1 #include "anticheat.qh"
3 #include <common/playerstats.qh>
4 #include <common/state.qh>
5 #include <common/stats.qh>
6 #include <common/weapons/_all.qh>
7 #include <server/antilag.qh>
8 #include <server/client.qh>
9 #include <server/command/common.qh>
10 #include <server/gamelog.qh>
11 #include <server/main.qh>
13 .float anticheat_jointime;
15 .float anticheat_fixangle_endtime;
17 float anticheat_div0_evade_evasion_delta;
18 .float anticheat_div0_evade_offset;
19 .vector anticheat_div0_evade_v_angle;
20 .vector anticheat_div0_evade_forward_initial;
21 MEAN_DECLARE(anticheat_div0_evade, 5);
23 .vector anticheat_div0_strafebot_movement_prev;
24 MEAN_DECLARE(anticheat_div0_strafebot_old, 5);
26 .vector anticheat_div0_strafebot_forward_prev;
27 MEAN_DECLARE(anticheat_div0_strafebot_new, 5);
29 .vector anticheat_div0_snapback_prev;
30 MEAN_DECLARE(anticheat_div0_snapback, 5);
32 // Snap-aim detection: we track the average angular speed of aiming over time, in "radians per second".
33 // Signal: a high-power mean. Cheaters will have high "signal" here.
34 // Noise: a low-power mean. Active/shivery players will have high "noise" here.
35 // Note one can always artificially add noise - so very high values of both signal and noise need to be checked too.
36 MEAN_DECLARE(anticheat_idle_snapaim_signal, 5);
37 MEAN_DECLARE(anticheat_idle_snapaim_noise, 1);
40 MEAN_DECLARE(anticheat_idle_snapaim_m2, 2);
41 MEAN_DECLARE(anticheat_idle_snapaim_m3, 3);
42 MEAN_DECLARE(anticheat_idle_snapaim_m4, 4);
43 MEAN_DECLARE(anticheat_idle_snapaim_m7, 7);
44 MEAN_DECLARE(anticheat_idle_snapaim_m10, 10);
46 .float anticheat_speedhack_offset;
47 .float anticheat_speedhack_movetime, anticheat_speedhack_movetime_count, anticheat_speedhack_movetime_frac;
48 MEAN_DECLARE(anticheat_speedhack, 5);
50 .float anticheat_speedhack_accu;
51 .float anticheat_speedhack_lasttime;
52 MEAN_DECLARE(anticheat_speedhack_m1, 1);
53 MEAN_DECLARE(anticheat_speedhack_m2, 2);
54 MEAN_DECLARE(anticheat_speedhack_m3, 3);
55 MEAN_DECLARE(anticheat_speedhack_m4, 4);
56 MEAN_DECLARE(anticheat_speedhack_m5, 5);
58 float movement_oddity(vector m0, vector m1)
60 float cosangle = normalize(m0) * normalize(m1);
63 return 0.5 - 0.5 * cos(cosangle * cosangle * 4 * M_PI);
64 // returns 0 for: -1, -sqrt(0.5), 0 (angles that commonly happen with kbd)
67 void anticheat_physics(entity this)
71 // div0_evade -> SPECTATORS
72 makevectors(this.v_angle);
73 if(CS(this).anticheat_div0_evade_offset == 0)
75 f = fabs(anticheat_div0_evade_evasion_delta - floor(anticheat_div0_evade_evasion_delta) - 0.5) * 2; // triangle function
76 CS(this).anticheat_div0_evade_offset = servertime + sys_frametime * (3 * f - 1);
77 CS(this).anticheat_div0_evade_v_angle = this.v_angle;
78 CS(this).anticheat_div0_evade_forward_initial = v_forward;
79 MEAN_ACCUMULATE(CS(this), anticheat_div0_evade, 0, 1);
83 if(time < CS(this).anticheat_div0_evade_offset)
84 CS(this).anticheat_div0_evade_v_angle = this.v_angle;
85 MEAN_ACCUMULATE(CS(this), anticheat_div0_evade, 0.5 - 0.5 * (CS(this).anticheat_div0_evade_forward_initial * v_forward), 1);
88 MEAN_ACCUMULATE(CS(this), anticheat_div0_strafebot_old, movement_oddity(CS(this).movement, CS(this).anticheat_div0_strafebot_movement_prev), 1);
89 CS(this).anticheat_div0_strafebot_movement_prev = CS(this).movement;
91 // Note: this actually tries to detect snap-aim.
92 if(CS(this).anticheat_div0_strafebot_forward_prev && time > CS(this).anticheat_fixangle_endtime) {
93 float cosangle = CS(this).anticheat_div0_strafebot_forward_prev * v_forward;
94 float angle = cosangle < -1 ? M_PI : cosangle > 1 ? 0 : acos(cosangle);
96 if (angle >= 10 * M_PI / 180)
97 printf("SNAP %s: %f for %f, %f since fixangle\n", this.netname, angle * 180 / M_PI, cosangle, time - CS(this).anticheat_fixangle_endtime);
99 MEAN_ACCUMULATE(CS(this), anticheat_div0_strafebot_new, angle / M_PI, 1);
101 if (autocvar_slowmo > 0) {
102 // Technically this is a NOP, as the engine should be ensuring
103 // this in the first place. Let's guard against dividing by
105 float dt = max(0.001, frametime) / autocvar_slowmo;
107 float anglespeed = angle / dt;
108 MEAN_ACCUMULATE(CS(this), anticheat_idle_snapaim_signal, anglespeed, dt);
109 MEAN_ACCUMULATE(CS(this), anticheat_idle_snapaim_noise, anglespeed, dt);
110 MEAN_ACCUMULATE(CS(this), anticheat_idle_snapaim_m2, anglespeed, dt);
111 MEAN_ACCUMULATE(CS(this), anticheat_idle_snapaim_m3, anglespeed, dt);
112 MEAN_ACCUMULATE(CS(this), anticheat_idle_snapaim_m4, anglespeed, dt);
113 MEAN_ACCUMULATE(CS(this), anticheat_idle_snapaim_m7, anglespeed, dt);
114 MEAN_ACCUMULATE(CS(this), anticheat_idle_snapaim_m10, anglespeed, dt);
116 // Detect snapping _back_.
117 float f = bound(0, dt * 4, 1); // About 0.25 seconds horizon for snapping back.
118 vector aim_move = v_forward - CS(this).anticheat_div0_strafebot_forward_prev;
119 vector snapback_prev = CS(this).anticheat_div0_snapback_prev;
120 float snapback_len = vlen(snapback_prev);
121 if (snapback_len != 0) {
122 float aim_snap = max(0, (aim_move * snapback_prev) / -snapback_len);
123 // Scales with aim_move, but is positive only when snapping back, otherwise zero.
124 MEAN_ACCUMULATE(CS(this), anticheat_div0_snapback, aim_snap, dt);
126 CS(this).anticheat_div0_snapback_prev = snapback_prev * (1 - f) + aim_move * f;
129 CS(this).anticheat_div0_strafebot_forward_prev = v_forward;
131 // generic speedhack detection: correlate anticheat_speedhack_movetime (UPDATED BEFORE THIS) and server time
132 CS(this).anticheat_speedhack_movetime_frac += frametime;
133 f = floor(CS(this).anticheat_speedhack_movetime_frac);
134 CS(this).anticheat_speedhack_movetime_frac -= f;
135 CS(this).anticheat_speedhack_movetime_count += f;
136 CS(this).anticheat_speedhack_movetime = CS(this).anticheat_speedhack_movetime_frac + CS(this).anticheat_speedhack_movetime_count;
137 f = CS(this).anticheat_speedhack_movetime - servertime;
138 if(CS(this).anticheat_speedhack_offset == 0)
139 CS(this).anticheat_speedhack_offset = f;
142 MEAN_ACCUMULATE(CS(this), anticheat_speedhack, max(0, f - CS(this).anticheat_speedhack_offset), 1);
143 CS(this).anticheat_speedhack_offset += (f - CS(this).anticheat_speedhack_offset) * frametime * 0.1;
146 // new generic speedhack detection
147 if (CS(this).anticheat_speedhack_lasttime > 0) {
148 float dt = servertime - CS(this).anticheat_speedhack_lasttime;
149 const float falloff = 0.2;
150 CS(this).anticheat_speedhack_accu *= exp(-dt * falloff);
151 CS(this).anticheat_speedhack_accu += frametime * falloff;
152 // NOTE: at cl_netfps x, this actually averages not to 1, but to 1/x * falloff / (1 - exp(-1/x * falloff))
153 // For 15 netfps (absolute minimum bearable), and 0.2 falloff, this is: 1.0067
154 CS(this).anticheat_speedhack_lasttime = servertime;
155 MEAN_ACCUMULATE(CS(this), anticheat_speedhack_m1, CS(this).anticheat_speedhack_accu, frametime);
156 MEAN_ACCUMULATE(CS(this), anticheat_speedhack_m2, CS(this).anticheat_speedhack_accu, frametime);
157 MEAN_ACCUMULATE(CS(this), anticheat_speedhack_m3, CS(this).anticheat_speedhack_accu, frametime);
158 MEAN_ACCUMULATE(CS(this), anticheat_speedhack_m4, CS(this).anticheat_speedhack_accu, frametime);
159 MEAN_ACCUMULATE(CS(this), anticheat_speedhack_m5, CS(this).anticheat_speedhack_accu, frametime);
161 CS(this).anticheat_speedhack_accu = 1;
162 CS(this).anticheat_speedhack_lasttime = servertime;
166 void anticheat_spectatecopy(entity this, entity spectatee)
168 // div0_evade -> SPECTATORS
169 this.angles = CS(spectatee).anticheat_div0_evade_v_angle;
172 void anticheat_prethink(entity this)
174 // div0_evade -> SPECTATORS
175 CS(this).anticheat_div0_evade_offset = 0;
178 string anticheat_display(float f, float t, float tmin, float mi, float ma)
184 return strcat(s, ":N");
186 return strcat(s, ":Y");
188 return strcat(s, ":-");
191 #define ANTICHEATS(ANTICHEAT) \
192 ANTICHEAT("speedhack", MEAN_EVALUATE(CS(this), anticheat_speedhack), 240, 0, 9999); /* Actually this one seems broken. */ \
193 ANTICHEAT("speedhack_m1", MEAN_EVALUATE(CS(this), anticheat_speedhack_m1), 240, 1.01, 1.25); \
194 ANTICHEAT("speedhack_m2", MEAN_EVALUATE(CS(this), anticheat_speedhack_m2), 240, 1.01, 1.25); \
195 ANTICHEAT("speedhack_m3", MEAN_EVALUATE(CS(this), anticheat_speedhack_m3), 240, 1.01, 1.25); \
196 ANTICHEAT("speedhack_m4", MEAN_EVALUATE(CS(this), anticheat_speedhack_m4), 240, 1.01, 1.25); \
197 ANTICHEAT("speedhack_m5", MEAN_EVALUATE(CS(this), anticheat_speedhack_m5), 240, 1.01, 1.25); \
198 ANTICHEAT("div0_strafebot_old", MEAN_EVALUATE(CS(this), anticheat_div0_strafebot_old), 120, 0.15, 0.4); \
199 ANTICHEAT("div0_strafebot_new", MEAN_EVALUATE(CS(this), anticheat_div0_strafebot_new), 120, 0.25, 0.8); \
200 ANTICHEAT("div0_evade", MEAN_EVALUATE(CS(this), anticheat_div0_evade), 120, 0.2, 0.5); \
201 ANTICHEAT("idle_snapaim", MEAN_EVALUATE(CS(this), anticheat_idle_snapaim_signal) - MEAN_EVALUATE(CS(this), anticheat_idle_snapaim_noise), 120, 0, 9999); \
202 ANTICHEAT("idle_snapaim_signal", MEAN_EVALUATE(CS(this), anticheat_idle_snapaim_signal), 120, 0, 9999); \
203 ANTICHEAT("idle_snapaim_noise", MEAN_EVALUATE(CS(this), anticheat_idle_snapaim_noise), 120, 0, 9999); \
204 ANTICHEAT("idle_snapaim_m2", MEAN_EVALUATE(CS(this), anticheat_idle_snapaim_m2), 120, 0, 9999); \
205 ANTICHEAT("idle_snapaim_m3", MEAN_EVALUATE(CS(this), anticheat_idle_snapaim_m3), 120, 0, 9999); \
206 ANTICHEAT("idle_snapaim_m4", MEAN_EVALUATE(CS(this), anticheat_idle_snapaim_m4), 120, 0, 9999); \
207 ANTICHEAT("idle_snapaim_m7", MEAN_EVALUATE(CS(this), anticheat_idle_snapaim_m7), 120, 0, 9999); \
208 ANTICHEAT("idle_snapaim_m10", MEAN_EVALUATE(CS(this), anticheat_idle_snapaim_m10), 120, 0, 9999); \
209 ANTICHEAT("div0_snapback", MEAN_EVALUATE(CS(this), anticheat_div0_snapback), 120, 0, 9999)
211 void anticheat_report_to_eventlog(entity this) {
212 if(!autocvar_sv_eventlog)
214 GameLogEcho(strcat(":anticheat:_time:", ftos(this.playerid), ":", ftos(servertime - CS(this).anticheat_jointime)));
215 #define ANTICHEAT_REPORT_ONE(name, f, tmin, mi, ma) \
216 GameLogEcho(strcat(":anticheat:", name, ":", anticheat_display(f, servertime - CS(this).anticheat_jointime, tmin, mi, ma)))
217 ANTICHEATS(ANTICHEAT_REPORT_ONE);
218 #undef ANTICHEAT_REPORT_ONE
221 void anticheat_report_to_playerstats(entity this) {
222 PlayerStats_GameReport_Event_Player(this,
223 strcat(PLAYERSTATS_ANTICHEAT, "_time"), servertime - CS(this).anticheat_jointime);
224 #define ANTICHEAT_REPORT_ONE(name, f, tmin, mi, ma) \
225 PlayerStats_GameReport_Event_Player(this, strcat(PLAYERSTATS_ANTICHEAT, name), f)
226 ANTICHEATS(ANTICHEAT_REPORT_ONE);
227 #undef ANTICHEAT_REPORT_ONE
230 void anticheat_register_to_playerstats() {
231 PlayerStats_GameReport_AddEvent(strcat(PLAYERSTATS_ANTICHEAT, "_time"));
232 #define ANTICHEAT_REGISTER_ONE(name, unused_f, unused_tmin, unused_mi, unused_ma) \
233 PlayerStats_GameReport_AddEvent(strcat(PLAYERSTATS_ANTICHEAT, name))
234 ANTICHEATS(ANTICHEAT_REGISTER_ONE);
235 #undef ANTICHEAT_REGISTER_ONE
240 void anticheat_startframe()
242 anticheat_div0_evade_evasion_delta += frametime * (0.5 + random());
245 void anticheat_fixangle(entity this)
247 CS(this).anticheat_fixangle_endtime = servertime + ANTILAG_LATENCY(this) + 0.2;
250 void anticheat_endframe()
252 FOREACH_CLIENT(it.fixangle, anticheat_fixangle(it));
253 anticheat_div0_evade_evasion_delta += frametime * (0.5 + random());
256 void anticheat_init(entity this)
258 CS(this).anticheat_speedhack_offset = 0;
259 CS(this).anticheat_jointime = servertime;