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Fix anticheat resetting client position after the client is teleported
Previously, m_move_pool could accomodate the client moving from the new position to the old one, and the server accepted the client to go back to its old position. However, it couldn't then accomodate the client moving from its old to its new position, and therefore would reset position to the old position. Thus, by emptying m_move_pool after a teleport, the server no longer accepts the client to go back to its old position. A drawback is however that a laggy client *will* trigger a few "moved_too_fast" anticheats before being told about its new position. Don't report player cheated if caused by lag. Fixes #5118
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2 changed files with 24 additions and 4 deletions
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@ -785,6 +785,7 @@ PlayerSAO::PlayerSAO(ServerEnvironment *env_, u16 peer_id_, bool is_singleplayer
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m_inventory(NULL),
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m_damage(0),
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m_last_good_position(0,0,0),
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m_time_from_last_teleport(0),
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m_time_from_last_punch(0),
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m_nocheat_dig_pos(32767, 32767, 32767),
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m_nocheat_dig_time(0),
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@ -1000,6 +1001,7 @@ void PlayerSAO::step(float dtime, bool send_recommended)
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// Increment cheat prevention timers
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m_dig_pool.add(dtime);
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m_move_pool.add(dtime);
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m_time_from_last_teleport += dtime;
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m_time_from_last_punch += dtime;
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m_nocheat_dig_time += dtime;
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@ -1106,6 +1108,8 @@ 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_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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}
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@ -1117,6 +1121,8 @@ 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_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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}
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@ -1405,11 +1411,16 @@ bool PlayerSAO::checkMovementCheat()
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if (m_move_pool.grab(required_time)) {
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m_last_good_position = m_base_position;
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} else {
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actionstream << "Player " << m_player->getName()
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<< " moved too fast; resetting position"
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<< std::endl;
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const float LAG_POOL_MIN = 5.0;
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float lag_pool_max = m_env->getMaxLagEstimate() * 2.0;
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lag_pool_max = MYMAX(lag_pool_max, LAG_POOL_MIN);
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if (m_time_from_last_teleport > lag_pool_max) {
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actionstream << "Player " << m_player->getName()
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<< " moved too fast; resetting position"
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<< std::endl;
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cheated = true;
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}
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setBasePosition(m_last_good_position);
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cheated = true;
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}
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return cheated;
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}
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