Apply physics overrides correctly during anticheat calculations (#6970)
authorsfan5 <sfan5@live.de>
Sun, 28 Jan 2018 09:21:21 +0000 (10:21 +0100)
committerLoïc Blot <nerzhul@users.noreply.github.com>
Sun, 28 Jan 2018 09:21:21 +0000 (10:21 +0100)
src/content_sao.cpp

index 1fb74263ba4b4cb701b3ed5a2bccfcd652832e8b..2b9d536650ed3eeadcee291d45d2bec35e756ee4 100644 (file)
@@ -1401,26 +1401,29 @@ bool PlayerSAO::checkMovementCheat()
                too, and much more lightweight.
        */
 
-       float player_max_speed = 0;
+       float player_max_walk = 0; // horizontal movement
+       float player_max_jump = 0; // vertical upwards movement
 
-       if (m_privs.count("fast") != 0) {
-               // Fast speed
-               player_max_speed = m_player->movement_speed_fast * m_physics_override_speed;
-       } else {
-               // Normal speed
-               player_max_speed = m_player->movement_speed_walk * m_physics_override_speed;
-       }
-       // Tolerance. The lag pool does this a bit.
-       //player_max_speed *= 2.5;
+       if (m_privs.count("fast") != 0)
+               player_max_walk = m_player->movement_speed_fast; // Fast speed
+       else
+               player_max_walk = m_player->movement_speed_walk; // Normal speed
+       player_max_walk *= m_physics_override_speed;
+       player_max_jump = m_player->movement_speed_jump * m_physics_override_jump;
+       // FIXME: Bouncy nodes cause practically unbound increase in Y speed,
+       //        until this can be verified correctly, tolerate higher jumping speeds
+       player_max_jump *= 2.0;
 
        v3f diff = (m_base_position - m_last_good_position);
        float d_vert = diff.Y;
        diff.Y = 0;
        float d_horiz = diff.getLength();
-       float required_time = d_horiz / player_max_speed;
+       float required_time = d_horiz / player_max_walk;
 
-       if (d_vert > 0 && d_vert / player_max_speed > required_time)
-               required_time = d_vert / player_max_speed; // Moving upwards
+       // FIXME: Checking downwards movement is not easily possible currently,
+       //        the server could calculate speed differences to examine the gravity
+       if (d_vert > 0)
+               required_time = MYMAX(required_time, d_vert / player_max_jump);
 
        if (m_move_pool.grab(required_time)) {
                m_last_good_position = m_base_position;