-.float anticheat_jointime;
+#include "anticheat.qh"
-void mean_accumulate(entity e, .float a, .float c, float mean, float value, float weight)
-{
- if(weight == 0)
- return;
- if(mean == 0)
- e.a *= pow(value, weight);
- else
- e.a += pow(value, mean) * weight;
- e.c += weight;
-}
+#include "antilag.qh"
+#include "autocvars.qh"
+#include "defs.qh"
+#include "miscfunctions.qh"
-float mean_evaluate(entity e, .float a, .float c, float mean)
-{
- if(e.c == 0)
- return 0;
- if(mean == 0)
- return pow(e.a, 1.0 / e.c);
- else
- return pow(e.a / e.c, 1.0 / mean);
-}
+#include "command/common.qh"
+#include <common/playerstats.qh>
+#include <common/state.qh>
-#define MEAN_ACCUMULATE(prefix,v,w) mean_accumulate(self,prefix##_accumulator,prefix##_count,prefix##_mean,v,w)
-#define MEAN_EVALUATE(prefix) mean_evaluate(self,prefix##_accumulator,prefix##_count,prefix##_mean)
-#define MEAN_DECLARE(prefix,m) float prefix##_mean = m; .float prefix##_count, prefix##_accumulator
+.float anticheat_jointime;
+
+.float anticheat_fixangle_endtime;
float anticheat_div0_evade_evasion_delta;
.float anticheat_div0_evade_offset;
.vector anticheat_div0_strafebot_forward_prev;
MEAN_DECLARE(anticheat_div0_strafebot_new, 5);
+// Snap-aim detection: we track the average angular speed of aiming over time, in "radians per second".
+// Signal: a high-power mean. Cheaters will have high "signal" here.
+// Noise: a low-power mean. Active/shivery players will have high "noise" here.
+// Note one can always artificially add noise - so very high values of both signal and noise need to be checked too.
+MEAN_DECLARE(anticheat_idle_snapaim_signal, 5);
+MEAN_DECLARE(anticheat_idle_snapaim_noise, 1);
+
+// TEMP DEBUG STUFF.
+MEAN_DECLARE(anticheat_idle_snapaim_m2, 2);
+MEAN_DECLARE(anticheat_idle_snapaim_m3, 3);
+MEAN_DECLARE(anticheat_idle_snapaim_m4, 4);
+MEAN_DECLARE(anticheat_idle_snapaim_m7, 7);
+MEAN_DECLARE(anticheat_idle_snapaim_m10, 10);
+
.float anticheat_speedhack_offset;
.float anticheat_speedhack_movetime, anticheat_speedhack_movetime_count, anticheat_speedhack_movetime_frac;
MEAN_DECLARE(anticheat_speedhack, 5);
+.float anticheat_speedhack_accu;
+.float anticheat_speedhack_lasttime;
+MEAN_DECLARE(anticheat_speedhack_m1, 1);
+MEAN_DECLARE(anticheat_speedhack_m2, 2);
+MEAN_DECLARE(anticheat_speedhack_m3, 3);
+MEAN_DECLARE(anticheat_speedhack_m4, 4);
+MEAN_DECLARE(anticheat_speedhack_m5, 5);
+
float movement_oddity(vector m0, vector m1)
{
float cosangle = normalize(m0) * normalize(m1);
// returns 0 for: -1, -sqrt(0.5), 0 (angles that commonly happen with kbd)
}
-void anticheat_physics()
+void anticheat_physics(entity this)
{
float f;
// div0_evade -> SPECTATORS
- makevectors(self.v_angle);
- if(self.anticheat_div0_evade_offset == 0)
+ makevectors(this.v_angle);
+ if(CS(this).anticheat_div0_evade_offset == 0)
{
f = fabs(anticheat_div0_evade_evasion_delta - floor(anticheat_div0_evade_evasion_delta) - 0.5) * 2; // triangle function
- self.anticheat_div0_evade_offset = time + sys_frametime * (3 * f - 1);
- self.anticheat_div0_evade_v_angle = self.v_angle;
- self.anticheat_div0_evade_forward_initial = v_forward;
- MEAN_ACCUMULATE(anticheat_div0_evade, 0, 1);
+ CS(this).anticheat_div0_evade_offset = servertime + sys_frametime * (3 * f - 1);
+ CS(this).anticheat_div0_evade_v_angle = this.v_angle;
+ CS(this).anticheat_div0_evade_forward_initial = v_forward;
+ MEAN_ACCUMULATE(CS(this), anticheat_div0_evade, 0, 1);
}
else
{
- if(time < self.anticheat_div0_evade_offset)
- self.anticheat_div0_evade_v_angle = self.v_angle;
- MEAN_ACCUMULATE(anticheat_div0_evade, 0.5 - 0.5 * (self.anticheat_div0_evade_forward_initial * v_forward), 1);
+ if(time < CS(this).anticheat_div0_evade_offset)
+ CS(this).anticheat_div0_evade_v_angle = this.v_angle;
+ MEAN_ACCUMULATE(CS(this), anticheat_div0_evade, 0.5 - 0.5 * (CS(this).anticheat_div0_evade_forward_initial * v_forward), 1);
}
- MEAN_ACCUMULATE(anticheat_div0_strafebot_old, movement_oddity(self.movement, self.anticheat_div0_strafebot_movement_prev), 1);
- self.anticheat_div0_strafebot_movement_prev = self.movement;
-
- if(vlen(self.anticheat_div0_strafebot_forward_prev))
- MEAN_ACCUMULATE(anticheat_div0_strafebot_new, 0.5 - 0.5 * (self.anticheat_div0_strafebot_forward_prev * v_forward), 1);
- self.anticheat_div0_strafebot_forward_prev = v_forward;
+ MEAN_ACCUMULATE(CS(this), anticheat_div0_strafebot_old, movement_oddity(this.movement, CS(this).anticheat_div0_strafebot_movement_prev), 1);
+ CS(this).anticheat_div0_strafebot_movement_prev = this.movement;
+
+ // Note: this actually tries to detect snap-aim.
+ if(CS(this).anticheat_div0_strafebot_forward_prev && time > CS(this).anticheat_fixangle_endtime) {
+ float cosangle = CS(this).anticheat_div0_strafebot_forward_prev * v_forward;
+ float angle = cosangle < -1 ? M_PI : cosangle > 1 ? 0 : acos(cosangle);
+ /*
+ if (angle >= 10 * M_PI / 180)
+ printf("SNAP %s: %f for %f, %f since fixangle\n", this.netname, angle * 180 / M_PI, cosangle, time - CS(this).anticheat_fixangle_endtime);
+ */
+ MEAN_ACCUMULATE(CS(this), anticheat_div0_strafebot_new, angle / M_PI, 1);
+
+ if (autocvar_slowmo > 0) {
+ // Technically this is a NOP, as the engine should be ensuring
+ // this in the first place. Let's guard against dividing by
+ // zero anyway.
+ float dt = max(0.001, frametime) / autocvar_slowmo;
+
+ float anglespeed = angle / dt;
+ MEAN_ACCUMULATE(CS(this), anticheat_idle_snapaim_signal, anglespeed, dt);
+ MEAN_ACCUMULATE(CS(this), anticheat_idle_snapaim_noise, anglespeed, dt);
+ MEAN_ACCUMULATE(CS(this), anticheat_idle_snapaim_m2, anglespeed, dt);
+ MEAN_ACCUMULATE(CS(this), anticheat_idle_snapaim_m3, anglespeed, dt);
+ MEAN_ACCUMULATE(CS(this), anticheat_idle_snapaim_m4, anglespeed, dt);
+ MEAN_ACCUMULATE(CS(this), anticheat_idle_snapaim_m7, anglespeed, dt);
+ MEAN_ACCUMULATE(CS(this), anticheat_idle_snapaim_m10, anglespeed, dt);
+ }
+ }
+ CS(this).anticheat_div0_strafebot_forward_prev = v_forward;
// generic speedhack detection: correlate anticheat_speedhack_movetime (UPDATED BEFORE THIS) and server time
- self.anticheat_speedhack_movetime_frac += frametime;
- f = floor(self.anticheat_speedhack_movetime_frac);
- self.anticheat_speedhack_movetime_frac -= f;
- self.anticheat_speedhack_movetime_count += f;
- self.anticheat_speedhack_movetime = self.anticheat_speedhack_movetime_frac + self.anticheat_speedhack_movetime_count;
- f = self.anticheat_speedhack_movetime - servertime;
- if(self.anticheat_speedhack_offset == 0)
- self.anticheat_speedhack_offset = f;
+ CS(this).anticheat_speedhack_movetime_frac += frametime;
+ f = floor(CS(this).anticheat_speedhack_movetime_frac);
+ CS(this).anticheat_speedhack_movetime_frac -= f;
+ CS(this).anticheat_speedhack_movetime_count += f;
+ CS(this).anticheat_speedhack_movetime = CS(this).anticheat_speedhack_movetime_frac + CS(this).anticheat_speedhack_movetime_count;
+ f = CS(this).anticheat_speedhack_movetime - servertime;
+ if(CS(this).anticheat_speedhack_offset == 0)
+ CS(this).anticheat_speedhack_offset = f;
else
{
- MEAN_ACCUMULATE(anticheat_speedhack, max(0, f - self.anticheat_speedhack_offset), 1);
- self.anticheat_speedhack_offset += (f - self.anticheat_speedhack_offset) * frametime * 0.1;
+ MEAN_ACCUMULATE(CS(this), anticheat_speedhack, max(0, f - CS(this).anticheat_speedhack_offset), 1);
+ CS(this).anticheat_speedhack_offset += (f - CS(this).anticheat_speedhack_offset) * frametime * 0.1;
+ }
+
+ // new generic speedhack detection
+ if (CS(this).anticheat_speedhack_lasttime > 0) {
+ float dt = servertime - CS(this).anticheat_speedhack_lasttime;
+ const float falloff = 0.2;
+ CS(this).anticheat_speedhack_accu *= exp(-dt * falloff);
+ CS(this).anticheat_speedhack_accu += frametime * falloff;
+ // NOTE: at cl_netfps x, this actually averages not to 1, but to 1/x * falloff / (1 - exp(-1/x * falloff))
+ // For 15 netfps (absolute minimum bearable), and 0.2 falloff, this is: 1.0067
+ CS(this).anticheat_speedhack_lasttime = servertime;
+ MEAN_ACCUMULATE(CS(this), anticheat_speedhack_m1, CS(this).anticheat_speedhack_accu, frametime);
+ MEAN_ACCUMULATE(CS(this), anticheat_speedhack_m2, CS(this).anticheat_speedhack_accu, frametime);
+ MEAN_ACCUMULATE(CS(this), anticheat_speedhack_m3, CS(this).anticheat_speedhack_accu, frametime);
+ MEAN_ACCUMULATE(CS(this), anticheat_speedhack_m4, CS(this).anticheat_speedhack_accu, frametime);
+ MEAN_ACCUMULATE(CS(this), anticheat_speedhack_m5, CS(this).anticheat_speedhack_accu, frametime);
+ } else {
+ CS(this).anticheat_speedhack_accu = 1;
+ CS(this).anticheat_speedhack_lasttime = servertime;
}
}
-void anticheat_spectatecopy(entity spectatee)
+void anticheat_spectatecopy(entity this, entity spectatee)
{
// div0_evade -> SPECTATORS
- self.angles = spectatee.anticheat_div0_evade_v_angle;
+ this.angles = CS(spectatee).anticheat_div0_evade_v_angle;
}
-void anticheat_prethink()
+void anticheat_prethink(entity this)
{
// div0_evade -> SPECTATORS
- self.anticheat_div0_evade_offset = 0;
+ CS(this).anticheat_div0_evade_offset = 0;
}
-string anticheat_display(float f, float tmin, float mi, float ma)
+string anticheat_display(float f, float t, float tmin, float mi, float ma)
{
string s;
s = ftos(f);
- if(f <= mi)
- return strcat(s, ":N");
- if(f >= ma)
- return strcat(s, ":Y");
+ if (t >= tmin) {
+ if(f <= mi)
+ return strcat(s, ":N");
+ if(f >= ma)
+ return strcat(s, ":Y");
+ }
return strcat(s, ":-");
}
-void anticheat_report()
-{
+#define ANTICHEATS(this, f) \
+ f(this, "speedhack", MEAN_EVALUATE(CS(this), anticheat_speedhack), 240, 0, 9999); /* Actually this one seems broken. */ \
+ f(this, "speedhack_m1", MEAN_EVALUATE(CS(this), anticheat_speedhack_m1), 240, 1.01, 1.25); \
+ f(this, "speedhack_m2", MEAN_EVALUATE(CS(this), anticheat_speedhack_m2), 240, 1.01, 1.25); \
+ f(this, "speedhack_m3", MEAN_EVALUATE(CS(this), anticheat_speedhack_m3), 240, 1.01, 1.25); \
+ f(this, "speedhack_m4", MEAN_EVALUATE(CS(this), anticheat_speedhack_m4), 240, 1.01, 1.25); \
+ f(this, "speedhack_m5", MEAN_EVALUATE(CS(this), anticheat_speedhack_m5), 240, 1.01, 1.25); \
+ f(this, "div0_strafebot_old", MEAN_EVALUATE(CS(this), anticheat_div0_strafebot_old), 120, 0.15, 0.4); \
+ f(this, "div0_strafebot_new", MEAN_EVALUATE(CS(this), anticheat_div0_strafebot_new), 120, 0.25, 0.8); \
+ f(this, "div0_evade", MEAN_EVALUATE(CS(this), anticheat_div0_evade), 120, 0.2, 0.5); \
+ f(this, "idle_snapaim", MEAN_EVALUATE(CS(this), anticheat_idle_snapaim_signal) - MEAN_EVALUATE(CS(this), anticheat_idle_snapaim_noise), 120, 0, 9999); \
+ f(this, "idle_snapaim_signal", MEAN_EVALUATE(CS(this), anticheat_idle_snapaim_signal), 120, 0, 9999); \
+ f(this, "idle_snapaim_noise", MEAN_EVALUATE(CS(this), anticheat_idle_snapaim_noise), 120, 0, 9999); \
+ f(this, "idle_snapaim_m2", MEAN_EVALUATE(CS(this), anticheat_idle_snapaim_m2), 120, 0, 9999); \
+ f(this, "idle_snapaim_m3", MEAN_EVALUATE(CS(this), anticheat_idle_snapaim_m3), 120, 0, 9999); \
+ f(this, "idle_snapaim_m4", MEAN_EVALUATE(CS(this), anticheat_idle_snapaim_m4), 120, 0, 9999); \
+ f(this, "idle_snapaim_m7", MEAN_EVALUATE(CS(this), anticheat_idle_snapaim_m7), 120, 0, 9999); \
+ f(this, "idle_snapaim_m10", MEAN_EVALUATE(CS(this), anticheat_idle_snapaim_m10), 120, 0, 9999)
+
+void anticheat_report_one_to_eventlog(entity this, string name, float f, float tmin, float mi, float ma) {
+ GameLogEcho(strcat(":anticheat:", name, ":", anticheat_display(f, servertime - CS(this).anticheat_jointime, tmin, mi, ma)));
+}
+
+void anticheat_report_to_eventlog(entity this) {
if(!autocvar_sv_eventlog)
return;
- GameLogEcho(strcat(":anticheat:_time:", ftos(self.playerid), ":", ftos(servertime - self.anticheat_jointime)));
- GameLogEcho(strcat(":anticheat:speedhack:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(anticheat_speedhack), 240, 0.1, 0.15)));
- GameLogEcho(strcat(":anticheat:div0_strafebot_old:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(anticheat_div0_strafebot_old), 120, 0.3, 0.4)));
- GameLogEcho(strcat(":anticheat:div0_strafebot_new:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(anticheat_div0_strafebot_new), 120, 0.3, 0.4)));
- GameLogEcho(strcat(":anticheat:div0_evade:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(anticheat_div0_evade), 120, 0.1, 0.2)));
+ GameLogEcho(strcat(":anticheat:_time:", ftos(this.playerid), ":", ftos(servertime - CS(this).anticheat_jointime)));
+ ANTICHEATS(this, anticheat_report_one_to_eventlog);
+}
+
+void anticheat_report_one_to_playerstats(entity this, string name, float f, float tmin, float mi, float ma) {
+ PS_GR_P_ADDVAL(this, strcat(PLAYERSTATS_ANTICHEAT, name), f);
+}
+
+void anticheat_report_to_playerstats(entity this) {
+ PS_GR_P_ADDVAL(this, strcat(PLAYERSTATS_ANTICHEAT, "_time"), servertime - CS(this).anticheat_jointime);
+ ANTICHEATS(this, anticheat_report_one_to_playerstats);
+}
+
+#define ANTICHEAT_REGISTER_ONE_TO_PLAYERSTATS(unused_this, name, unused_f, unused_tmin, unused_mi, unused_ma) \
+ PlayerStats_GameReport_AddEvent(strcat(PLAYERSTATS_ANTICHEAT, name))
+void anticheat_register_to_playerstats() {
+ PlayerStats_GameReport_AddEvent(strcat(PLAYERSTATS_ANTICHEAT, "_time"));
+ ANTICHEATS(world, ANTICHEAT_REGISTER_ONE_TO_PLAYERSTATS);
}
-void anticheat_serverframe()
+#undef ANTICHEAT_REGISTER_ONE_TO_PLAYERSTATS
+#undef ANTICHEATS
+
+void anticheat_startframe()
{
anticheat_div0_evade_evasion_delta += frametime * (0.5 + random());
}
-void anticheat_init()
+void anticheat_fixangle(entity this)
{
- self.anticheat_speedhack_offset = 0;
- self.anticheat_jointime = servertime;
+ CS(this).anticheat_fixangle_endtime = servertime + ANTILAG_LATENCY(this) + 0.2;
+}
+
+void anticheat_endframe()
+{
+ FOREACH_CLIENT(it.fixangle, anticheat_fixangle(it));
+ anticheat_div0_evade_evasion_delta += frametime * (0.5 + random());
}
-void anticheat_shutdown()
+void anticheat_init(entity this)
{
+ CS(this).anticheat_speedhack_offset = 0;
+ CS(this).anticheat_jointime = servertime;
}