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Avoid out-of-bounds memory access in attached node placement prediction (#13038)
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@ -3556,24 +3556,23 @@ bool Game::nodePlacement(const ItemDefinition &selected_def,
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const ContentFeatures &predicted_f = nodedef->get(id);
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// Predict param2 for facedir and wallmounted nodes
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// Compare core.item_place_node() for what the server does
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u8 param2 = 0;
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// Compare core.item_place_node() for what the server does with param2
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MapNode predicted_node(id, 0, 0);
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const u8 place_param2 = selected_def.place_param2;
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if (place_param2) {
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param2 = place_param2;
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predicted_node.setParam2(place_param2);
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} else if (predicted_f.param_type_2 == CPT2_WALLMOUNTED ||
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predicted_f.param_type_2 == CPT2_COLORED_WALLMOUNTED) {
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v3s16 dir = nodepos - neighborpos;
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if (abs(dir.Y) > MYMAX(abs(dir.X), abs(dir.Z))) {
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param2 = dir.Y < 0 ? 1 : 0;
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predicted_node.setParam2(dir.Y < 0 ? 1 : 0);
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} else if (abs(dir.X) > abs(dir.Z)) {
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param2 = dir.X < 0 ? 3 : 2;
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predicted_node.setParam2(dir.X < 0 ? 3 : 2);
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} else {
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param2 = dir.Z < 0 ? 5 : 4;
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predicted_node.setParam2(dir.Z < 0 ? 5 : 4);
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}
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} else if (predicted_f.param_type_2 == CPT2_FACEDIR ||
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predicted_f.param_type_2 == CPT2_COLORED_FACEDIR ||
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@ -3582,9 +3581,9 @@ bool Game::nodePlacement(const ItemDefinition &selected_def,
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v3s16 dir = nodepos - floatToInt(client->getEnv().getLocalPlayer()->getPosition(), BS);
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if (abs(dir.X) > abs(dir.Z)) {
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param2 = dir.X < 0 ? 3 : 1;
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predicted_node.setParam2(dir.X < 0 ? 3 : 1);
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} else {
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param2 = dir.Z < 0 ? 2 : 0;
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predicted_node.setParam2(dir.Z < 0 ? 2 : 0);
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}
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}
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@ -3599,17 +3598,16 @@ bool Game::nodePlacement(const ItemDefinition &selected_def,
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pp = p + v3s16(0, 1, 0);
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} else if (an == 2) {
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if (predicted_f.param_type_2 == CPT2_FACEDIR ||
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predicted_f.param_type_2 == CPT2_COLORED_FACEDIR) {
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pp = p + facedir_dirs[param2];
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} else if (predicted_f.param_type_2 == CPT2_4DIR ||
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predicted_f.param_type_2 == CPT2_COLORED_4DIR ) {
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pp = p + fourdir_dirs[param2];
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predicted_f.param_type_2 == CPT2_COLORED_FACEDIR ||
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predicted_f.param_type_2 == CPT2_4DIR ||
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predicted_f.param_type_2 == CPT2_COLORED_4DIR) {
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pp = p + facedir_dirs[predicted_node.getFaceDir(nodedef)];
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} else {
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pp = p;
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}
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} else if (predicted_f.param_type_2 == CPT2_WALLMOUNTED ||
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predicted_f.param_type_2 == CPT2_COLORED_WALLMOUNTED) {
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pp = p + wallmounted_dirs[param2];
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pp = p + predicted_node.getWallMountedDir(nodedef);
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} else {
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pp = p + v3s16(0, -1, 0);
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}
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@ -3632,36 +3630,34 @@ bool Game::nodePlacement(const ItemDefinition &selected_def,
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if (!indexstr.empty()) {
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s32 index = mystoi(indexstr);
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if (predicted_f.param_type_2 == CPT2_COLOR) {
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param2 = index;
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predicted_node.setParam2(index);
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} else if (predicted_f.param_type_2 == CPT2_COLORED_WALLMOUNTED) {
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// param2 = pure palette index + other
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param2 = (index & 0xf8) | (param2 & 0x07);
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predicted_node.setParam2((index & 0xf8) | (predicted_node.getParam2() & 0x07));
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} else if (predicted_f.param_type_2 == CPT2_COLORED_FACEDIR) {
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// param2 = pure palette index + other
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param2 = (index & 0xe0) | (param2 & 0x1f);
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predicted_node.setParam2((index & 0xe0) | (predicted_node.getParam2() & 0x1f));
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} else if (predicted_f.param_type_2 == CPT2_COLORED_4DIR) {
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// param2 = pure palette index + other
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param2 = (index & 0xfc) | (param2 & 0x03);
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predicted_node.setParam2((index & 0xfc) | (predicted_node.getParam2() & 0x03));
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}
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}
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}
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// Add node to client map
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MapNode n(id, 0, param2);
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try {
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LocalPlayer *player = client->getEnv().getLocalPlayer();
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// Don't place node when player would be inside new node
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// NOTE: This is to be eventually implemented by a mod as client-side Lua
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if (!nodedef->get(n).walkable ||
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if (!predicted_f.walkable ||
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g_settings->getBool("enable_build_where_you_stand") ||
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(client->checkPrivilege("noclip") && g_settings->getBool("noclip")) ||
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(nodedef->get(n).walkable &&
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(predicted_f.walkable &&
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neighborpos != player->getStandingNodePos() + v3s16(0, 1, 0) &&
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neighborpos != player->getStandingNodePos() + v3s16(0, 2, 0))) {
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// This triggers the required mesh update too
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client->addNode(p, n);
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client->addNode(p, predicted_node);
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// Report to server
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client->interact(INTERACT_PLACE, pointed);
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// A node is predicted, also play a sound
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