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Sanitize player position and speed server-side (#12396)
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parent
3107c98591
commit
3ac5a24b12
4 changed files with 25 additions and 6 deletions
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@ -319,8 +319,14 @@ std::string PlayerSAO::generateUpdatePhysicsOverrideCommand() const
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return os.str();
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}
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void PlayerSAO::setBasePosition(const v3f &position)
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void PlayerSAO::setBasePosition(v3f position)
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{
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// It's not entirely clear which parts of the network protocol still use
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// v3f1000, but the script API enforces its bound on all float vectors
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// (maybe it shouldn't?). For that reason we need to make sure the position
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// isn't ever set to values that fail this restriction.
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clampToF1000(position);
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if (m_player && position != m_base_position)
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m_player->setDirty(true);
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@ -344,7 +350,7 @@ void PlayerSAO::setPos(const v3f &pos)
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setBasePosition(pos);
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// Movement caused by this command is always valid
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m_last_good_position = pos;
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m_last_good_position = getBasePosition();
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m_move_pool.empty();
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m_time_from_last_teleport = 0.0;
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m_env->getGameDef()->SendMovePlayer(m_peer_id);
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@ -357,7 +363,7 @@ void PlayerSAO::moveTo(v3f pos, bool continuous)
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setBasePosition(pos);
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// Movement caused by this command is always valid
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m_last_good_position = pos;
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m_last_good_position = getBasePosition();
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m_move_pool.empty();
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m_time_from_last_teleport = 0.0;
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m_env->getGameDef()->SendMovePlayer(m_peer_id);
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