*/
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);
+ // 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.
+ float prop_zoom_fov = sao->getZoomFOV() * core::DEGTORAD;
+
+ const s16 full_d_max = std::min(adjustDist(m_max_send_distance, prop_zoom_fov),
+ wanted_range);
+ const s16 d_opt = std::min(adjustDist(m_block_optimize_distance, prop_zoom_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, prop_zoom_fov),
+ wanted_range);
// Don't loop very much at a time, adjust with distance,
// do more work per RTT with greater distances.