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Fix anticheat
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bc5db9b027
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@ -934,7 +934,6 @@ PlayerSAO::PlayerSAO(ServerEnvironment *env_, Player *player_, u16 peer_id_,
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m_peer_id(peer_id_),
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m_inventory(NULL),
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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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@ -1002,7 +1001,6 @@ void PlayerSAO::addedToEnvironment(u32 dtime_s)
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m_player->setPlayerSAO(this);
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m_player->peer_id = m_peer_id;
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m_last_good_position = m_player->getPosition();
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m_last_good_position_age = 0.0;
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}
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// Called before removing from environment
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@ -1106,6 +1104,19 @@ void PlayerSAO::step(float dtime, bool send_recommended)
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m_moved = true;
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}
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//dstream<<"PlayerSAO::step: dtime: "<<dtime<<std::endl;
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// Set lag pool maximums based on estimated lag
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const float LAG_POOL_MIN = 5.0;
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float lag_pool_max = m_env->getMaxLagEstimate() * 2.0;
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if(lag_pool_max < LAG_POOL_MIN)
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lag_pool_max = LAG_POOL_MIN;
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m_dig_pool.setMax(lag_pool_max);
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m_move_pool.setMax(lag_pool_max);
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// Increment cheat prevention timers
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m_dig_pool.add(dtime);
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m_move_pool.add(dtime);
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m_time_from_last_punch += dtime;
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m_nocheat_dig_time += dtime;
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@ -1115,66 +1126,8 @@ void PlayerSAO::step(float dtime, bool send_recommended)
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{
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v3f pos = m_env->getActiveObject(m_attachment_parent_id)->getBasePosition();
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m_last_good_position = pos;
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m_last_good_position_age = 0;
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m_player->setPosition(pos);
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}
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else
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{
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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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}
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else
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{
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/*
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Check player movements
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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. 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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float player_max_speed_up = 0;
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if(m_privs.count("fast") != 0){
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// Fast speed
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player_max_speed = BS * 20;
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player_max_speed_up = BS * 20;
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} else {
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// Normal speed
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player_max_speed = BS * 4.0;
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player_max_speed_up = BS * 4.0;
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}
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// Tolerance
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player_max_speed *= 2.5;
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player_max_speed_up *= 2.5;
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m_last_good_position_age += dtime;
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if(m_last_good_position_age >= 1.0){
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float age = m_last_good_position_age;
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v3f diff = (m_player->getPosition() - m_last_good_position);
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float d_vert = diff.Y;
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diff.Y = 0;
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float d_horiz = diff.getLength();
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/*infostream<<m_player->getName()<<"'s horizontal speed is "
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<<(d_horiz/age)<<std::endl;*/
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if(d_horiz <= age * player_max_speed &&
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(d_vert < 0 || d_vert < age * player_max_speed_up)){
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m_last_good_position = m_player->getPosition();
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} else {
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actionstream<<"Player "<<m_player->getName()
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<<" moved too fast; resetting position"
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<<std::endl;
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m_player->setPosition(m_last_good_position);
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m_moved = true;
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}
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m_last_good_position_age = 0;
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}
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}
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}
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if(send_recommended == false)
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return;
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@ -1267,7 +1220,6 @@ void PlayerSAO::setPos(v3f pos)
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m_player->setPosition(pos);
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// Movement caused by this command is always valid
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m_last_good_position = pos;
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m_last_good_position_age = 0;
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// Force position change on client
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m_moved = true;
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}
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@ -1279,7 +1231,6 @@ void PlayerSAO::moveTo(v3f pos, bool continuous)
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m_player->setPosition(pos);
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// Movement caused by this command is always valid
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m_last_good_position = pos;
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m_last_good_position_age = 0;
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// Force position change on client
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m_moved = true;
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}
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@ -1503,6 +1454,59 @@ std::string PlayerSAO::getPropertyPacket()
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return gob_cmd_set_properties(m_prop);
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}
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void PlayerSAO::checkMovementCheat()
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{
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if(isAttached() || m_is_singleplayer ||
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g_settings->getBool("disable_anticheat"))
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{
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m_last_good_position = m_player->getPosition();
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}
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else
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{
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/*
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Check player movements
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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. 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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float player_max_speed_up = 0;
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if(m_privs.count("fast") != 0){
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// Fast speed
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player_max_speed = m_player->movement_speed_fast;
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player_max_speed_up = m_player->movement_speed_fast;
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} else {
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// Normal speed
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player_max_speed = m_player->movement_speed_walk;
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player_max_speed_up = m_player->movement_speed_walk;
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}
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// Tolerance. With the lag pool we shouldn't need it.
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//player_max_speed *= 2.5;
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//player_max_speed_up *= 2.5;
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v3f diff = (m_player->getPosition() - m_last_good_position);
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float d_vert = diff.Y;
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diff.Y = 0;
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float d_horiz = diff.getLength();
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float required_time = d_horiz/player_max_speed;
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if(d_vert > 0 && d_vert/player_max_speed > required_time)
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required_time = d_vert/player_max_speed;
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if(m_move_pool.grab(required_time)){
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m_last_good_position = m_player->getPosition();
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} else {
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actionstream<<"Player "<<m_player->getName()
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<<" moved too fast; resetting position"
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<<std::endl;
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m_player->setPosition(m_last_good_position);
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m_moved = true;
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}
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}
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}
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bool PlayerSAO::getCollisionBox(aabb3f *toset) {
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//update collision box
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*toset = m_player->getCollisionbox();
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@ -1516,3 +1520,4 @@ bool PlayerSAO::getCollisionBox(aabb3f *toset) {
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bool PlayerSAO::collideWithObjects(){
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return true;
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}
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@ -122,6 +122,36 @@ private:
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PlayerSAO needs some internals exposed.
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*/
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class LagPool
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{
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float pool;
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float max;
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public:
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LagPool(): pool(15), max(15)
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{}
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void setMax(float new_max)
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{
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max = new_max;
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if(pool > new_max)
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pool = new_max;
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}
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void add(float dtime)
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{
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pool -= dtime;
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if(pool < 0)
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pool = 0;
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}
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bool grab(float dtime)
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{
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if(dtime <= 0)
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return true;
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if(pool + dtime > max)
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return false;
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pool += dtime;
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return true;
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}
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};
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class PlayerSAO : public ServerActiveObject
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{
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public:
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@ -228,6 +258,11 @@ public:
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{
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m_nocheat_dig_pos = v3s16(32767, 32767, 32767);
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}
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LagPool& getDigPool()
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{
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return m_dig_pool;
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}
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void checkMovementCheat();
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// Other
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@ -249,8 +284,9 @@ private:
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Inventory *m_inventory;
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// Cheat prevention
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LagPool m_dig_pool;
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LagPool m_move_pool;
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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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@ -332,7 +332,8 @@ ServerEnvironment::ServerEnvironment(ServerMap *map, ScriptApi *scriptIface,
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m_active_block_interval_overload_skip(0),
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m_game_time(0),
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m_game_time_fraction_counter(0),
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m_recommended_send_interval(0.1)
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m_recommended_send_interval(0.1),
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m_max_lag_estimate(0.1)
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{
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}
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@ -304,6 +304,9 @@ public:
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bool line_of_sight(v3f pos1, v3f pos2, float stepsize=1.0);
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u32 getGameTime() { return m_game_time; }
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void reportMaxLagEstimate(float f) { m_max_lag_estimate = f; }
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float getMaxLagEstimate() { return m_max_lag_estimate; }
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private:
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/*
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@ -378,6 +381,9 @@ private:
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std::list<ABMWithState> m_abms;
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// An interval for generally sending object positions and stuff
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float m_recommended_send_interval;
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// Estimate for general maximum lag as determined by server.
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// Can raise to high values like 15s with eg. map generation mods.
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float m_max_lag_estimate;
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};
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#ifndef SERVER
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@ -1090,6 +1090,16 @@ void Server::AsyncRunStep()
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{
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JMutexAutoLock lock(m_env_mutex);
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// Figure out and report maximum lag to environment
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float max_lag = m_env->getMaxLagEstimate();
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max_lag *= 0.9998; // Decrease slowly (about half per 5 minutes)
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if(dtime > max_lag){
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if(dtime > 0.1 && dtime > max_lag * 2.0)
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infostream<<"Server: Maximum lag peaked to "<<dtime
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<<" s"<<std::endl;
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max_lag = dtime;
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}
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m_env->reportMaxLagEstimate(max_lag);
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// Step environment
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ScopeProfiler sp(g_profiler, "SEnv step");
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ScopeProfiler sp2(g_profiler, "SEnv step avg", SPT_AVG);
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@ -2241,6 +2251,8 @@ void Server::ProcessData(u8 *data, u32 datasize, u16 peer_id)
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player->control.LMB = (bool)(keyPressed&128);
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player->control.RMB = (bool)(keyPressed&256);
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playersao->checkMovementCheat();
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/*infostream<<"Server::ProcessData(): Moved player "<<peer_id<<" to "
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<<"("<<position.X<<","<<position.Y<<","<<position.Z<<")"
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<<" pitch="<<pitch<<" yaw="<<yaw<<std::endl;*/
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@ -2953,13 +2965,27 @@ void Server::ProcessData(u8 *data, u32 datasize, u16 peer_id)
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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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// Check digging time
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// If already invalidated, we don't have to
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if(!is_valid_dig){
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// Well not our problem then
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}
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// Clean and long dig
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else if(params.time > 2.0 && nocheat_t * 1.2 > params.time){
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// All is good, but grab time from pool; don't care if
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// it's actually available
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playersao->getDigPool().grab(params.time);
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}
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// Short or laggy dig
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// Try getting the time from pool
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else if(playersao->getDigPool().grab(params.time)){
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// All is good
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}
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// Dig not possible
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else{
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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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<<" completed digging "<<PP(p_under)
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<<"too fast; not digging."<<std::endl;
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is_valid_dig = false;
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}
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}
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@ -4617,6 +4643,8 @@ std::wstring Server::getStatusString()
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os<<L"version="<<narrow_to_wide(VERSION_STRING);
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// Uptime
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os<<L", uptime="<<m_uptime.get();
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// Max lag estimate
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os<<L", max_lag="<<m_env->getMaxLagEstimate();
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// Information about clients
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std::map<u16, RemoteClient*>::iterator i;
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bool first;
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