

          Logs

          No response

          Code Snippets

          Issue 1 — ProtectionChecker.canInteractChunk() maps directly without parent check:

          StringflagName = switch (type) {
          caseINTERACT, USE -> ZoneFlags.BLOCK_INTERACT;
          caseDOOR -> ZoneFlags.DOOR_USE; // directly, no parent checkcaseCONTAINER -> ZoneFlags.CONTAINER_USE;
          // ...
          };
          booleanallowed = zone.getEffectiveFlag(flagName); // only checks child flag

          Parent hierarchy exists but is unused during evaluation:

          // ZoneFlags.getParentFlag()caseDOOR_USE, CONTAINER_USE, BENCH_USE, PROCESSING_USE, SEAT_USE -> BLOCK_INTERACT;

          Media

          No response

          Additional information

          • Issue 1 affects all 5 interaction children, not just doors
          • Issue 3 may be partially a Hytale server API limitation — NPC dialogue events may not be exposed server-side. Needs investigation into whether PlayerInteractEvent fires for dialogue or if it's client-only
          • The getParentFlag() and isParentFlag() methods in ZoneFlags suggest the parent-child system was designed to be enforced but the enforcement was never wired into ProtectionChecker

          Activity

          Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

          Metadata

          Metadata

          Assignees

          No one assigned

            Labels

            bugSomething isn't working

            Type

            No type

            Projects

            No projects

              Milestone

              No milestone

              Relationships

              None yet

              Development

              No branches or pull requests

              Issue actions

              , 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Highlight search terms from Google/DuckDuckGo/Bing referrer\n(function() {\n var ref = document.referrer;\n var terms = [];\n \n if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) {\n var url = new URL(ref);\n var q = url.searchParams.get('q') || url.searchParams.get('p');\n if (q) {\n terms = q.split(/\\s+/).filter(function(t) { return t.length > 2; });\n }\n }\n \n if (terms.length === 0) return;\n \n var style = document.createElement('style');\n style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }';\n document.head.appendChild(style);\n \n function highlight(node) {\n if (node.nodeType === 3) { // text node\n var text = node.textContent;\n var found = false;\n terms.forEach(function(term) {\n var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\\]\\\\]/g, '\\\\') + ')', 'gi');\n if (regex.test(text)) {\n found = true;\n var frag = document.createDocumentFragment();\n var parts = text.split(regex);\n parts.forEach(function(part, i) {\n if (i % 2 === 0) {\n frag.appendChild(document.createTextNode(part));\n } else {\n var span = document.createElement('span');\n span.className = 'userscript-highlight';\n span.textContent = part;\n frag.appendChild(span);\n }\n });\n node.parentNode.replaceChild(frag, node);\n }\n });\n } else if (node.nodeType === 1 && node.childNodes) { // element\n var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT'];\n if (!skipTags.includes(node.tagName)) {\n Array.from(node.childNodes).forEach(highlight);\n }\n }\n }\n \n highlight(document.body);\n \n // Re-highlight on dynamic content\n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1 || node.nodeType === 3) highlight(node);\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Highlight Search Terms"); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
              Skip to content

              [Bug]: Zone flags — door parent check, missing light flag, missing NPC talk flag #77

              Description

              @derrickmehaffy

              Plugin Version

              0.10.2

              Operating System

              Linux (Debian/Ubuntu)

              Bug Description

              Three related zone flag issues affecting interaction control in claimed territory and admin zones:

              1. Door flag bypasses parent block_interact check
              door_use is evaluated directly without checking its parent flag block_interact. The parent-child hierarchy is defined in ZoneFlags.getParentFlag() but ProtectionChecker.canInteractChunk() maps DOOR directly to ZoneFlags.DOOR_USE and never verifies the parent. This means disabling block_interact on a zone does NOT disable doors — you have to toggle door_use separately, which defeats the purpose of the parent flag.

              This likely affects all interaction children: container_use, bench_use, processing_use, seat_use.

              2. No zone flag for lights (torches, lanterns)
              There is no light_use or torch_use flag. Light interactions (toggling torches/lanterns) are not specifically handled by BlockUseProtectionSystem — they fall through to the generic OTHER case which checks block_interact. There is no way to independently control light toggling in zones (e.g., allow doors but block light toggling, or vice versa).

              3. No zone flag for NPC dialogue/conversation
              NpcInteractionProtectionHandler only intercepts InteractionType.Use (F-key taming) and maps it to NPC_TAME. There is no flag or handler for NPC dialogue/conversation. Players cannot talk to NPCs in protected territory regardless of flag settings — there is no flag to allow it.

              Steps to Reproduce

              Door parent check:

              1. Create a zone and set block_interact to false
              2. Set door_use to true
              3. Doors still work — child flag ignores disabled parent

              Lights:

              1. Place torches/lanterns in a zone
              2. No flag exists to control toggling them independently
              3. They follow block_interact generically with no granular control

              NPC dialogue:

              1. Place an NPC with dialogue in claimed/zoned territory
              2. Try to talk to it — blocked with no way to allow it
              3. No zone flag exists for NPC dialogue

              Expected Behavior

              1. Child interaction flags (door_use, container_use, etc.) should respect their parent block_interact — if the parent is false, children should be false regardless of their individual setting
              2. A light_use flag should exist as a child of block_interact to control torch/lantern toggling independently
              3. An npc_dialogue or npc_talk flag should exist to allow/deny NPC conversations in zones, separate from npc_tame

              Logs

              No response

              Code Snippets

              Issue 1 — ProtectionChecker.canInteractChunk() maps directly without parent check:

              StringflagName = switch (type) {
              caseINTERACT, USE -> ZoneFlags.BLOCK_INTERACT;
              caseDOOR -> ZoneFlags.DOOR_USE; // directly, no parent checkcaseCONTAINER -> ZoneFlags.CONTAINER_USE;
              // ...
              };
              booleanallowed = zone.getEffectiveFlag(flagName); // only checks child flag

              Parent hierarchy exists but is unused during evaluation:

              // ZoneFlags.getParentFlag()caseDOOR_USE, CONTAINER_USE, BENCH_USE, PROCESSING_USE, SEAT_USE -> BLOCK_INTERACT;

              Media

              No response

              Additional information

              • Issue 1 affects all 5 interaction children, not just doors
              • Issue 3 may be partially a Hytale server API limitation — NPC dialogue events may not be exposed server-side. Needs investigation into whether PlayerInteractEvent fires for dialogue or if it's client-only
              • The getParentFlag() and isParentFlag() methods in ZoneFlags suggest the parent-child system was designed to be enforced but the enforcement was never wired into ProtectionChecker

              Activity

              Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

              Metadata

              Metadata

              Assignees

              No one assigned

                Labels

                bugSomething isn't working

                Type

                No type

                Projects

                No projects

                  Milestone

                  No milestone

                  Relationships

                  None yet

                  Development

                  No branches or pull requests

                  Issue actions

                  , 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Strip utm_, fbclid, gclid, etc. from all links on page\n(function() {\n var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content',\n 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid',\n 'ref', 'ref_src', 'source', 'medium', 'campaign'];\n \n function cleanUrl(url) {\n try {\n var u = new URL(url, window.location.origin);\n var changed = false;\n trackingParams.forEach(function(p) {\n if (u.searchParams.has(p)) {\n u.searchParams.delete(p);\n changed = true;\n }\n });\n return changed ? u.toString() : url;\n } catch (e) {\n return url;\n }\n }\n \n function cleanLinks() {\n document.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n \n cleanLinks();\n \n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1) {\n if (node.tagName === 'A') cleanLinks();\n node.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Remove Tracking Parameters from Links"); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + '
                  Skip to content

                  [Bug]: Zone flags — door parent check, missing light flag, missing NPC talk flag #77

                  Description

                  @derrickmehaffy

                  Plugin Version

                  0.10.2

                  Operating System

                  Linux (Debian/Ubuntu)

                  Bug Description

                  Three related zone flag issues affecting interaction control in claimed territory and admin zones:

                  1. Door flag bypasses parent block_interact check
                  door_use is evaluated directly without checking its parent flag block_interact. The parent-child hierarchy is defined in ZoneFlags.getParentFlag() but ProtectionChecker.canInteractChunk() maps DOOR directly to ZoneFlags.DOOR_USE and never verifies the parent. This means disabling block_interact on a zone does NOT disable doors — you have to toggle door_use separately, which defeats the purpose of the parent flag.

                  This likely affects all interaction children: container_use, bench_use, processing_use, seat_use.

                  2. No zone flag for lights (torches, lanterns)
                  There is no light_use or torch_use flag. Light interactions (toggling torches/lanterns) are not specifically handled by BlockUseProtectionSystem — they fall through to the generic OTHER case which checks block_interact. There is no way to independently control light toggling in zones (e.g., allow doors but block light toggling, or vice versa).

                  3. No zone flag for NPC dialogue/conversation
                  NpcInteractionProtectionHandler only intercepts InteractionType.Use (F-key taming) and maps it to NPC_TAME. There is no flag or handler for NPC dialogue/conversation. Players cannot talk to NPCs in protected territory regardless of flag settings — there is no flag to allow it.

                  Steps to Reproduce

                  Door parent check:

                  1. Create a zone and set block_interact to false
                  2. Set door_use to true
                  3. Doors still work — child flag ignores disabled parent

                  Lights:

                  1. Place torches/lanterns in a zone
                  2. No flag exists to control toggling them independently
                  3. They follow block_interact generically with no granular control

                  NPC dialogue:

                  1. Place an NPC with dialogue in claimed/zoned territory
                  2. Try to talk to it — blocked with no way to allow it
                  3. No zone flag exists for NPC dialogue

                  Expected Behavior

                  1. Child interaction flags (door_use, container_use, etc.) should respect their parent block_interact — if the parent is false, children should be false regardless of their individual setting
                  2. A light_use flag should exist as a child of block_interact to control torch/lantern toggling independently
                  3. An npc_dialogue or npc_talk flag should exist to allow/deny NPC conversations in zones, separate from npc_tame

                  Logs

                  No response

                  Code Snippets

                  Issue 1 — ProtectionChecker.canInteractChunk() maps directly without parent check:

                  StringflagName = switch (type) {
                  caseINTERACT, USE -> ZoneFlags.BLOCK_INTERACT;
                  caseDOOR -> ZoneFlags.DOOR_USE; // directly, no parent checkcaseCONTAINER -> ZoneFlags.CONTAINER_USE;
                  // ...
                  };
                  booleanallowed = zone.getEffectiveFlag(flagName); // only checks child flag

                  Parent hierarchy exists but is unused during evaluation:

                  // ZoneFlags.getParentFlag()caseDOOR_USE, CONTAINER_USE, BENCH_USE, PROCESSING_USE, SEAT_USE -> BLOCK_INTERACT;

                  Media

                  No response

                  Additional information

                  • Issue 1 affects all 5 interaction children, not just doors
                  • Issue 3 may be partially a Hytale server API limitation — NPC dialogue events may not be exposed server-side. Needs investigation into whether PlayerInteractEvent fires for dialogue or if it's client-only
                  • The getParentFlag() and isParentFlag() methods in ZoneFlags suggest the parent-child system was designed to be enforced but the enforcement was never wired into ProtectionChecker

                  Activity

                  Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

                  Metadata

                  Metadata

                  Assignees

                  No one assigned

                    Labels

                    bugSomething isn't working

                    Type

                    No type

                    Projects

                    No projects

                      Milestone

                      No milestone

                      Relationships

                      None yet

                      Development

                      No branches or pull requests

                      Issue actions

                      , 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Auto-enable theater mode on YouTube\n(function() {\n function tryTheater() {\n var btn = document.querySelector('button[aria-label=\"Theater mode\"], ytd-player #player button[title=\"Theater mode\"]');\n if (btn && !btn.classList.contains('activated')) {\n btn.click();\n }\n }\n \n // Try immediately\n tryTheater();\n \n // Try after navigation (SPA)\n var lastUrl = location.href;\n setInterval(function() {\n if (location.href !== lastUrl) {\n lastUrl = location.href;\n setTimeout(tryTheater, 500);\n }\n }, 1000);\n \n // Also try on player load\n var observer = new MutationObserver(tryTheater);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "YouTube Theater Mode Default"); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
                      Skip to content

                      [Bug]: Zone flags — door parent check, missing light flag, missing NPC talk flag #77

                      Description

                      @derrickmehaffy

                      Plugin Version

                      0.10.2

                      Operating System

                      Linux (Debian/Ubuntu)

                      Bug Description

                      Three related zone flag issues affecting interaction control in claimed territory and admin zones:

                      1. Door flag bypasses parent block_interact check
                      door_use is evaluated directly without checking its parent flag block_interact. The parent-child hierarchy is defined in ZoneFlags.getParentFlag() but ProtectionChecker.canInteractChunk() maps DOOR directly to ZoneFlags.DOOR_USE and never verifies the parent. This means disabling block_interact on a zone does NOT disable doors — you have to toggle door_use separately, which defeats the purpose of the parent flag.

                      This likely affects all interaction children: container_use, bench_use, processing_use, seat_use.

                      2. No zone flag for lights (torches, lanterns)
                      There is no light_use or torch_use flag. Light interactions (toggling torches/lanterns) are not specifically handled by BlockUseProtectionSystem — they fall through to the generic OTHER case which checks block_interact. There is no way to independently control light toggling in zones (e.g., allow doors but block light toggling, or vice versa).

                      3. No zone flag for NPC dialogue/conversation
                      NpcInteractionProtectionHandler only intercepts InteractionType.Use (F-key taming) and maps it to NPC_TAME. There is no flag or handler for NPC dialogue/conversation. Players cannot talk to NPCs in protected territory regardless of flag settings — there is no flag to allow it.

                      Steps to Reproduce

                      Door parent check:

                      1. Create a zone and set block_interact to false
                      2. Set door_use to true
                      3. Doors still work — child flag ignores disabled parent

                      Lights:

                      1. Place torches/lanterns in a zone
                      2. No flag exists to control toggling them independently
                      3. They follow block_interact generically with no granular control

                      NPC dialogue:

                      1. Place an NPC with dialogue in claimed/zoned territory
                      2. Try to talk to it — blocked with no way to allow it
                      3. No zone flag exists for NPC dialogue

                      Expected Behavior

                      1. Child interaction flags (door_use, container_use, etc.) should respect their parent block_interact — if the parent is false, children should be false regardless of their individual setting
                      2. A light_use flag should exist as a child of block_interact to control torch/lantern toggling independently
                      3. An npc_dialogue or npc_talk flag should exist to allow/deny NPC conversations in zones, separate from npc_tame

                      Logs

                      No response

                      Code Snippets

                      Issue 1 — ProtectionChecker.canInteractChunk() maps directly without parent check:

                      StringflagName = switch (type) {
                      caseINTERACT, USE -> ZoneFlags.BLOCK_INTERACT;
                      caseDOOR -> ZoneFlags.DOOR_USE; // directly, no parent checkcaseCONTAINER -> ZoneFlags.CONTAINER_USE;
                      // ...
                      };
                      booleanallowed = zone.getEffectiveFlag(flagName); // only checks child flag

                      Parent hierarchy exists but is unused during evaluation:

                      // ZoneFlags.getParentFlag()caseDOOR_USE, CONTAINER_USE, BENCH_USE, PROCESSING_USE, SEAT_USE -> BLOCK_INTERACT;

                      Media

                      No response

                      Additional information

                      • Issue 1 affects all 5 interaction children, not just doors
                      • Issue 3 may be partially a Hytale server API limitation — NPC dialogue events may not be exposed server-side. Needs investigation into whether PlayerInteractEvent fires for dialogue or if it's client-only
                      • The getParentFlag() and isParentFlag() methods in ZoneFlags suggest the parent-child system was designed to be enforced but the enforcement was never wired into ProtectionChecker

                      Activity

                      Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

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                          , 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Remove or un-stick sticky/fixed headers that block content\n(function() {\n function unstick() {\n document.querySelectorAll('header, nav, [role=\"banner\"], .header, .navbar, .sticky, .fixed-top, [style*=\"position: fixed\"], [style*=\"position:sticky\"]').forEach(function(el) {\n if (el.style.position === 'fixed' || el.style.position === 'sticky' || \n getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') {\n el.style.position = 'static';\n el.style.top = 'auto';\n el.style.zIndex = 'auto';\n }\n });\n }\n \n unstick();\n \n var observer = new MutationObserver(unstick);\n observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] });\n})();", "Kill Sticky Headers"); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
                          Skip to content

                          [Bug]: Zone flags — door parent check, missing light flag, missing NPC talk flag #77

                          Description

                          @derrickmehaffy

                          Plugin Version

                          0.10.2

                          Operating System

                          Linux (Debian/Ubuntu)

                          Bug Description

                          Three related zone flag issues affecting interaction control in claimed territory and admin zones:

                          1. Door flag bypasses parent block_interact check
                          door_use is evaluated directly without checking its parent flag block_interact. The parent-child hierarchy is defined in ZoneFlags.getParentFlag() but ProtectionChecker.canInteractChunk() maps DOOR directly to ZoneFlags.DOOR_USE and never verifies the parent. This means disabling block_interact on a zone does NOT disable doors — you have to toggle door_use separately, which defeats the purpose of the parent flag.

                          This likely affects all interaction children: container_use, bench_use, processing_use, seat_use.

                          2. No zone flag for lights (torches, lanterns)
                          There is no light_use or torch_use flag. Light interactions (toggling torches/lanterns) are not specifically handled by BlockUseProtectionSystem — they fall through to the generic OTHER case which checks block_interact. There is no way to independently control light toggling in zones (e.g., allow doors but block light toggling, or vice versa).

                          3. No zone flag for NPC dialogue/conversation
                          NpcInteractionProtectionHandler only intercepts InteractionType.Use (F-key taming) and maps it to NPC_TAME. There is no flag or handler for NPC dialogue/conversation. Players cannot talk to NPCs in protected territory regardless of flag settings — there is no flag to allow it.

                          Steps to Reproduce

                          Door parent check:

                          1. Create a zone and set block_interact to false
                          2. Set door_use to true
                          3. Doors still work — child flag ignores disabled parent

                          Lights:

                          1. Place torches/lanterns in a zone
                          2. No flag exists to control toggling them independently
                          3. They follow block_interact generically with no granular control

                          NPC dialogue:

                          1. Place an NPC with dialogue in claimed/zoned territory
                          2. Try to talk to it — blocked with no way to allow it
                          3. No zone flag exists for NPC dialogue

                          Expected Behavior

                          1. Child interaction flags (door_use, container_use, etc.) should respect their parent block_interact — if the parent is false, children should be false regardless of their individual setting
                          2. A light_use flag should exist as a child of block_interact to control torch/lantern toggling independently
                          3. An npc_dialogue or npc_talk flag should exist to allow/deny NPC conversations in zones, separate from npc_tame

                          Logs

                          No response

                          Code Snippets

                          Issue 1 — ProtectionChecker.canInteractChunk() maps directly without parent check:

                          StringflagName = switch (type) {
                          caseINTERACT, USE -> ZoneFlags.BLOCK_INTERACT;
                          caseDOOR -> ZoneFlags.DOOR_USE; // directly, no parent checkcaseCONTAINER -> ZoneFlags.CONTAINER_USE;
                          // ...
                          };
                          booleanallowed = zone.getEffectiveFlag(flagName); // only checks child flag

                          Parent hierarchy exists but is unused during evaluation:

                          // ZoneFlags.getParentFlag()caseDOOR_USE, CONTAINER_USE, BENCH_USE, PROCESSING_USE, SEAT_USE -> BLOCK_INTERACT;

                          Media

                          No response

                          Additional information

                          • Issue 1 affects all 5 interaction children, not just doors
                          • Issue 3 may be partially a Hytale server API limitation — NPC dialogue events may not be exposed server-side. Needs investigation into whether PlayerInteractEvent fires for dialogue or if it's client-only
                          • The getParentFlag() and isParentFlag() methods in ZoneFlags suggest the parent-child system was designed to be enforced but the enforcement was never wired into ProtectionChecker

                          Activity

                          Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

                          Metadata

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                          No one assigned

                            Labels

                            bugSomething isn't working

                            Type

                            No type

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                            No projects

                              Milestone

                              No milestone

                              Relationships

                              None yet

                              Development

                              No branches or pull requests

                              Issue actions

                              , 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Universal Dark Mode - works on any site\n(function() {\n var enabled = true;\n \n function applyDarkMode() {\n if (!enabled) return;\n \n // Create style element if it doesn't exist\n var style = document.getElementById('universal-dark-mode-style');\n if (!style) {\n style = document.createElement('style');\n style.id = 'universal-dark-mode-style';\n document.head.appendChild(style);\n }\n \n // Dark mode CSS - inverts colors but preserves images/video\n style.textContent = '\n /* Invert everything except media */\n html {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #1a1a2e !important;\n }\n \n /* Restore images, videos, iframes, canvas */\n img, video, iframe, canvas, svg, picture, [style*=\"background-image\"] {\n filter: invert(1) hue-rotate(180deg) !important;\n }\n \n /* Preserve specific elements that should not be inverted */\n .no-dark-mode, .no-dark-mode *,\n [data-theme=\"light\"], [data-theme=\"light\"],\n .ace_editor, .ace_editor *,\n .CodeMirror, .CodeMirror *,\n .monaco-editor, .monaco-editor *,\n .markdown-body pre, .markdown-body pre *,\n .highlight, .highlight *,\n pre code, pre code * {\n filter: none !important;\n }\n \n /* Fix common UI elements */\n .modal, .popup, .dropdown-menu, .tooltip, .popover {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #2d2d44 !important;\n border-color: #444 !important;\n }\n \n /* Scrollbars */\n ::-webkit-scrollbar { background: #1a1a2e !important; }\n ::-webkit-scrollbar-thumb { background: #444 !important; }\n ::-webkit-scrollbar-thumb:hover { background: #555 !important; }\n \n /* Selection */\n ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ';\n }\n \n function removeDarkMode() {\n var style = document.getElementById('universal-dark-mode-style');\n if (style) style.remove();\n }\n \n // Toggle with Alt+Shift+D\n document.addEventListener('keydown', function(e) {\n if (e.altKey && e.shiftKey && e.key === 'D') {\n e.preventDefault();\n enabled = !enabled;\n if (enabled) {\n applyDarkMode();\n console.log('[Universal Dark Mode] Enabled');\n } else {\n removeDarkMode();\n console.log('[Universal Dark Mode] Disabled');\n }\n }\n });\n \n // Apply on load\n applyDarkMode();\n \n // Re-apply on dynamic content\n var observer = new MutationObserver(function(mutations) {\n if (enabled && !document.getElementById('universal-dark-mode-style')) {\n applyDarkMode();\n }\n });\n observer.observe(document.head, { childList: true });\n \n console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle');\n})();", "Universal Dark Mode"); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })();
                              Skip to content

                              [Bug]: Zone flags — door parent check, missing light flag, missing NPC talk flag #77

                              Description

                              @derrickmehaffy

                              Plugin Version

                              0.10.2

                              Operating System

                              Linux (Debian/Ubuntu)

                              Bug Description

                              Three related zone flag issues affecting interaction control in claimed territory and admin zones:

                              1. Door flag bypasses parent block_interact check
                              door_use is evaluated directly without checking its parent flag block_interact. The parent-child hierarchy is defined in ZoneFlags.getParentFlag() but ProtectionChecker.canInteractChunk() maps DOOR directly to ZoneFlags.DOOR_USE and never verifies the parent. This means disabling block_interact on a zone does NOT disable doors — you have to toggle door_use separately, which defeats the purpose of the parent flag.

                              This likely affects all interaction children: container_use, bench_use, processing_use, seat_use.

                              2. No zone flag for lights (torches, lanterns)
                              There is no light_use or torch_use flag. Light interactions (toggling torches/lanterns) are not specifically handled by BlockUseProtectionSystem — they fall through to the generic OTHER case which checks block_interact. There is no way to independently control light toggling in zones (e.g., allow doors but block light toggling, or vice versa).

                              3. No zone flag for NPC dialogue/conversation
                              NpcInteractionProtectionHandler only intercepts InteractionType.Use (F-key taming) and maps it to NPC_TAME. There is no flag or handler for NPC dialogue/conversation. Players cannot talk to NPCs in protected territory regardless of flag settings — there is no flag to allow it.

                              Steps to Reproduce

                              Door parent check:

                              1. Create a zone and set block_interact to false
                              2. Set door_use to true
                              3. Doors still work — child flag ignores disabled parent

                              Lights:

                              1. Place torches/lanterns in a zone
                              2. No flag exists to control toggling them independently
                              3. They follow block_interact generically with no granular control

                              NPC dialogue:

                              1. Place an NPC with dialogue in claimed/zoned territory
                              2. Try to talk to it — blocked with no way to allow it
                              3. No zone flag exists for NPC dialogue

                              Expected Behavior

                              1. Child interaction flags (door_use, container_use, etc.) should respect their parent block_interact — if the parent is false, children should be false regardless of their individual setting
                              2. A light_use flag should exist as a child of block_interact to control torch/lantern toggling independently
                              3. An npc_dialogue or npc_talk flag should exist to allow/deny NPC conversations in zones, separate from npc_tame

                              Logs

                              No response

                              Code Snippets

                              Issue 1 — ProtectionChecker.canInteractChunk() maps directly without parent check:

                              StringflagName = switch (type) {
                              caseINTERACT, USE -> ZoneFlags.BLOCK_INTERACT;
                              caseDOOR -> ZoneFlags.DOOR_USE; // directly, no parent checkcaseCONTAINER -> ZoneFlags.CONTAINER_USE;
                              // ...
                              };
                              booleanallowed = zone.getEffectiveFlag(flagName); // only checks child flag

                              Parent hierarchy exists but is unused during evaluation:

                              // ZoneFlags.getParentFlag()caseDOOR_USE, CONTAINER_USE, BENCH_USE, PROCESSING_USE, SEAT_USE -> BLOCK_INTERACT;

                              Media

                              No response

                              Additional information

                              • Issue 1 affects all 5 interaction children, not just doors
                              • Issue 3 may be partially a Hytale server API limitation — NPC dialogue events may not be exposed server-side. Needs investigation into whether PlayerInteractEvent fires for dialogue or if it's client-only
                              • The getParentFlag() and isParentFlag() methods in ZoneFlags suggest the parent-child system was designed to be enforced but the enforcement was never wired into ProtectionChecker

                              Activity

                              Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

                              Metadata

                              Metadata

                              Assignees

                              No one assigned

                                Labels

                                bugSomething isn't working

                                Type

                                No type

                                Projects

                                No projects

                                  Milestone

                                  No milestone

                                  Relationships

                                  None yet

                                  Development

                                  No branches or pull requests

                                  Issue actions