X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fanticheat.qc;h=a9d7fa8c8550564a776d84e78706f4b2b9232c24;hb=029933e5411073a0f1952a9c95c4c4a894633e44;hp=d00c60b09d8b47134f9f0a18c94ac7d007bfa08d;hpb=dcaa708cee1093798a651369d9fd46ad5074121e;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/anticheat.qc b/qcsrc/server/anticheat.qc index d00c60b09..85bed044f 100644 --- a/qcsrc/server/anticheat.qc +++ b/qcsrc/server/anticheat.qc @@ -1,29 +1,17 @@ -.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 +#include -#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; @@ -37,10 +25,32 @@ MEAN_DECLARE(anticheat_div0_strafebot_old, 5); .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); @@ -50,142 +60,185 @@ float movement_oddity(vector m0, vector 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, wishspeed; - vector wishvel; + 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; } - // race/CTS: force kbd movement for fairness - if(g_race || g_cts) - { - // if record times matter - // ensure nothing EVIL is being done (i.e. div0_evade) - // this hinders joystick users though - // but it still gives SOME analog control - wishvel_x = fabs(self.movement_x); - wishvel_y = fabs(self.movement_y); - if(wishvel_x != 0 && wishvel_y != 0 && wishvel_x != wishvel_y) - { - wishvel_z = 0; - wishspeed = vlen(wishvel); - if(wishvel_x >= 2 * wishvel_y) - { - // pure X motion - if(self.movement_x > 0) - self.movement_x = wishspeed; - else - self.movement_x = -wishspeed; - self.movement_y = 0; - } - else if(wishvel_y >= 2 * wishvel_x) - { - // pure Y motion - self.movement_x = 0; - if(self.movement_y > 0) - self.movement_y = wishspeed; - else - self.movement_y = -wishspeed; - } - else - { - // diagonal - if(self.movement_x > 0) - self.movement_x = M_SQRT1_2 * wishspeed; - else - self.movement_x = -M_SQRT1_2 * wishspeed; - if(self.movement_y > 0) - self.movement_y = M_SQRT1_2 * wishspeed; - else - self.movement_y = -M_SQRT1_2 * wishspeed; - } - } + // 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_serverframe() +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); +} + +#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; }