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Patch fast/teleport vulnerability when attached to an entity (#10340)

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EliasFleckenstein03 committed Sep 26, 2020
1 parent 917e357 commit 65c15e137fe584edb38edea21c49873be00d554c
Showing with 24 additions and 1 deletion.
  1. +24 −1 src/server/player_sao.cpp
@@ -558,11 +558,34 @@ void PlayerSAO::setMaxSpeedOverride(const v3f &vel)

bool PlayerSAO::checkMovementCheat()
{
if (isAttached() || m_is_singleplayer ||
if (m_is_singleplayer ||
g_settings->getBool("disable_anticheat")) {
m_last_good_position = m_base_position;
return false;
}
if (UnitSAO *parent = dynamic_cast<UnitSAO *>(getParent())) {
v3f attachment_pos;
{
int parent_id;
std::string bone;
v3f attachment_rot;
getAttachment(&parent_id, &bone, &attachment_pos, &attachment_rot);
}

v3f parent_pos = parent->getBasePosition();
f32 diff = m_base_position.getDistanceFromSQ(parent_pos) - attachment_pos.getLengthSQ();
const f32 maxdiff = 4.0f * BS; // fair trade-off value for various latencies

if (diff > maxdiff * maxdiff) {
setBasePosition(parent_pos);
actionstream << "Server: " << m_player->getName()
<< " moved away from parent; diff=" << sqrtf(diff) / BS
<< " resetting position." << std::endl;
return true;
}
// Player movement is locked to the entity. Skip further checks
return false;
}

bool cheated = false;
/*

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