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Server-side authority for attached players (#10952)
The server must have authority about attachments. This commit ignores any player movement packets as long they're attached.
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@ -488,8 +488,12 @@ void Server::process_PlayerPos(RemotePlayer *player, PlayerSAO *playersao,
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pitch = modulo360f(pitch);
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pitch = modulo360f(pitch);
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yaw = wrapDegrees_0_360(yaw);
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yaw = wrapDegrees_0_360(yaw);
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if (!playersao->isAttached()) {
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// Only update player positions when moving freely
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// to not interfere with attachment handling
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playersao->setBasePosition(position);
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playersao->setBasePosition(position);
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player->setSpeed(speed);
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player->setSpeed(speed);
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}
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playersao->setLookPitch(pitch);
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playersao->setLookPitch(pitch);
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playersao->setPlayerYaw(yaw);
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playersao->setPlayerYaw(yaw);
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playersao->setFov(fov);
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playersao->setFov(fov);
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@ -146,15 +146,11 @@ void LuaEntitySAO::step(float dtime, bool send_recommended)
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// Each frame, parent position is copied if the object is attached, otherwise it's calculated normally
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// Each frame, parent position is copied if the object is attached, otherwise it's calculated normally
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// If the object gets detached this comes into effect automatically from the last known origin
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// If the object gets detached this comes into effect automatically from the last known origin
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if(isAttached())
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if (auto *parent = getParent()) {
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{
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m_base_position = parent->getBasePosition();
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v3f pos = m_env->getActiveObject(m_attachment_parent_id)->getBasePosition();
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m_base_position = pos;
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m_velocity = v3f(0,0,0);
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m_velocity = v3f(0,0,0);
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m_acceleration = v3f(0,0,0);
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m_acceleration = v3f(0,0,0);
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}
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} else {
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else
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{
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if(m_prop.physical){
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if(m_prop.physical){
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aabb3f box = m_prop.collisionbox;
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aabb3f box = m_prop.collisionbox;
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box.MinEdge *= BS;
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box.MinEdge *= BS;
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@ -260,10 +260,13 @@ void PlayerSAO::step(float dtime, bool send_recommended)
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// otherwise it's calculated normally.
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// otherwise it's calculated normally.
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// If the object gets detached this comes into effect automatically from
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// If the object gets detached this comes into effect automatically from
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// the last known origin.
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// the last known origin.
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if (isAttached()) {
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if (auto *parent = getParent()) {
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v3f pos = m_env->getActiveObject(m_attachment_parent_id)->getBasePosition();
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v3f pos = parent->getBasePosition();
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m_last_good_position = pos;
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m_last_good_position = pos;
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setBasePosition(pos);
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setBasePosition(pos);
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if (m_player)
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m_player->setSpeed(v3f());
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}
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}
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if (!send_recommended)
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if (!send_recommended)
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@ -570,34 +573,11 @@ void PlayerSAO::setMaxSpeedOverride(const v3f &vel)
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bool PlayerSAO::checkMovementCheat()
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bool PlayerSAO::checkMovementCheat()
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{
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{
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if (m_is_singleplayer ||
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if (m_is_singleplayer ||
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isAttached() ||
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g_settings->getBool("disable_anticheat")) {
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g_settings->getBool("disable_anticheat")) {
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m_last_good_position = m_base_position;
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m_last_good_position = m_base_position;
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return false;
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return false;
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}
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}
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if (UnitSAO *parent = dynamic_cast<UnitSAO *>(getParent())) {
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v3f attachment_pos;
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{
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int parent_id;
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std::string bone;
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v3f attachment_rot;
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bool force_visible;
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getAttachment(&parent_id, &bone, &attachment_pos, &attachment_rot, &force_visible);
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}
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v3f parent_pos = parent->getBasePosition();
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f32 diff = m_base_position.getDistanceFromSQ(parent_pos) - attachment_pos.getLengthSQ();
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const f32 maxdiff = 4.0f * BS; // fair trade-off value for various latencies
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if (diff > maxdiff * maxdiff) {
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setBasePosition(parent_pos);
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actionstream << "Server: " << m_player->getName()
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<< " moved away from parent; diff=" << sqrtf(diff) / BS
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<< " resetting position." << std::endl;
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return true;
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}
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// Player movement is locked to the entity. Skip further checks
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return false;
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}
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bool cheated = false;
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bool cheated = false;
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/*
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/*
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