#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_fixangle_endtime;
+
float anticheat_div0_evade_evasion_delta;
.float anticheat_div0_evade_offset;
.vector anticheat_div0_evade_v_angle;
.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(self.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_offset = servertime + 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);
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);
+ // Note: this actually tries to detect snap-aim.
+ if(vlen(self.anticheat_div0_strafebot_forward_prev) && time > self.anticheat_fixangle_endtime) {
+ float cosangle = self.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", self.netname, angle * 180 / M_PI, cosangle, time - self.anticheat_fixangle_endtime);
+ */
+ MEAN_ACCUMULATE(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(anticheat_idle_snapaim_signal, anglespeed, dt);
+ MEAN_ACCUMULATE(anticheat_idle_snapaim_noise, anglespeed, dt);
+ MEAN_ACCUMULATE(anticheat_idle_snapaim_m2, anglespeed, dt);
+ MEAN_ACCUMULATE(anticheat_idle_snapaim_m3, anglespeed, dt);
+ MEAN_ACCUMULATE(anticheat_idle_snapaim_m4, anglespeed, dt);
+ MEAN_ACCUMULATE(anticheat_idle_snapaim_m7, anglespeed, dt);
+ MEAN_ACCUMULATE(anticheat_idle_snapaim_m10, anglespeed, dt);
+ }
+ }
self.anticheat_div0_strafebot_forward_prev = v_forward;
// generic speedhack detection: correlate anticheat_speedhack_movetime (UPDATED BEFORE THIS) and server time
self.anticheat_speedhack_offset += (f - self.anticheat_speedhack_offset) * frametime * 0.1;
}
+ // new generic speedhack detection
+ if (self.anticheat_speedhack_lasttime > 0) {
+ float dt = servertime - self.anticheat_speedhack_lasttime;
+ const float falloff = 0.2;
+ self.anticheat_speedhack_accu *= exp(-dt * falloff);
+ self.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
+ self.anticheat_speedhack_lasttime = servertime;
+ MEAN_ACCUMULATE(anticheat_speedhack_m1, self.anticheat_speedhack_accu, frametime);
+ MEAN_ACCUMULATE(anticheat_speedhack_m2, self.anticheat_speedhack_accu, frametime);
+ MEAN_ACCUMULATE(anticheat_speedhack_m3, self.anticheat_speedhack_accu, frametime);
+ MEAN_ACCUMULATE(anticheat_speedhack_m4, self.anticheat_speedhack_accu, frametime);
+ MEAN_ACCUMULATE(anticheat_speedhack_m5, self.anticheat_speedhack_accu, frametime);
+ } else {
+ self.anticheat_speedhack_accu = 1;
+ self.anticheat_speedhack_lasttime = servertime;
+ }
+
// race/CTS: force kbd movement for fairness
if(g_race || g_cts)
{
{
if(!autocvar_sv_eventlog)
return;
+ // TODO(divVerent): Use xonstat to acquire good thresholds.
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:speedhack_m1:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(anticheat_speedhack_m1), 240, 0.1, 0.15)));
+ GameLogEcho(strcat(":anticheat:speedhack_m2:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(anticheat_speedhack_m2), 240, 0.1, 0.15)));
+ GameLogEcho(strcat(":anticheat:speedhack_m3:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(anticheat_speedhack_m3), 240, 0.1, 0.15)));
+ GameLogEcho(strcat(":anticheat:speedhack_m4:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(anticheat_speedhack_m4), 240, 0.1, 0.15)));
+ GameLogEcho(strcat(":anticheat:speedhack_m5:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(anticheat_speedhack_m5), 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:idle_snapaim:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(anticheat_idle_snapaim_signal) - MEAN_EVALUATE(anticheat_idle_snapaim_noise), 120, 0.1, 0.2)));
+ GameLogEcho(strcat(":anticheat:idle_snapaim_signal:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(anticheat_idle_snapaim_signal), 120, 0.1, 0.2)));
+ GameLogEcho(strcat(":anticheat:idle_snapaim_noise:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(anticheat_idle_snapaim_noise), 120, 0.1, 0.2)));
+ GameLogEcho(strcat(":anticheat:idle_snapaim_m2:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(anticheat_idle_snapaim_m2), 120, 0.1, 0.2)));
+ GameLogEcho(strcat(":anticheat:idle_snapaim_m3:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(anticheat_idle_snapaim_m3), 120, 0.1, 0.2)));
+ GameLogEcho(strcat(":anticheat:idle_snapaim_m4:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(anticheat_idle_snapaim_m4), 120, 0.1, 0.2)));
+ GameLogEcho(strcat(":anticheat:idle_snapaim_m7:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(anticheat_idle_snapaim_m7), 120, 0.1, 0.2)));
+ GameLogEcho(strcat(":anticheat:idle_snapaim_m10:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(anticheat_idle_snapaim_m10), 120, 0.1, 0.2)));
+}
+
+float anticheat_getvalue(string id)
+{
+ switch(id) {
+ case "_time": return servertime - self.anticheat_jointime;
+ case "speedhack": return MEAN_EVALUATE(anticheat_speedhack);
+ case "speedhack_m1": return MEAN_EVALUATE(anticheat_speedhack_m1);
+ case "speedhack_m2": return MEAN_EVALUATE(anticheat_speedhack_m2);
+ case "speedhack_m3": return MEAN_EVALUATE(anticheat_speedhack_m3);
+ case "speedhack_m4": return MEAN_EVALUATE(anticheat_speedhack_m4);
+ case "speedhack_m5": return MEAN_EVALUATE(anticheat_speedhack_m5);
+ case "div0_strafebot_old": return MEAN_EVALUATE(anticheat_div0_strafebot_old);
+ case "div0_strafebot_new": return MEAN_EVALUATE(anticheat_div0_strafebot_new);
+ case "div0_evade": return MEAN_EVALUATE(anticheat_div0_evade);
+ case "idle_snapaim": return MEAN_EVALUATE(anticheat_idle_snapaim_signal) - MEAN_EVALUATE(anticheat_idle_snapaim_noise);
+ case "idle_snapaim_signal": return MEAN_EVALUATE(anticheat_idle_snapaim_signal);
+ case "idle_snapaim_noise": return MEAN_EVALUATE(anticheat_idle_snapaim_noise);
+ case "idle_snapaim_m2": return MEAN_EVALUATE(anticheat_idle_snapaim_m2);
+ case "idle_snapaim_m3": return MEAN_EVALUATE(anticheat_idle_snapaim_m3);
+ case "idle_snapaim_m4": return MEAN_EVALUATE(anticheat_idle_snapaim_m4);
+ case "idle_snapaim_m7": return MEAN_EVALUATE(anticheat_idle_snapaim_m7);
+ case "idle_snapaim_m10": return MEAN_EVALUATE(anticheat_idle_snapaim_m10);
+ }
+ return -1;
+}
+
+void anticheat_startframe()
+{
+ anticheat_div0_evade_evasion_delta += frametime * (0.5 + random());
+}
+
+void anticheat_fixangle()
+{
+ self.anticheat_fixangle_endtime = servertime + ANTILAG_LATENCY(self) + 0.2;
}
-void anticheat_serverframe()
+void anticheat_endframe()
{
+ entity oldself = self;
+ FOR_EACH_CLIENT(self)
+ if (self.fixangle)
+ anticheat_fixangle();
+ self = oldself;
anticheat_div0_evade_evasion_delta += frametime * (0.5 + random());
}
if(gameover) { return; }
vector oldballorigin = self.origin;
- if(MoveToRandomMapLocation(self, DPCONTENTS_SOLID | DPCONTENTS_CORPSE | DPCONTENTS_PLAYERCLIP, DPCONTENTS_SLIME | DPCONTENTS_LAVA | DPCONTENTS_SKY | DPCONTENTS_BODY | DPCONTENTS_DONOTENTER, Q3SURFACEFLAG_SKY, 10, 1024, 256))
+ if(!MoveToRandomMapLocation(self, DPCONTENTS_SOLID | DPCONTENTS_CORPSE | DPCONTENTS_PLAYERCLIP, DPCONTENTS_SLIME | DPCONTENTS_LAVA | DPCONTENTS_SKY | DPCONTENTS_BODY | DPCONTENTS_DONOTENTER, Q3SURFACEFLAG_SKY, 10, 1024, 256))
{
- makevectors(self.angles);
- self.movetype = MOVETYPE_BOUNCE;
- self.velocity = '0 0 200';
- self.angles = '0 0 0';
- self.effects = autocvar_g_keepawayball_effects;
- self.think = ka_RespawnBall;
- self.nextthink = time + autocvar_g_keepawayball_respawntime;
+ entity spot = SelectSpawnPoint(TRUE);
+ setorigin(self, spot.origin);
+ self.angles = spot.angles;
+ }
- pointparticles(particleeffectnum("electro_combo"), oldballorigin, '0 0 0', 1);
- pointparticles(particleeffectnum("electro_combo"), self.origin, '0 0 0', 1);
+ makevectors(self.angles);
+ self.movetype = MOVETYPE_BOUNCE;
+ self.velocity = '0 0 200';
+ self.angles = '0 0 0';
+ self.effects = autocvar_g_keepawayball_effects;
+ self.think = ka_RespawnBall;
+ self.nextthink = time + autocvar_g_keepawayball_respawntime;
- WaypointSprite_Spawn("ka-ball", 0, 0, self, '0 0 64', world, self.team, self, waypointsprite_attachedforcarrier, FALSE, RADARICON_FLAGCARRIER, '0 1 1');
- WaypointSprite_Ping(self.waypointsprite_attachedforcarrier);
+ pointparticles(particleeffectnum("electro_combo"), oldballorigin, '0 0 0', 1);
+ pointparticles(particleeffectnum("electro_combo"), self.origin, '0 0 0', 1);
- sound(self, CH_TRIGGER, "keepaway/respawn.wav", VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere)
- }
- else
- {
- ka_RespawnBall(); // finding a location failed, retry
- }
+ WaypointSprite_Spawn("ka-ball", 0, 0, self, '0 0 64', world, self.team, self, waypointsprite_attachedforcarrier, FALSE, RADARICON_FLAGCARRIER, '0 1 1');
+ WaypointSprite_Ping(self.waypointsprite_attachedforcarrier);
+
+ sound(self, CH_TRIGGER, "keepaway/respawn.wav", VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere)
}
void ka_TimeScoring()
// messages and sounds
ka_EventLog("pickup", other);
Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_KEEPAWAY_PICKUP, other.netname);
- Send_Notification(NOTIF_ALL, world, MSG_CENTER, CENTER_KEEPAWAY_PICKUP, other.netname);
+ Send_Notification(NOTIF_ALL_EXCEPT, other, MSG_CENTER, CENTER_KEEPAWAY_PICKUP, other.netname);
+ Send_Notification(NOTIF_ONE, other, MSG_CENTER, CENTER_KEEPAWAY_PICKUP_SELF);
sound(self.owner, CH_TRIGGER, "keepaway/pickedup.wav", VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere)
// scoring