forked from Mirrorlandia_minetest/minetest
Sanitize player position and speed server-side (#12396)
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3107c98591
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@ -134,13 +134,14 @@ public:
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std::vector<CollisionInfo> *collision_info)
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{}
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const v3f &getSpeed() const
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v3f getSpeed() const
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{
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return m_speed;
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}
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void setSpeed(const v3f &speed)
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void setSpeed(v3f speed)
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{
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clampToF1000(speed);
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m_speed = speed;
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}
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@ -319,8 +319,14 @@ std::string PlayerSAO::generateUpdatePhysicsOverrideCommand() const
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return os.str();
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}
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void PlayerSAO::setBasePosition(const v3f &position)
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void PlayerSAO::setBasePosition(v3f position)
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{
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// It's not entirely clear which parts of the network protocol still use
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// v3f1000, but the script API enforces its bound on all float vectors
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// (maybe it shouldn't?). For that reason we need to make sure the position
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// isn't ever set to values that fail this restriction.
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clampToF1000(position);
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if (m_player && position != m_base_position)
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m_player->setDirty(true);
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@ -344,7 +350,7 @@ 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_last_good_position = getBasePosition();
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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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@ -357,7 +363,7 @@ 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_last_good_position = getBasePosition();
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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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@ -87,7 +87,7 @@ public:
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std::string getClientInitializationData(u16 protocol_version) override;
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void getStaticData(std::string *result) const override;
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void step(float dtime, bool send_recommended) override;
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void setBasePosition(const v3f &position);
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void setBasePosition(v3f position);
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void setPos(const v3f &pos) override;
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void moveTo(v3f pos, bool continuous) override;
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void setPlayerYaw(const float yaw);
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@ -439,6 +439,18 @@ MAKE_STREAM_WRITE_FXN(video::SColor, ARGB8, 4);
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//// More serialization stuff
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////
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inline void clampToF1000(float &v)
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{
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v = core::clamp(v, F1000_MIN, F1000_MAX);
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}
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inline void clampToF1000(v3f &v)
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{
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clampToF1000(v.X);
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clampToF1000(v.Y);
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clampToF1000(v.Z);
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}
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// Creates a string with the length as the first two bytes
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std::string serializeString16(const std::string &plain);
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