Don't apply player movement cheat detection in singleplayer

master
Perttu Ahola 2012-04-01 13:19:50 +03:00
parent 8ecfd88d92
commit 491287c0af
3 changed files with 55 additions and 46 deletions

View File

@ -748,7 +748,7 @@ void LuaEntitySAO::sendPosition(bool do_interpolate, bool is_movement_end)
// No prototype, PlayerSAO does not need to be deserialized
PlayerSAO::PlayerSAO(ServerEnvironment *env_, Player *player_, u16 peer_id_,
const std::set<std::string> &privs):
const std::set<std::string> &privs, bool is_singleplayer):
ServerActiveObject(env_, v3f(0,0,0)),
m_player(player_),
m_peer_id(peer_id_),
@ -761,6 +761,7 @@ PlayerSAO::PlayerSAO(ServerEnvironment *env_, Player *player_, u16 peer_id_,
m_armor_groups_sent(false),
m_properties_sent(true),
m_privs(privs),
m_is_singleplayer(is_singleplayer),
// public
m_teleported(false),
m_inventory_not_sent(false),
@ -866,6 +867,8 @@ void PlayerSAO::step(float dtime, bool send_recommended)
m_time_from_last_punch += dtime;
if(!m_is_singleplayer)
{
/*
Check player movements
@ -911,6 +914,7 @@ void PlayerSAO::step(float dtime, bool send_recommended)
}
m_last_good_position_age = 0;
}
}
if(send_recommended == false)
return;

View File

@ -106,7 +106,7 @@ class PlayerSAO : public ServerActiveObject
{
public:
PlayerSAO(ServerEnvironment *env_, Player *player_, u16 peer_id_,
const std::set<std::string> &privs);
const std::set<std::string> &privs, bool is_singleplayer);
~PlayerSAO();
u8 getType() const
{ return ACTIVEOBJECT_TYPE_PLAYER; }
@ -183,9 +183,11 @@ public:
m_time_from_last_punch = 0.0;
return r;
}
void updatePrivileges(const std::set<std::string> &privs)
void updatePrivileges(const std::set<std::string> &privs,
bool is_singleplayer)
{
m_privs = privs;
m_is_singleplayer = is_singleplayer;
}
private:
@ -205,6 +207,7 @@ private:
struct ObjectProperties m_prop;
// Cached privileges for enforcement
std::set<std::string> m_privs;
bool m_is_singleplayer;
public:
// Some flags used by Server

View File

@ -4323,7 +4323,8 @@ void Server::reportPrivsModified(const std::string &name)
return;
SendPlayerPrivileges(player->peer_id);
player->getPlayerSAO()->updatePrivileges(
getPlayerEffectivePrivs(name));
getPlayerEffectivePrivs(name),
isSingleplayer());
}
}
@ -4527,7 +4528,8 @@ PlayerSAO* Server::emergePlayer(const char *name, u16 peer_id)
Create a new player active object
*/
PlayerSAO *playersao = new PlayerSAO(m_env, player, peer_id,
getPlayerEffectivePrivs(player->getName()));
getPlayerEffectivePrivs(player->getName()),
isSingleplayer());
/* Add object to environment */
m_env->addActiveObject(playersao);