Inventory: Restrict access from too far away

This commit is contained in:
SmallJoker 2017-11-22 19:25:26 +01:00
parent 8fba3c93d5
commit f72ac42ca0
2 changed files with 46 additions and 22 deletions

@ -943,6 +943,18 @@ void Server::handleCommand_InventoryAction(NetworkPacket* pkt)
(ma->to_inv.type == InventoryLocation::PLAYER) &&
(ma->to_inv.name == player->getName());
InventoryLocation *remote = from_inv_is_current_player ?
&ma->to_inv : &ma->from_inv;
// Check for out-of-range interaction
if (remote->type == InventoryLocation::NODEMETA) {
v3f node_pos = intToFloat(remote->p, BS);
v3f player_pos = player->getPlayerSAO()->getBasePosition();
f32 d = player_pos.getDistanceFrom(node_pos);
if (!checkInteractDistance(player, d, "inventory"))
return;
}
/*
Disable moving items out of craftpreview
*/
@ -1257,6 +1269,37 @@ void Server::handleCommand_Respawn(NetworkPacket* pkt)
// the previous addition has been successfully removed
}
bool Server::checkInteractDistance(RemotePlayer *player, const f32 d, const std::string what)
{
PlayerSAO *playersao = player->getPlayerSAO();
const InventoryList *hlist = playersao->getInventory()->getList("hand");
const ItemDefinition &playeritem_def =
playersao->getWieldedItem().getDefinition(m_itemdef);
const ItemDefinition &hand_def =
hlist ? hlist->getItem(0).getDefinition(m_itemdef) : m_itemdef->get("");
float max_d = BS * playeritem_def.range;
float max_d_hand = BS * hand_def.range;
if (max_d < 0 && max_d_hand >= 0)
max_d = max_d_hand;
else if (max_d < 0)
max_d = BS * 4.0f;
// cube diagonal: sqrt(3) = 1.732
if (d > max_d * 1.732) {
actionstream << "Player " << player->getName()
<< " tried to access " << what
<< " from too far: "
<< "d=" << d <<", max_d=" << max_d
<< ". ignoring." << std::endl;
// Call callbacks
m_script->on_cheat(playersao, "interacted_too_far");
return false;
}
return true;
}
void Server::handleCommand_Interact(NetworkPacket* pkt)
{
/*
@ -1380,33 +1423,13 @@ void Server::handleCommand_Interact(NetworkPacket* pkt)
*/
static const bool enable_anticheat = !g_settings->getBool("disable_anticheat");
if ((action == 0 || action == 2 || action == 3 || action == 4) &&
(enable_anticheat && !isSingleplayer())) {
enable_anticheat && !isSingleplayer()) {
float d = player_pos.getDistanceFrom(pointed_pos_under);
const ItemDefinition &playeritem_def =
playersao->getWieldedItem().getDefinition(m_itemdef);
float max_d = BS * playeritem_def.range;
InventoryList *hlist = playersao->getInventory()->getList("hand");
const ItemDefinition &hand_def =
hlist ? (hlist->getItem(0).getDefinition(m_itemdef)) : (m_itemdef->get(""));
float max_d_hand = BS * hand_def.range;
if (max_d < 0 && max_d_hand >= 0)
max_d = max_d_hand;
else if (max_d < 0)
max_d = BS * 4.0;
// cube diagonal: sqrt(3) = 1.73
if (d > max_d * 1.73) {
actionstream << "Player " << player->getName()
<< " tried to access " << pointed.dump()
<< " from too far: "
<< "d=" << d <<", max_d=" << max_d
<< ". ignoring." << std::endl;
if (!checkInteractDistance(player, d, pointed.dump())) {
// Re-send block to revert change on client-side
RemoteClient *client = getClient(pkt->getPeerId());
v3s16 blockpos = getNodeBlockPos(floatToInt(pointed_pos_under, BS));
client->SetBlockNotSent(blockpos);
// Call callbacks
m_script->on_cheat(playersao, "interacted_too_far");
// Do nothing else
return;
}
}

@ -481,6 +481,7 @@ private:
void RespawnPlayer(u16 peer_id);
void DeleteClient(u16 peer_id, ClientDeletionReason reason);
void UpdateCrafting(RemotePlayer *player);
bool checkInteractDistance(RemotePlayer *player, const f32 d, const std::string what);
void handleChatInterfaceEvent(ChatEvent *evt);