(ma->to_inv.type == InventoryLocation::PLAYER) &&
(ma->to_inv.name == player->getName());
+ InventoryLocation *remote = from_inv_is_current_player ?
+ &ma->to_inv : &ma->from_inv;
+
+ // Check for out-of-range interaction
+ if (remote->type == InventoryLocation::NODEMETA) {
+ v3f node_pos = intToFloat(remote->p, BS);
+ v3f player_pos = player->getPlayerSAO()->getBasePosition();
+ f32 d = player_pos.getDistanceFrom(node_pos);
+ if (!checkInteractDistance(player, d, "inventory"))
+ return;
+ }
+
/*
Disable moving items out of craftpreview
*/
// the previous addition has been successfully removed
}
+bool Server::checkInteractDistance(RemotePlayer *player, const f32 d, const std::string what)
+{
+ PlayerSAO *playersao = player->getPlayerSAO();
+ const InventoryList *hlist = playersao->getInventory()->getList("hand");
+ const ItemDefinition &playeritem_def =
+ playersao->getWieldedItem().getDefinition(m_itemdef);
+ const ItemDefinition &hand_def =
+ hlist ? hlist->getItem(0).getDefinition(m_itemdef) : m_itemdef->get("");
+
+ float max_d = BS * playeritem_def.range;
+ float max_d_hand = BS * hand_def.range;
+
+ if (max_d < 0 && max_d_hand >= 0)
+ max_d = max_d_hand;
+ else if (max_d < 0)
+ max_d = BS * 4.0f;
+
+ // cube diagonal: sqrt(3) = 1.732
+ if (d > max_d * 1.732) {
+ actionstream << "Player " << player->getName()
+ << " tried to access " << what
+ << " from too far: "
+ << "d=" << d <<", max_d=" << max_d
+ << ". ignoring." << std::endl;
+ // Call callbacks
+ m_script->on_cheat(playersao, "interacted_too_far");
+ return false;
+ }
+ return true;
+}
+
void Server::handleCommand_Interact(NetworkPacket* pkt)
{
/*
*/
static const bool enable_anticheat = !g_settings->getBool("disable_anticheat");
if ((action == 0 || action == 2 || action == 3 || action == 4) &&
- (enable_anticheat && !isSingleplayer())) {
+ enable_anticheat && !isSingleplayer()) {
float d = player_pos.getDistanceFrom(pointed_pos_under);
- const ItemDefinition &playeritem_def =
- playersao->getWieldedItem().getDefinition(m_itemdef);
- float max_d = BS * playeritem_def.range;
- InventoryList *hlist = playersao->getInventory()->getList("hand");
- const ItemDefinition &hand_def =
- hlist ? (hlist->getItem(0).getDefinition(m_itemdef)) : (m_itemdef->get(""));
- float max_d_hand = BS * hand_def.range;
- if (max_d < 0 && max_d_hand >= 0)
- max_d = max_d_hand;
- else if (max_d < 0)
- max_d = BS * 4.0;
- // cube diagonal: sqrt(3) = 1.73
- if (d > max_d * 1.73) {
- actionstream << "Player " << player->getName()
- << " tried to access " << pointed.dump()
- << " from too far: "
- << "d=" << d <<", max_d=" << max_d
- << ". ignoring." << std::endl;
+ if (!checkInteractDistance(player, d, pointed.dump())) {
// Re-send block to revert change on client-side
RemoteClient *client = getClient(pkt->getPeerId());
v3s16 blockpos = getNodeBlockPos(floatToInt(pointed_pos_under, BS));
client->SetBlockNotSent(blockpos);
- // Call callbacks
- m_script->on_cheat(playersao, "interacted_too_far");
- // Do nothing else
return;
}
}