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Server-side checking of digging; disable_anticheat setting
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b0ba05c9ac
commit
2795f44f03
@ -158,6 +158,8 @@
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#static_spawnpoint = 0, 10, 0
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# If true, new players cannot join with an empty password
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#disallow_empty_password = false
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# If true, disable cheat prevention in multiplayer
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#disable_anticheat = false
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# Profiler data print interval. #0 = disable.
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#profiler_print_interval = 0
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@ -764,6 +764,8 @@ PlayerSAO::PlayerSAO(ServerEnvironment *env_, Player *player_, u16 peer_id_,
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m_last_good_position(0,0,0),
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m_last_good_position_age(0),
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m_time_from_last_punch(0),
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m_nocheat_dig_pos(32767, 32767, 32767),
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m_nocheat_dig_time(0),
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m_wield_index(0),
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m_position_not_sent(false),
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m_armor_groups_sent(false),
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@ -874,8 +876,9 @@ void PlayerSAO::step(float dtime, bool send_recommended)
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}
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m_time_from_last_punch += dtime;
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m_nocheat_dig_time += dtime;
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if(m_is_singleplayer)
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if(m_is_singleplayer || g_settings->getBool("disable_anticheat"))
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{
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m_last_good_position = m_player->getPosition();
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m_last_good_position_age = 0;
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@ -888,7 +891,8 @@ void PlayerSAO::step(float dtime, bool send_recommended)
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NOTE: Actually the server should handle player physics like the
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client does and compare player's position to what is calculated
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on our side. This is required when eg. players fly due to an
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explosion.
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explosion. Altough a node-based alternative might be possible
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too, and much more lightweight.
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*/
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float player_max_speed = 0;
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@ -173,6 +173,9 @@ public:
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{
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return m_peer_id;
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}
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// Cheat prevention
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v3f getLastGoodPosition() const
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{
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return m_last_good_position;
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@ -183,6 +186,26 @@ public:
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m_time_from_last_punch = 0.0;
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return r;
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}
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void noCheatDigStart(v3s16 p)
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{
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m_nocheat_dig_pos = p;
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m_nocheat_dig_time = 0;
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}
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v3s16 getNoCheatDigPos()
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{
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return m_nocheat_dig_pos;
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}
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float getNoCheatDigTime()
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{
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return m_nocheat_dig_time;
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}
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void noCheatDigEnd()
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{
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m_nocheat_dig_pos = v3s16(32767, 32767, 32767);
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}
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// Other
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void updatePrivileges(const std::set<std::string> &privs,
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bool is_singleplayer)
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{
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@ -196,9 +219,14 @@ private:
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Player *m_player;
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u16 m_peer_id;
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Inventory *m_inventory;
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// Cheat prevention
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v3f m_last_good_position;
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float m_last_good_position_age;
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float m_time_from_last_punch;
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v3s16 m_nocheat_dig_pos;
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float m_nocheat_dig_time;
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int m_wield_index;
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bool m_position_not_sent;
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ItemGroupList m_armor_groups;
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@ -121,6 +121,7 @@ void set_default_settings(Settings *settings)
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settings->setDefault("unlimited_player_transfer_distance", "true");
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settings->setDefault("enable_pvp", "true");
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settings->setDefault("disallow_empty_password", "false");
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settings->setDefault("disable_anticheat", "false");
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settings->setDefault("profiler_print_interval", "0");
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settings->setDefault("enable_mapgen_debug_info", "false");
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@ -2113,6 +2113,8 @@ void the_game(
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}
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MapNode n = client.getEnv().getClientMap().getNode(nodepos);
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// NOTE: Similar piece of code exists on the server side for
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// cheat detection.
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// Get digging parameters
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DigParams params = getDigParams(nodedef->get(n).groups,
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&playeritem_toolcap);
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@ -3014,6 +3014,8 @@ void Server::ProcessData(u8 *data, u32 datasize, u16 peer_id)
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}
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if(n.getContent() != CONTENT_IGNORE)
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scriptapi_node_on_punch(m_lua, p_under, n, playersao);
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// Cheat prevention
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playersao->noCheatDigStart(p_under);
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}
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else if(pointed.type == POINTEDTHING_OBJECT)
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{
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@ -3051,7 +3053,7 @@ void Server::ProcessData(u8 *data, u32 datasize, u16 peer_id)
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*/
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else if(action == 2)
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{
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// Only complete digging of nodes
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// Only digging of nodes
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if(pointed.type == POINTEDTHING_NODE)
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{
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MapNode n(CONTENT_IGNORE);
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@ -3067,9 +3069,64 @@ void Server::ProcessData(u8 *data, u32 datasize, u16 peer_id)
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m_emerge_queue.addBlock(peer_id,
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getNodeBlockPos(p_above), BLOCK_EMERGE_FLAG_FROMDISK);
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}
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if(n.getContent() != CONTENT_IGNORE)
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/* Cheat prevention */
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bool is_valid_dig = true;
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if(!isSingleplayer() && !g_settings->getBool("disable_anticheat"))
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{
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v3s16 nocheat_p = playersao->getNoCheatDigPos();
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float nocheat_t = playersao->getNoCheatDigTime();
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playersao->noCheatDigEnd();
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// If player didn't start digging this, ignore dig
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if(nocheat_p != p_under){
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infostream<<"Server: NoCheat: "<<player->getName()
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<<" started digging "
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<<PP(nocheat_p)<<" and completed digging "
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<<PP(p_under)<<"; not digging."<<std::endl;
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is_valid_dig = false;
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}
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// Get player's wielded item
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ItemStack playeritem;
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InventoryList *mlist = playersao->getInventory()->getList("main");
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if(mlist != NULL)
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playeritem = mlist->getItem(playersao->getWieldIndex());
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ToolCapabilities playeritem_toolcap =
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playeritem.getToolCapabilities(m_itemdef);
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// Get diggability and expected digging time
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DigParams params = getDigParams(m_nodedef->get(n).groups,
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&playeritem_toolcap);
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// If can't dig, try hand
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if(!params.diggable){
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const ItemDefinition &hand = m_itemdef->get("");
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const ToolCapabilities *tp = hand.tool_capabilities;
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if(tp)
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params = getDigParams(m_nodedef->get(n).groups, tp);
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}
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// If can't dig, ignore dig
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if(!params.diggable){
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infostream<<"Server: NoCheat: "<<player->getName()
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<<" completed digging "<<PP(p_under)
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<<", which is not diggable with tool. not digging."
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<<std::endl;
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is_valid_dig = false;
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}
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// If time is considerably too short, ignore dig
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// Check time only for medium and slow timed digs
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if(params.diggable && params.time > 0.3 && nocheat_t < 0.5 * params.time){
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infostream<<"Server: NoCheat: "<<player->getName()
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<<" completed digging "
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<<PP(p_under)<<" in "<<nocheat_t<<"s; expected "
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<<params.time<<"s; not digging."<<std::endl;
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is_valid_dig = false;
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}
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}
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/* Actually dig node */
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if(is_valid_dig && n.getContent() != CONTENT_IGNORE)
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scriptapi_node_on_dig(m_lua, p_under, n, playersao);
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// Send unusual result (that is, node not being removed)
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if(m_env->getMap().getNodeNoEx(p_under).getContent() != CONTENT_AIR)
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{
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// Re-send block to revert change on client-side
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