FOV: Raise lower limit to avoid zoom-loading of distant world (#7234)

In the client, raise lower limit from 30 to 45 degrees, to avoid server
seeing this as a zoom and loading world beyond the server-set limit.
Add minimum in settingtypes.txt and enforce lower limit when set using
minetest.conf.

In the server, distrust the client-sent FOV if below the heuristic zoom
threshold and use the player object property 'zoom_fov' to check it, to
protect against hacked clients.
This commit is contained in:
Paramat 2018-04-15 21:56:05 +01:00 committed by GitHub
parent 326eeca306
commit 28813702d6
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5 changed files with 33 additions and 7 deletions

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@ -574,7 +574,7 @@ fullscreen_bpp (Full screen BPP) int 24
vsync (V-Sync) bool false
# Field of view in degrees.
fov (Field of view) int 72 30 160
fov (Field of view) int 72 45 160
# Adjust the gamma encoding for the light tables. Higher numbers are brighter.
# This setting is for the client only and is ignored by the server.

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@ -71,7 +71,9 @@ Camera::Camera(MapDrawControl &draw_control, Client *client):
*/
m_cache_fall_bobbing_amount = g_settings->getFloat("fall_bobbing_amount");
m_cache_view_bobbing_amount = g_settings->getFloat("view_bobbing_amount");
m_cache_fov = g_settings->getFloat("fov");
// 45 degrees is the lowest FOV that doesn't cause the server to treat this
// as a zoom FOV and load world beyond the set server limits.
m_cache_fov = std::fmax(g_settings->getFloat("fov"), 45.0f);
m_arm_inertia = g_settings->getBool("arm_inertia");
m_nametags.clear();
}

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@ -192,17 +192,35 @@ void RemoteClient::GetNextBlocks (
*/
s32 new_nearest_unsent_d = -1;
// get view range and camera fov from the client
// Get view range and camera fov (radians) from the client
s16 wanted_range = sao->getWantedRange() + 1;
float camera_fov = sao->getFov();
const s16 full_d_max = std::min(adjustDist(m_max_send_distance, camera_fov), wanted_range);
const s16 d_opt = std::min(adjustDist(m_block_optimize_distance, camera_fov), wanted_range);
// If below the heuristic zoom threshold (see adjustDist() in numeric.cpp)
// distrust client-sent FOV and get server-set player object property
// zoom FOV (degrees) as a check to avoid hacked clients using FOV to load
// distant world.
// 0.888 radians is slightly larger than the zoom threshold of 1.775 / 2
// radians.
if (camera_fov < 0.888f) {
float prop_zoom_fov = sao->getZoomFOV();
// If zoom is disabled by value 0
if (prop_zoom_fov < 0.001f)
camera_fov = 0.888f;
else
// Degrees -> radians
camera_fov = prop_zoom_fov * core::DEGTORAD;
}
const s16 full_d_max = std::min(adjustDist(m_max_send_distance, camera_fov),
wanted_range);
const s16 d_opt = std::min(adjustDist(m_block_optimize_distance, camera_fov),
wanted_range);
const s16 d_blocks_in_sight = full_d_max * BS * MAP_BLOCKSIZE;
//infostream << "Fov from client " << camera_fov << " full_d_max " << full_d_max << std::endl;
s16 d_max = full_d_max;
s16 d_max_gen = std::min(adjustDist(m_max_gen_distance, camera_fov), wanted_range);
s16 d_max_gen = std::min(adjustDist(m_max_gen_distance, camera_fov),
wanted_range);
// Don't loop very much at a time, adjust with distance,
// do more work per RTT with greater distances.

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@ -1473,3 +1473,8 @@ bool PlayerSAO::getSelectionBox(aabb3f *toset) const
return true;
}
float PlayerSAO::getZoomFOV() const
{
return m_prop.zoom_fov;
}

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@ -330,6 +330,7 @@ public:
v3f getEyePosition() const { return m_base_position + getEyeOffset(); }
v3f getEyeOffset() const;
float getZoomFOV() const;
inline Metadata &getMeta() { return m_meta; }