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FOV: Raise lower limit to avoid zoom-loading of distant world (#7234)
In the client, raise lower limit from 30 to 45 degrees, to avoid server seeing this as a zoom and loading world beyond the server-set limit. Add minimum in settingtypes.txt and enforce lower limit when set using minetest.conf. In the server, distrust the client-sent FOV if below the heuristic zoom threshold and use the player object property 'zoom_fov' to check it, to protect against hacked clients.
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5 changed files with 33 additions and 7 deletions
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@ -192,17 +192,35 @@ void RemoteClient::GetNextBlocks (
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*/
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s32 new_nearest_unsent_d = -1;
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// get view range and camera fov from the client
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// Get view range and camera fov (radians) from the client
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s16 wanted_range = sao->getWantedRange() + 1;
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float camera_fov = sao->getFov();
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const s16 full_d_max = std::min(adjustDist(m_max_send_distance, camera_fov), wanted_range);
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const s16 d_opt = std::min(adjustDist(m_block_optimize_distance, camera_fov), wanted_range);
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// If below the heuristic zoom threshold (see adjustDist() in numeric.cpp)
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// distrust client-sent FOV and get server-set player object property
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// zoom FOV (degrees) as a check to avoid hacked clients using FOV to load
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// distant world.
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// 0.888 radians is slightly larger than the zoom threshold of 1.775 / 2
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// radians.
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if (camera_fov < 0.888f) {
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float prop_zoom_fov = sao->getZoomFOV();
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// If zoom is disabled by value 0
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if (prop_zoom_fov < 0.001f)
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camera_fov = 0.888f;
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else
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// Degrees -> radians
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camera_fov = prop_zoom_fov * core::DEGTORAD;
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}
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const s16 full_d_max = std::min(adjustDist(m_max_send_distance, camera_fov),
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wanted_range);
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const s16 d_opt = std::min(adjustDist(m_block_optimize_distance, camera_fov),
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wanted_range);
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const s16 d_blocks_in_sight = full_d_max * BS * MAP_BLOCKSIZE;
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//infostream << "Fov from client " << camera_fov << " full_d_max " << full_d_max << std::endl;
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s16 d_max = full_d_max;
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s16 d_max_gen = std::min(adjustDist(m_max_gen_distance, camera_fov), wanted_range);
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s16 d_max_gen = std::min(adjustDist(m_max_gen_distance, camera_fov),
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wanted_range);
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// Don't loop very much at a time, adjust with distance,
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// do more work per RTT with greater distances.
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