Apply physics overrides correctly during anticheat calculations (#6970)

This commit is contained in:
sfan5 2018-01-28 10:21:21 +01:00 committed by SmallJoker
parent 127b1fa6f8
commit 842eccee19

@ -1401,26 +1401,29 @@ bool PlayerSAO::checkMovementCheat()
too, and much more lightweight. 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) { if (m_privs.count("fast") != 0)
// Fast speed player_max_walk = m_player->movement_speed_fast; // Fast speed
player_max_speed = m_player->movement_speed_fast * m_physics_override_speed; else
} else { player_max_walk = m_player->movement_speed_walk; // Normal speed
// Normal speed player_max_walk *= m_physics_override_speed;
player_max_speed = m_player->movement_speed_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,
// Tolerance. The lag pool does this a bit. // until this can be verified correctly, tolerate higher jumping speeds
//player_max_speed *= 2.5; player_max_jump *= 2.0;
v3f diff = (m_base_position - m_last_good_position); v3f diff = (m_base_position - m_last_good_position);
float d_vert = diff.Y; float d_vert = diff.Y;
diff.Y = 0; diff.Y = 0;
float d_horiz = diff.getLength(); 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) // FIXME: Checking downwards movement is not easily possible currently,
required_time = d_vert / player_max_speed; // Moving upwards // 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)) { if (m_move_pool.grab(required_time)) {
m_last_good_position = m_base_position; m_last_good_position = m_base_position;