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Add some more experimental anticheat data collection for snap-aim and
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / anticheat.qc
1 .float anticheat_jointime;
2
3 void mean_accumulate(entity e, .float a, .float c, float mean, float value, float weight)
4 {
5         if(weight == 0)
6                 return;
7         if(mean == 0)
8                 e.a *= pow(value, weight);
9         else
10                 e.a += pow(value, mean) * weight;
11         e.c += weight;
12 }
13
14 float mean_evaluate(entity e, .float a, .float c, float mean)
15 {
16         if(e.c == 0)
17                 return 0;
18         if(mean == 0)
19                 return pow(e.a, 1.0 / e.c);
20         else
21                 return pow(e.a / e.c, 1.0 / mean);
22 }
23
24 #define MEAN_ACCUMULATE(prefix,v,w) mean_accumulate(self,prefix##_accumulator,prefix##_count,prefix##_mean,v,w)
25 #define MEAN_EVALUATE(prefix) mean_evaluate(self,prefix##_accumulator,prefix##_count,prefix##_mean)
26 #define MEAN_DECLARE(prefix,m) float prefix##_mean = m; .float prefix##_count, prefix##_accumulator
27
28 .float anticheat_fixangle_endtime;
29
30 float anticheat_div0_evade_evasion_delta;
31 .float anticheat_div0_evade_offset;
32 .vector anticheat_div0_evade_v_angle;
33 .vector anticheat_div0_evade_forward_initial;
34 MEAN_DECLARE(anticheat_div0_evade, 5);
35
36 .vector anticheat_div0_strafebot_movement_prev;
37 MEAN_DECLARE(anticheat_div0_strafebot_old, 5);
38
39 .vector anticheat_div0_strafebot_forward_prev;
40 MEAN_DECLARE(anticheat_div0_strafebot_new, 5);
41
42 // Snap-aim detection: we track the average angular speed of aiming over time, in "radians per second".
43 // Signal: a high-power mean. Cheaters will have high "signal" here.
44 // Noise: a low-power mean. Active/shivery players will have high "noise" here.
45 // Note one can always artificially add noise - so very high values of both signal and noise need to be checked too.
46 MEAN_DECLARE(anticheat_idle_snapaim_signal, 5);
47 MEAN_DECLARE(anticheat_idle_snapaim_noise, 1);
48
49 // TEMP DEBUG STUFF.
50 MEAN_DECLARE(anticheat_idle_snapaim_m2, 2);
51 MEAN_DECLARE(anticheat_idle_snapaim_m3, 3);
52 MEAN_DECLARE(anticheat_idle_snapaim_m4, 4);
53 MEAN_DECLARE(anticheat_idle_snapaim_m7, 7);
54 MEAN_DECLARE(anticheat_idle_snapaim_m10, 10);
55
56 .float anticheat_speedhack_offset;
57 .float anticheat_speedhack_movetime, anticheat_speedhack_movetime_count, anticheat_speedhack_movetime_frac;
58 MEAN_DECLARE(anticheat_speedhack, 5);
59
60 .float anticheat_speedhack_accu;
61 .float anticheat_speedhack_lasttime;
62 MEAN_DECLARE(anticheat_speedhack_m1, 1);
63 MEAN_DECLARE(anticheat_speedhack_m2, 2);
64 MEAN_DECLARE(anticheat_speedhack_m3, 3);
65 MEAN_DECLARE(anticheat_speedhack_m4, 4);
66 MEAN_DECLARE(anticheat_speedhack_m5, 5);
67
68 float movement_oddity(vector m0, vector m1)
69 {
70         float cosangle = normalize(m0) * normalize(m1);
71         if(cosangle >= 0)
72                 return 0;
73         return 0.5 - 0.5 * cos(cosangle * cosangle * 4 * M_PI);
74                 // returns 0 for: -1, -sqrt(0.5), 0 (angles that commonly happen with kbd)
75 }
76
77 void anticheat_physics()
78 {
79         float f, wishspeed;
80         vector wishvel;
81
82         // div0_evade -> SPECTATORS
83         makevectors(self.v_angle);
84         if(self.anticheat_div0_evade_offset == 0)
85         {
86                 f = fabs(anticheat_div0_evade_evasion_delta - floor(anticheat_div0_evade_evasion_delta) - 0.5) * 2; // triangle function
87                 self.anticheat_div0_evade_offset = time + sys_frametime * (3 * f - 1);
88                 self.anticheat_div0_evade_v_angle = self.v_angle;
89                 self.anticheat_div0_evade_forward_initial = v_forward;
90                 MEAN_ACCUMULATE(anticheat_div0_evade, 0, 1);
91         }
92         else
93         {
94                 if(time < self.anticheat_div0_evade_offset)
95                         self.anticheat_div0_evade_v_angle = self.v_angle;
96                 MEAN_ACCUMULATE(anticheat_div0_evade, 0.5 - 0.5 * (self.anticheat_div0_evade_forward_initial * v_forward), 1);
97         }
98
99         MEAN_ACCUMULATE(anticheat_div0_strafebot_old, movement_oddity(self.movement, self.anticheat_div0_strafebot_movement_prev), 1);
100         self.anticheat_div0_strafebot_movement_prev = self.movement;
101
102         // Note: this actually tries to detect snap-aim.
103         if(vlen(self.anticheat_div0_strafebot_forward_prev) && time > self.anticheat_fixangle_endtime) {
104                 float cosangle = self.anticheat_div0_strafebot_forward_prev * v_forward;
105                 float angle = cosangle < -1 ? M_PI : cosangle > 1 ? 0 : acos(cosangle);
106                 /*
107                 if (angle >= 10 * M_PI / 180)
108                         printf("SNAP %s: %f for %f, %f since fixangle\n", self.netname, angle * 180 / M_PI, cosangle, time - self.anticheat_fixangle_endtime);
109                 */
110                 MEAN_ACCUMULATE(anticheat_div0_strafebot_new, angle / M_PI, 1);
111
112                 if (autocvar_slowmo > 0) {
113                         // Technically this is a NOP, as the engine should be ensuring
114                         // this in the first place. Let's guard against dividing by
115                         // zero anyway.
116                         float dt = max(0.001, frametime) / autocvar_slowmo;
117
118                         float anglespeed = angle / dt;
119                         MEAN_ACCUMULATE(anticheat_idle_snapaim_signal, anglespeed, dt);
120                         MEAN_ACCUMULATE(anticheat_idle_snapaim_noise, anglespeed, dt);
121                         MEAN_ACCUMULATE(anticheat_idle_snapaim_m2, anglespeed, dt);
122                         MEAN_ACCUMULATE(anticheat_idle_snapaim_m3, anglespeed, dt);
123                         MEAN_ACCUMULATE(anticheat_idle_snapaim_m4, anglespeed, dt);
124                         MEAN_ACCUMULATE(anticheat_idle_snapaim_m7, anglespeed, dt);
125                         MEAN_ACCUMULATE(anticheat_idle_snapaim_m10, anglespeed, dt);
126                 }
127         }
128         self.anticheat_div0_strafebot_forward_prev = v_forward;
129
130         // generic speedhack detection: correlate anticheat_speedhack_movetime (UPDATED BEFORE THIS) and server time
131         self.anticheat_speedhack_movetime_frac += frametime;
132         f = floor(self.anticheat_speedhack_movetime_frac);
133         self.anticheat_speedhack_movetime_frac -= f;
134         self.anticheat_speedhack_movetime_count += f;
135         self.anticheat_speedhack_movetime = self.anticheat_speedhack_movetime_frac + self.anticheat_speedhack_movetime_count;
136         f = self.anticheat_speedhack_movetime - servertime;
137         if(self.anticheat_speedhack_offset == 0)
138                 self.anticheat_speedhack_offset = f;
139         else
140         {
141                 MEAN_ACCUMULATE(anticheat_speedhack, max(0, f - self.anticheat_speedhack_offset), 1);
142                 self.anticheat_speedhack_offset += (f - self.anticheat_speedhack_offset) * frametime * 0.1;
143         }
144
145         // new generic speedhack detection
146         if (self.anticheat_speedhack_lasttime > 0) {
147                 float dt = time - self.anticheat_speedhack_lasttime;
148                 self.anticheat_speedhack_accu *= exp(-dt / 5);
149                 self.anticheat_speedhack_accu += frametime;
150                 self.anticheat_speedhack_lasttime = time;
151                 MEAN_ACCUMULATE(anticheat_speedhack_m1, self.anticheat_speedhack_accu, frametime);
152                 MEAN_ACCUMULATE(anticheat_speedhack_m2, self.anticheat_speedhack_accu, frametime);
153                 MEAN_ACCUMULATE(anticheat_speedhack_m3, self.anticheat_speedhack_accu, frametime);
154                 MEAN_ACCUMULATE(anticheat_speedhack_m4, self.anticheat_speedhack_accu, frametime);
155                 MEAN_ACCUMULATE(anticheat_speedhack_m5, self.anticheat_speedhack_accu, frametime);
156         } else {
157                 self.anticheat_speedhack_accu = 1;
158                 self.anticheat_speedhack_lasttime = time;
159         }
160
161         // race/CTS: force kbd movement for fairness
162         if(g_race || g_cts)
163         {
164                 // if record times matter
165                 // ensure nothing EVIL is being done (i.e. div0_evade)
166                 // this hinders joystick users though
167                 // but it still gives SOME analog control
168                 wishvel_x = fabs(self.movement_x);
169                 wishvel_y = fabs(self.movement_y);
170                 if(wishvel_x != 0 && wishvel_y != 0 && wishvel_x != wishvel_y)
171                 {
172                         wishvel_z = 0;
173                         wishspeed = vlen(wishvel);
174                         if(wishvel_x >= 2 * wishvel_y)
175                         {
176                                 // pure X motion
177                                 if(self.movement_x > 0)
178                                         self.movement_x = wishspeed;
179                                 else
180                                         self.movement_x = -wishspeed;
181                                 self.movement_y = 0;
182                         }
183                         else if(wishvel_y >= 2 * wishvel_x)
184                         {
185                                 // pure Y motion
186                                 self.movement_x = 0;
187                                 if(self.movement_y > 0)
188                                         self.movement_y = wishspeed;
189                                 else
190                                         self.movement_y = -wishspeed;
191                         }
192                         else
193                         {
194                                 // diagonal
195                                 if(self.movement_x > 0)
196                                         self.movement_x = M_SQRT1_2 * wishspeed;
197                                 else
198                                         self.movement_x = -M_SQRT1_2 * wishspeed;
199                                 if(self.movement_y > 0)
200                                         self.movement_y = M_SQRT1_2 * wishspeed;
201                                 else
202                                         self.movement_y = -M_SQRT1_2 * wishspeed;
203                         }
204                 }
205         }
206 }
207
208 void anticheat_spectatecopy(entity spectatee)
209 {
210         // div0_evade -> SPECTATORS
211         self.angles = spectatee.anticheat_div0_evade_v_angle;
212 }
213
214 void anticheat_prethink()
215 {
216         // div0_evade -> SPECTATORS
217         self.anticheat_div0_evade_offset = 0;
218 }
219
220 string anticheat_display(float f, float tmin, float mi, float ma)
221 {
222         string s;
223         s = ftos(f);
224         if(f <= mi)
225                 return strcat(s, ":N");
226         if(f >= ma)
227                 return strcat(s, ":Y");
228         return strcat(s, ":-");
229 }
230
231 void anticheat_report()
232 {
233         if(!autocvar_sv_eventlog)
234                 return;
235         // TODO(divVerent): Use xonstat to acquire good thresholds.
236         GameLogEcho(strcat(":anticheat:_time:", ftos(self.playerid), ":", ftos(servertime - self.anticheat_jointime)));
237         GameLogEcho(strcat(":anticheat:speedhack:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(anticheat_speedhack), 240, 0.1, 0.15)));
238         GameLogEcho(strcat(":anticheat:speedhack_m1:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(anticheat_speedhack_m1), 240, 0.1, 0.15)));
239         GameLogEcho(strcat(":anticheat:speedhack_m2:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(anticheat_speedhack_m2), 240, 0.1, 0.15)));
240         GameLogEcho(strcat(":anticheat:speedhack_m3:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(anticheat_speedhack_m3), 240, 0.1, 0.15)));
241         GameLogEcho(strcat(":anticheat:speedhack_m4:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(anticheat_speedhack_m4), 240, 0.1, 0.15)));
242         GameLogEcho(strcat(":anticheat:speedhack_m5:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(anticheat_speedhack_m5), 240, 0.1, 0.15)));
243         GameLogEcho(strcat(":anticheat:div0_strafebot_old:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(anticheat_div0_strafebot_old), 120, 0.3, 0.4)));
244         GameLogEcho(strcat(":anticheat:div0_strafebot_new:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(anticheat_div0_strafebot_new), 120, 0.3, 0.4)));
245         GameLogEcho(strcat(":anticheat:div0_evade:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(anticheat_div0_evade), 120, 0.1, 0.2)));
246         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)));
247         GameLogEcho(strcat(":anticheat:idle_snapaim_signal:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(anticheat_idle_snapaim_signal), 120, 0.1, 0.2)));
248         GameLogEcho(strcat(":anticheat:idle_snapaim_noise:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(anticheat_idle_snapaim_noise), 120, 0.1, 0.2)));
249         GameLogEcho(strcat(":anticheat:idle_snapaim_m2:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(anticheat_idle_snapaim_m2), 120, 0.1, 0.2)));
250         GameLogEcho(strcat(":anticheat:idle_snapaim_m3:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(anticheat_idle_snapaim_m3), 120, 0.1, 0.2)));
251         GameLogEcho(strcat(":anticheat:idle_snapaim_m4:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(anticheat_idle_snapaim_m4), 120, 0.1, 0.2)));
252         GameLogEcho(strcat(":anticheat:idle_snapaim_m7:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(anticheat_idle_snapaim_m7), 120, 0.1, 0.2)));
253         GameLogEcho(strcat(":anticheat:idle_snapaim_m10:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(anticheat_idle_snapaim_m10), 120, 0.1, 0.2)));
254 }
255
256 float anticheat_getvalue(string id)
257 {
258         switch(id) {
259                 case "_time": return servertime - self.anticheat_jointime;
260                 case "speedhack": return MEAN_EVALUATE(anticheat_speedhack);
261                 case "speedhack_m1": return MEAN_EVALUATE(anticheat_speedhack_m1);
262                 case "speedhack_m2": return MEAN_EVALUATE(anticheat_speedhack_m2);
263                 case "speedhack_m3": return MEAN_EVALUATE(anticheat_speedhack_m3);
264                 case "speedhack_m4": return MEAN_EVALUATE(anticheat_speedhack_m4);
265                 case "speedhack_m5": return MEAN_EVALUATE(anticheat_speedhack_m5);
266                 case "div0_strafebot_old": return MEAN_EVALUATE(anticheat_div0_strafebot_old);
267                 case "div0_strafebot_new": return MEAN_EVALUATE(anticheat_div0_strafebot_new);
268                 case "div0_evade": return MEAN_EVALUATE(anticheat_div0_evade);
269                 case "idle_snapaim": return MEAN_EVALUATE(anticheat_idle_snapaim_signal) - MEAN_EVALUATE(anticheat_idle_snapaim_noise);
270                 case "idle_snapaim_signal": return MEAN_EVALUATE(anticheat_idle_snapaim_signal);
271                 case "idle_snapaim_noise": return MEAN_EVALUATE(anticheat_idle_snapaim_noise);
272                 case "idle_snapaim_m2": return MEAN_EVALUATE(anticheat_idle_snapaim_m2);
273                 case "idle_snapaim_m3": return MEAN_EVALUATE(anticheat_idle_snapaim_m3);
274                 case "idle_snapaim_m4": return MEAN_EVALUATE(anticheat_idle_snapaim_m4);
275                 case "idle_snapaim_m7": return MEAN_EVALUATE(anticheat_idle_snapaim_m7);
276                 case "idle_snapaim_m10": return MEAN_EVALUATE(anticheat_idle_snapaim_m10);
277         }
278         return -1;
279 }
280
281 void anticheat_startframe()
282 {
283         anticheat_div0_evade_evasion_delta += frametime * (0.5 + random());
284 }
285
286 void anticheat_fixangle()
287 {
288         self.anticheat_fixangle_endtime = servertime + ANTILAG_LATENCY(self) + 0.2;
289 }
290
291 void anticheat_endframe()
292 {
293         entity oldself = self;
294         FOR_EACH_CLIENT(self)
295                 if (self.fixangle)
296                         anticheat_fixangle();
297         self = oldself;
298         anticheat_div0_evade_evasion_delta += frametime * (0.5 + random());
299 }
300
301 void anticheat_init()
302 {
303         self.anticheat_speedhack_offset = 0;
304         self.anticheat_jointime = servertime;
305 }
306
307 void anticheat_shutdown()
308 {
309 }