#include "anticheat.qh" #include "antilag.qh" #include "autocvars.qh" #include "defs.qh" #include "miscfunctions.qh" #include "command/common.qh" #include #include .float anticheat_jointime; .float anticheat_fixangle_endtime; float anticheat_div0_evade_evasion_delta; .float anticheat_div0_evade_offset; .vector anticheat_div0_evade_v_angle; .vector anticheat_div0_evade_forward_initial; MEAN_DECLARE(anticheat_div0_evade, 5); .vector anticheat_div0_strafebot_movement_prev; 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); if(cosangle >= 0) return 0; return 0.5 - 0.5 * cos(cosangle * cosangle * 4 * M_PI); // returns 0 for: -1, -sqrt(0.5), 0 (angles that commonly happen with kbd) } void anticheat_physics(entity this) { float f; // div0_evade -> SPECTATORS 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 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 < 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(CS(this), anticheat_div0_strafebot_old, movement_oddity(CS(this).movement, CS(this).anticheat_div0_strafebot_movement_prev), 1); CS(this).anticheat_div0_strafebot_movement_prev = CS(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 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(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 this, entity spectatee) { // div0_evade -> SPECTATORS this.angles = CS(spectatee).anticheat_div0_evade_v_angle; } void anticheat_prethink(entity this) { // div0_evade -> SPECTATORS CS(this).anticheat_div0_evade_offset = 0; } string anticheat_display(float f, float t, float tmin, float mi, float ma) { string s; s = ftos(f); if (t >= tmin) { if(f <= mi) return strcat(s, ":N"); if(f >= ma) return strcat(s, ":Y"); } return strcat(s, ":-"); } #define ANTICHEATS(ANTICHEAT) \ ANTICHEAT("speedhack", MEAN_EVALUATE(CS(this), anticheat_speedhack), 240, 0, 9999); /* Actually this one seems broken. */ \ ANTICHEAT("speedhack_m1", MEAN_EVALUATE(CS(this), anticheat_speedhack_m1), 240, 1.01, 1.25); \ ANTICHEAT("speedhack_m2", MEAN_EVALUATE(CS(this), anticheat_speedhack_m2), 240, 1.01, 1.25); \ ANTICHEAT("speedhack_m3", MEAN_EVALUATE(CS(this), anticheat_speedhack_m3), 240, 1.01, 1.25); \ ANTICHEAT("speedhack_m4", MEAN_EVALUATE(CS(this), anticheat_speedhack_m4), 240, 1.01, 1.25); \ ANTICHEAT("speedhack_m5", MEAN_EVALUATE(CS(this), anticheat_speedhack_m5), 240, 1.01, 1.25); \ ANTICHEAT("div0_strafebot_old", MEAN_EVALUATE(CS(this), anticheat_div0_strafebot_old), 120, 0.15, 0.4); \ ANTICHEAT("div0_strafebot_new", MEAN_EVALUATE(CS(this), anticheat_div0_strafebot_new), 120, 0.25, 0.8); \ ANTICHEAT("div0_evade", MEAN_EVALUATE(CS(this), anticheat_div0_evade), 120, 0.2, 0.5); \ ANTICHEAT("idle_snapaim", MEAN_EVALUATE(CS(this), anticheat_idle_snapaim_signal) - MEAN_EVALUATE(CS(this), anticheat_idle_snapaim_noise), 120, 0, 9999); \ ANTICHEAT("idle_snapaim_signal", MEAN_EVALUATE(CS(this), anticheat_idle_snapaim_signal), 120, 0, 9999); \ ANTICHEAT("idle_snapaim_noise", MEAN_EVALUATE(CS(this), anticheat_idle_snapaim_noise), 120, 0, 9999); \ ANTICHEAT("idle_snapaim_m2", MEAN_EVALUATE(CS(this), anticheat_idle_snapaim_m2), 120, 0, 9999); \ ANTICHEAT("idle_snapaim_m3", MEAN_EVALUATE(CS(this), anticheat_idle_snapaim_m3), 120, 0, 9999); \ ANTICHEAT("idle_snapaim_m4", MEAN_EVALUATE(CS(this), anticheat_idle_snapaim_m4), 120, 0, 9999); \ ANTICHEAT("idle_snapaim_m7", MEAN_EVALUATE(CS(this), anticheat_idle_snapaim_m7), 120, 0, 9999); \ ANTICHEAT("idle_snapaim_m10", MEAN_EVALUATE(CS(this), anticheat_idle_snapaim_m10), 120, 0, 9999) void anticheat_report_to_eventlog(entity this) { if(!autocvar_sv_eventlog) return; GameLogEcho(strcat(":anticheat:_time:", ftos(this.playerid), ":", ftos(servertime - CS(this).anticheat_jointime))); #define ANTICHEAT_REPORT_ONE(name, f, tmin, mi, ma) \ GameLogEcho(strcat(":anticheat:", name, ":", anticheat_display(f, servertime - CS(this).anticheat_jointime, tmin, mi, ma))) ANTICHEATS(ANTICHEAT_REPORT_ONE); #undef ANTICHEAT_REPORT_ONE } void anticheat_report_to_playerstats(entity this) { PlayerStats_GameReport_Event_Player(this, strcat(PLAYERSTATS_ANTICHEAT, "_time"), servertime - CS(this).anticheat_jointime); #define ANTICHEAT_REPORT_ONE(name, f, tmin, mi, ma) \ PlayerStats_GameReport_Event_Player(this, strcat(PLAYERSTATS_ANTICHEAT, name), f) ANTICHEATS(ANTICHEAT_REPORT_ONE); #undef ANTICHEAT_REPORT_ONE } void anticheat_register_to_playerstats() { PlayerStats_GameReport_AddEvent(strcat(PLAYERSTATS_ANTICHEAT, "_time")); #define ANTICHEAT_REGISTER_ONE(name, unused_f, unused_tmin, unused_mi, unused_ma) \ PlayerStats_GameReport_AddEvent(strcat(PLAYERSTATS_ANTICHEAT, name)) ANTICHEATS(ANTICHEAT_REGISTER_ONE); #undef ANTICHEAT_REGISTER_ONE } #undef ANTICHEATS void anticheat_startframe() { anticheat_div0_evade_evasion_delta += frametime * (0.5 + random()); } void anticheat_fixangle(entity this) { 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_init(entity this) { CS(this).anticheat_speedhack_offset = 0; CS(this).anticheat_jointime = servertime; }