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Protect dropping from far node inventories
Also changes if/if to switch/case
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parent
fc864029b9
commit
176f5866cb
@ -628,23 +628,34 @@ void Server::handleCommand_InventoryAction(NetworkPacket* pkt)
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auto check_inv_access = [player, player_has_interact, this] (
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auto check_inv_access = [player, player_has_interact, this] (
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const InventoryLocation &loc) -> bool {
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const InventoryLocation &loc) -> bool {
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if (loc.type == InventoryLocation::CURRENT_PLAYER)
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return false; // Only used internally on the client, never sent
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if (loc.type == InventoryLocation::PLAYER) {
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// Allow access to own inventory in all cases
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return loc.name == player->getName();
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}
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if (loc.type == InventoryLocation::DETACHED) {
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if (!getInventoryMgr()->checkDetachedInventoryAccess(loc, player->getName()))
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return false;
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}
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if (!player_has_interact) {
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// Players without interact may modify their own inventory
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if (!player_has_interact && loc.type != InventoryLocation::PLAYER) {
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infostream << "Cannot modify foreign inventory: "
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infostream << "Cannot modify foreign inventory: "
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<< "No interact privilege" << std::endl;
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<< "No interact privilege" << std::endl;
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return false;
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return false;
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}
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}
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return true;
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switch (loc.type) {
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case InventoryLocation::CURRENT_PLAYER:
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// Only used internally on the client, never sent
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return false;
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case InventoryLocation::PLAYER:
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// Allow access to own inventory in all cases
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return loc.name == player->getName();
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case InventoryLocation::NODEMETA:
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{
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// Check for out-of-range interaction
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v3f node_pos = intToFloat(loc.p, BS);
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v3f player_pos = player->getPlayerSAO()->getEyePosition();
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f32 d = player_pos.getDistanceFrom(node_pos);
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return checkInteractDistance(player, d, "inventory");
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}
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case InventoryLocation::DETACHED:
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return getInventoryMgr()->checkDetachedInventoryAccess(loc, player->getName());
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default:
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return false;
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}
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};
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};
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/*
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/*
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@ -664,18 +675,6 @@ void Server::handleCommand_InventoryAction(NetworkPacket* pkt)
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!check_inv_access(ma->to_inv))
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!check_inv_access(ma->to_inv))
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return;
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return;
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InventoryLocation *remote = ma->from_inv.type == InventoryLocation::PLAYER ?
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&ma->to_inv : &ma->from_inv;
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// Check for out-of-range interaction
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if (remote->type == InventoryLocation::NODEMETA) {
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v3f node_pos = intToFloat(remote->p, BS);
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v3f player_pos = player->getPlayerSAO()->getEyePosition();
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f32 d = player_pos.getDistanceFrom(node_pos);
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if (!checkInteractDistance(player, d, "inventory"))
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return;
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}
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/*
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/*
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Disable moving items out of craftpreview
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Disable moving items out of craftpreview
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*/
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*/
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