Merge branch 'zesterer/exploit-patching' into 'master'

Prevented double-spawning of chunks

See merge request veloren/veloren!2908
This commit is contained in:
Joshua Barretto 2021-10-08 11:36:22 +00:00
commit d73ec09d83
3 changed files with 9 additions and 5 deletions

View File

@ -96,7 +96,7 @@ use prometheus_hyper::Server as PrometheusServer;
use specs::{join::Join, Builder, Entity as EcsEntity, Entity, SystemData, WorldExt};
use std::{
i32,
ops::{Deref, DerefMut, Range},
ops::{Deref, DerefMut},
sync::Arc,
time::{Duration, Instant},
};
@ -137,7 +137,7 @@ impl Default for SpawnPoint {
// server-side. This is independent of the client's view distance and exists to
// avoid exploits such as small view distance chunk reloading and also to keep
// various mechanics working fluidly (i.e: not unloading nearby entities).
pub const MIN_VD: Range<u32> = 5..6;
pub const MIN_VD: u32 = 6;
// Tick count used for throttling network updates
// Note this doesn't account for dt (so update rate changes with tick rate)

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@ -114,7 +114,7 @@ impl<'a> System<'a> for Sys {
.0
.xy()
.map2(TerrainChunkSize::RECT_SIZE, |e, sz| e as i32 / sz as i32);
for rpos in Spiral2d::new().take((crate::MIN_VD.start as usize + 1).pow(2)) {
for rpos in Spiral2d::new().take((crate::MIN_VD as usize + 1).pow(2)) {
let key = player_chunk + rpos;
if terrain.get_key(key).is_none() {
events.push(ServerEvent::ChunkRequest(entity, key));

View File

@ -495,13 +495,17 @@ pub fn chunk_in_vd(
terrain: &TerrainGrid,
vd: u32,
) -> bool {
// This fuzzy threshold prevents chunks rapidly unloading and reloading when
// players move over a chunk border.
const UNLOAD_THRESHOLD: u32 = 2;
let player_chunk_pos = terrain.pos_key(player_pos.map(|e| e as i32));
let adjusted_dist_sqr = (player_chunk_pos - chunk_pos)
.map(|e: i32| (e.abs() as u32).saturating_sub(2))
.map(|e: i32| e.abs() as u32)
.magnitude_squared();
adjusted_dist_sqr <= vd.max(crate::MIN_VD.end).pow(2)
adjusted_dist_sqr <= (vd.max(crate::MIN_VD) + UNLOAD_THRESHOLD).pow(2)
}
fn is_spawn_chunk(chunk_pos: Vec2<i32>, spawn_pos: SpawnPoint, terrain: &TerrainGrid) -> bool {