antihacks: Patch fast/teleport vulnerability when attached to an entity

* backported https://github.com/minetest/minetest/pull/10340/commits
* Fixed God Mode
* use core::radToDeg and a single v3f to multiply attachment_pos with
* Use getLength() for diffvec
stable-0.4
mckaygerhard 2023-09-17 20:02:54 -04:00
parent 8ea12d230d
commit d32f4b368c
1 changed files with 24 additions and 1 deletions

View File

@ -1370,12 +1370,35 @@ std::string PlayerSAO::getPropertyPacket()
bool PlayerSAO::checkMovementCheat()
{
if (isAttached() || m_is_singleplayer ||
if (m_is_singleplayer ||
g_settings->getBool("disable_anticheat")) {
m_last_good_position = m_base_position;
return false;
}
if (UnitSAO *parent = dynamic_cast<UnitSAO *>(getParent())) {
v3f attachment_pos;
{
int parent_id;
std::string bone;
v3f attachment_rot;
getAttachment(&parent_id, &bone, &attachment_pos, &attachment_rot);
}
v3f parent_pos = parent->getBasePosition();
f32 diff = m_base_position.getDistanceFromSQ(parent_pos) - attachment_pos.getLengthSQ();
const f32 maxdiff = 4.0f * BS; // fair trade-off value for various latencies
if ( (diff > maxdiff * maxdiff) /*&& m_privs.count("fast") != 0*/) {
setBasePosition(parent_pos);
actionstream << "Server: " << m_player->getName()
<< " moved away from parent; diff=" << sqrtf(diff) / BS
<< " resetting position." << std::endl;
return true;
}
// Player movement is locked to the entity. Skip further checks
return false;
}
bool cheated = false;
/*
Check player movements