Sanitize player position and speed server-side (#12396)

master
sfan5 2022-06-07 21:27:05 +02:00 committed by GitHub
parent 3107c98591
commit 3ac5a24b12
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4 changed files with 25 additions and 6 deletions

View File

@ -134,13 +134,14 @@ public:
std::vector<CollisionInfo> *collision_info)
{}
const v3f &getSpeed() const
v3f getSpeed() const
{
return m_speed;
}
void setSpeed(const v3f &speed)
void setSpeed(v3f speed)
{
clampToF1000(speed);
m_speed = speed;
}

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@ -319,8 +319,14 @@ std::string PlayerSAO::generateUpdatePhysicsOverrideCommand() const
return os.str();
}
void PlayerSAO::setBasePosition(const v3f &position)
void PlayerSAO::setBasePosition(v3f position)
{
// It's not entirely clear which parts of the network protocol still use
// v3f1000, but the script API enforces its bound on all float vectors
// (maybe it shouldn't?). For that reason we need to make sure the position
// isn't ever set to values that fail this restriction.
clampToF1000(position);
if (m_player && position != m_base_position)
m_player->setDirty(true);
@ -344,7 +350,7 @@ void PlayerSAO::setPos(const v3f &pos)
setBasePosition(pos);
// Movement caused by this command is always valid
m_last_good_position = pos;
m_last_good_position = getBasePosition();
m_move_pool.empty();
m_time_from_last_teleport = 0.0;
m_env->getGameDef()->SendMovePlayer(m_peer_id);
@ -357,7 +363,7 @@ void PlayerSAO::moveTo(v3f pos, bool continuous)
setBasePosition(pos);
// Movement caused by this command is always valid
m_last_good_position = pos;
m_last_good_position = getBasePosition();
m_move_pool.empty();
m_time_from_last_teleport = 0.0;
m_env->getGameDef()->SendMovePlayer(m_peer_id);

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@ -87,7 +87,7 @@ public:
std::string getClientInitializationData(u16 protocol_version) override;
void getStaticData(std::string *result) const override;
void step(float dtime, bool send_recommended) override;
void setBasePosition(const v3f &position);
void setBasePosition(v3f position);
void setPos(const v3f &pos) override;
void moveTo(v3f pos, bool continuous) override;
void setPlayerYaw(const float yaw);

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@ -439,6 +439,18 @@ MAKE_STREAM_WRITE_FXN(video::SColor, ARGB8, 4);
//// More serialization stuff
////
inline void clampToF1000(float &v)
{
v = core::clamp(v, F1000_MIN, F1000_MAX);
}
inline void clampToF1000(v3f &v)
{
clampToF1000(v.X);
clampToF1000(v.Y);
clampToF1000(v.Z);
}
// Creates a string with the length as the first two bytes
std::string serializeString16(const std::string &plain);