Apply physics overrides correctly during anticheat calculations (#6970)
parent
7d3295e21f
commit
de2c40c8fc
|
@ -1401,26 +1401,29 @@ bool PlayerSAO::checkMovementCheat()
|
|||
too, and much more lightweight.
|
||||
*/
|
||||
|
||||
float player_max_speed = 0;
|
||||
float player_max_walk = 0; // horizontal movement
|
||||
float player_max_jump = 0; // vertical upwards movement
|
||||
|
||||
if (m_privs.count("fast") != 0) {
|
||||
// Fast speed
|
||||
player_max_speed = m_player->movement_speed_fast * m_physics_override_speed;
|
||||
} else {
|
||||
// Normal speed
|
||||
player_max_speed = m_player->movement_speed_walk * m_physics_override_speed;
|
||||
}
|
||||
// Tolerance. The lag pool does this a bit.
|
||||
//player_max_speed *= 2.5;
|
||||
if (m_privs.count("fast") != 0)
|
||||
player_max_walk = m_player->movement_speed_fast; // Fast speed
|
||||
else
|
||||
player_max_walk = m_player->movement_speed_walk; // Normal speed
|
||||
player_max_walk *= m_physics_override_speed;
|
||||
player_max_jump = m_player->movement_speed_jump * m_physics_override_jump;
|
||||
// FIXME: Bouncy nodes cause practically unbound increase in Y speed,
|
||||
// until this can be verified correctly, tolerate higher jumping speeds
|
||||
player_max_jump *= 2.0;
|
||||
|
||||
v3f diff = (m_base_position - m_last_good_position);
|
||||
float d_vert = diff.Y;
|
||||
diff.Y = 0;
|
||||
float d_horiz = diff.getLength();
|
||||
float required_time = d_horiz / player_max_speed;
|
||||
float required_time = d_horiz / player_max_walk;
|
||||
|
||||
if (d_vert > 0 && d_vert / player_max_speed > required_time)
|
||||
required_time = d_vert / player_max_speed; // Moving upwards
|
||||
// FIXME: Checking downwards movement is not easily possible currently,
|
||||
// the server could calculate speed differences to examine the gravity
|
||||
if (d_vert > 0)
|
||||
required_time = MYMAX(required_time, d_vert / player_max_jump);
|
||||
|
||||
if (m_move_pool.grab(required_time)) {
|
||||
m_last_good_position = m_base_position;
|
||||
|
|
Loading…
Reference in New Issue