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
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@ -1372,12 +1372,34 @@ std::string PlayerSAO::getPropertyPacket()
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bool PlayerSAO::checkMovementCheat()
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bool PlayerSAO::checkMovementCheat()
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{
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{
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if (isAttached() || m_is_singleplayer ||
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if (m_is_singleplayer ||
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g_settings->getBool("disable_anticheat")) {
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g_settings->getBool("disable_anticheat")) {
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m_last_good_position = m_base_position;
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m_last_good_position = m_base_position;
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return false;
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return false;
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}
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}
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if (UnitSAO *parent = dynamic_cast<UnitSAO *>(getParent())) {
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v3f attachment_pos;
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{
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int parent_id;
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std::string bone;
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v3f attachment_rot;
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getAttachment(&parent_id, &bone, &attachment_pos, &attachment_rot);
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}
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v3f parent_pos = parent->getBasePosition();
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f32 diff = m_base_position.getDistanceFromSQ(parent_pos) - attachment_pos.getLengthSQ();
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const f32 maxdiff = 4.0f * BS; // fair trade-off value for various latencies
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if (diff > maxdiff * maxdiff) {
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setBasePosition(parent_pos);
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actionstream << "Server: " << m_player->getName()
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<< " moved away from parent; diff=" << sqrtf(diff) / BS
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<< " resetting position." << std::endl;
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return true;
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}
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// Player movement is locked to the entity. Skip further checks
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return false;
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}
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bool cheated = false;
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bool cheated = false;
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/*
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/*
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Check player movements
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Check player movements
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