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Revert "Add more move checks"

This reverts commit 989312c4e7.
This commit is contained in:
madmaxoft 2014-05-26 16:38:14 +02:00
parent 1d6dbb6278
commit 6449b5d11b
2 changed files with 17 additions and 59 deletions

View File

@ -582,37 +582,16 @@ void cClientHandle::HandlePlayerPos(double a_PosX, double a_PosY, double a_PosZ,
return; return;
} }
if (m_Player->GetHealth() <= 0) /*
// TODO: Invalid stance check
if ((a_PosY >= a_Stance) || (a_Stance > a_PosY + 1.65))
{ {
// The player is dead. He can't move :D LOGD("Invalid stance");
SendPlayerMoveLook();
return; return;
} }
*/
if (std::isnan(a_PosX) || std::isnan(a_PosY) || std::isnan(a_PosZ) || std::isnan(a_Stance))
{
LOGWARN("%s was caught trying to crash the server with an invalid position.", m_Player->GetName().c_str());
Kick("Nope!");
return;
}
// Invalid stance check
if (!m_Player->IsInBed())
{
double Difference = a_Stance - a_PosY;
if ((Difference > 1.65) || (Difference < 1.0))
{
Kick("Illegal stance!");
LOGWARN("%s had an illegal stance: %f", m_Player->GetName().c_str(), a_Stance);
return;
}
}
if ((std::abs(a_PosX) > 32000000.0) || (std::abs(a_PosZ) > 32000000.0))
{
Kick("Illegal position!");
return;
}
// If the player has moved too far, "repair" them: // If the player has moved too far, "repair" them:
Vector3d Pos(a_PosX, a_PosY, a_PosZ); Vector3d Pos(a_PosX, a_PosY, a_PosZ);
if ((m_Player->GetPosition() - Pos).SqrLength() > 100 * 100) if ((m_Player->GetPosition() - Pos).SqrLength() > 100 * 100)
@ -1410,7 +1389,7 @@ void cClientHandle::HandlePlayerLook(float a_Rotation, float a_Pitch, bool a_IsO
void cClientHandle::HandlePlayerMoveLook(double a_PosX, double a_PosY, double a_PosZ, double a_Stance, float a_Yaw, float a_Pitch, bool a_IsOnGround) void cClientHandle::HandlePlayerMoveLook(double a_PosX, double a_PosY, double a_PosZ, double a_Stance, float a_Rotation, float a_Pitch, bool a_IsOnGround)
{ {
if ((m_Player == NULL) || (m_State != csPlaying)) if ((m_Player == NULL) || (m_State != csPlaying))
{ {
@ -1418,42 +1397,21 @@ void cClientHandle::HandlePlayerMoveLook(double a_PosX, double a_PosY, double a_
return; return;
} }
if (m_Player->GetHealth() <= 0) /*
// TODO: Invalid stance check
if ((a_PosY >= a_Stance) || (a_Stance > a_PosY + 1.65))
{ {
// The player is dead. He can't move :D LOGD("Invalid stance");
return; SendPlayerMoveLook();
}
if (std::isnan(a_PosX) || std::isnan(a_PosY) || std::isnan(a_PosZ) || std::isnan(a_Stance))
{
LOGWARN("%s was caught trying to crash the server with an invalid position.", m_Player->GetName().c_str());
Kick("Nope!");
return;
}
// Invalid stance check
if (!m_Player->IsInBed())
{
double Difference = a_Stance - a_PosY;
if ((Difference > 1.65) || (Difference < 1.0))
{
Kick("Illegal stance!");
LOGWARN("%s had an illegal stance: %f", m_Player->GetName().c_str(), a_Stance);
return;
}
}
if ((std::abs(a_PosX) > 32000000.0) || (std::abs(a_PosZ) > 32000000.0))
{
Kick("Illegal position!");
return; return;
} }
*/
m_Player->MoveTo(Vector3d(a_PosX, a_PosY, a_PosZ)); m_Player->MoveTo(Vector3d(a_PosX, a_PosY, a_PosZ));
m_Player->SetStance (a_Stance); m_Player->SetStance (a_Stance);
m_Player->SetTouchGround(a_IsOnGround); m_Player->SetTouchGround(a_IsOnGround);
m_Player->SetHeadYaw (a_Yaw); m_Player->SetHeadYaw (a_Rotation);
m_Player->SetYaw (a_Yaw); m_Player->SetYaw (a_Rotation);
m_Player->SetPitch (a_Pitch); m_Player->SetPitch (a_Pitch);
} }

View File

@ -225,7 +225,7 @@ public:
void HandlePing (void); void HandlePing (void);
void HandlePlayerAbilities (bool a_CanFly, bool a_IsFlying, float FlyingSpeed, float WalkingSpeed); void HandlePlayerAbilities (bool a_CanFly, bool a_IsFlying, float FlyingSpeed, float WalkingSpeed);
void HandlePlayerLook (float a_Rotation, float a_Pitch, bool a_IsOnGround); void HandlePlayerLook (float a_Rotation, float a_Pitch, bool a_IsOnGround);
void HandlePlayerMoveLook (double a_PosX, double a_PosY, double a_PosZ, double a_Stance, float a_Yaw, float a_Pitch, bool a_IsOnGround); // While m_bPositionConfirmed (normal gameplay) void HandlePlayerMoveLook (double a_PosX, double a_PosY, double a_PosZ, double a_Stance, float a_Rotation, float a_Pitch, bool a_IsOnGround); // While m_bPositionConfirmed (normal gameplay)
void HandlePlayerPos (double a_PosX, double a_PosY, double a_PosZ, double a_Stance, bool a_IsOnGround); void HandlePlayerPos (double a_PosX, double a_PosY, double a_PosZ, double a_Stance, bool a_IsOnGround);
void HandlePluginMessage (const AString & a_Channel, const AString & a_Message); void HandlePluginMessage (const AString & a_Channel, const AString & a_Message);
void HandleRespawn (void); void HandleRespawn (void);