#include "anticheat.qh" #include "antilag.qh" #include "autocvars.qh" #include "defs.qh" #include "miscfunctions.qh" #include "../dpdefs/progsdefs.qh" #include "../dpdefs/dpextensions.qh" #include "command/common.qh" .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() {SELFPARAM(); float f; // div0_evade -> SPECTATORS makevectors(self.v_angle); 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 = 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); } 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); } 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; // 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_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; 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; } // 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; } } void anticheat_spectatecopy(entity spectatee) {SELFPARAM(); // div0_evade -> SPECTATORS self.angles = spectatee.anticheat_div0_evade_v_angle; } void anticheat_prethink() {SELFPARAM(); // div0_evade -> SPECTATORS self.anticheat_div0_evade_offset = 0; } string anticheat_display(float f, 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"); return strcat(s, ":-"); } void anticheat_report() {SELFPARAM(); 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, 9999))); // Actually this one seems broken. GameLogEcho(strcat(":anticheat:speedhack_m1:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(anticheat_speedhack_m1), 240, 1.01, 1.25))); GameLogEcho(strcat(":anticheat:speedhack_m2:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(anticheat_speedhack_m2), 240, 1.01, 1.25))); GameLogEcho(strcat(":anticheat:speedhack_m3:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(anticheat_speedhack_m3), 240, 1.01, 1.25))); GameLogEcho(strcat(":anticheat:speedhack_m4:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(anticheat_speedhack_m4), 240, 1.01, 1.25))); GameLogEcho(strcat(":anticheat:speedhack_m5:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(anticheat_speedhack_m5), 240, 1.01, 1.25))); GameLogEcho(strcat(":anticheat:div0_strafebot_old:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(anticheat_div0_strafebot_old), 120, 0.15, 0.4))); GameLogEcho(strcat(":anticheat:div0_strafebot_new:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(anticheat_div0_strafebot_new), 120, 0.25, 0.8))); GameLogEcho(strcat(":anticheat:div0_evade:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(anticheat_div0_evade), 120, 0.2, 0.5))); GameLogEcho(strcat(":anticheat:idle_snapaim:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(anticheat_idle_snapaim_signal) - MEAN_EVALUATE(anticheat_idle_snapaim_noise), 120, 0, 9999))); GameLogEcho(strcat(":anticheat:idle_snapaim_signal:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(anticheat_idle_snapaim_signal), 120, 0, 9999))); GameLogEcho(strcat(":anticheat:idle_snapaim_noise:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(anticheat_idle_snapaim_noise), 120, 0, 9999))); GameLogEcho(strcat(":anticheat:idle_snapaim_m2:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(anticheat_idle_snapaim_m2), 120, 0, 9999))); GameLogEcho(strcat(":anticheat:idle_snapaim_m3:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(anticheat_idle_snapaim_m3), 120, 0, 9999))); GameLogEcho(strcat(":anticheat:idle_snapaim_m4:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(anticheat_idle_snapaim_m4), 120, 0, 9999))); GameLogEcho(strcat(":anticheat:idle_snapaim_m7:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(anticheat_idle_snapaim_m7), 120, 0, 9999))); GameLogEcho(strcat(":anticheat:idle_snapaim_m10:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(anticheat_idle_snapaim_m10), 120, 0, 9999))); } float anticheat_getvalue(string id) {SELFPARAM(); 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() {SELFPARAM(); self.anticheat_fixangle_endtime = servertime + ANTILAG_LATENCY(self) + 0.2; } void anticheat_endframe() {SELFPARAM(); entity e; FOR_EACH_CLIENT(e) if (e.fixangle) { WITH(entity, self, e, anticheat_fixangle()); } anticheat_div0_evade_evasion_delta += frametime * (0.5 + random()); } void anticheat_init() {SELFPARAM(); self.anticheat_speedhack_offset = 0; self.anticheat_jointime = servertime; } void anticheat_shutdown() { }