Conversation
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
The server accepts client-reported hitsets from N_DESTROY after only checking sender ownership and shot ID. In destroyevent::process in src/game/server.cpp, the non-projectile-hit path uses client-supplied target, flags, distance, direction, and velocity to call dodamage(). A connected player can therefore report damage for a target that was not intersected by the shot, enabling fabricated hits and unearned kills or scores.
Record each accepted N_SHOOT ray in the server-side weapon-shot state and validate the reported origin and destination against the shooter’s and target’s server-tracked bounding cylinders before applying damage. Reject hitsets without a matching, geometrically valid shot.
The validation covers participant geometry and does not add map-occlusion tracing to the dedicated server.