1 #include "anticheat.qh"
4 #include "autocvars.qh"
6 #include "miscfunctions.qh"
8 #include "../dpdefs/progsdefs.qh"
9 #include "../dpdefs/dpextensions.qh"
12 #include "command/common.qh"
14 .float anticheat_jointime;
16 .float anticheat_fixangle_endtime;
18 float anticheat_div0_evade_evasion_delta;
19 .float anticheat_div0_evade_offset;
20 .vector anticheat_div0_evade_v_angle;
21 .vector anticheat_div0_evade_forward_initial;
22 MEAN_DECLARE(anticheat_div0_evade, 5);
24 .vector anticheat_div0_strafebot_movement_prev;
25 MEAN_DECLARE(anticheat_div0_strafebot_old, 5);
27 .vector anticheat_div0_strafebot_forward_prev;
28 MEAN_DECLARE(anticheat_div0_strafebot_new, 5);
30 // Snap-aim detection: we track the average angular speed of aiming over time, in "radians per second".
31 // Signal: a high-power mean. Cheaters will have high "signal" here.
32 // Noise: a low-power mean. Active/shivery players will have high "noise" here.
33 // Note one can always artificially add noise - so very high values of both signal and noise need to be checked too.
34 MEAN_DECLARE(anticheat_idle_snapaim_signal, 5);
35 MEAN_DECLARE(anticheat_idle_snapaim_noise, 1);
38 MEAN_DECLARE(anticheat_idle_snapaim_m2, 2);
39 MEAN_DECLARE(anticheat_idle_snapaim_m3, 3);
40 MEAN_DECLARE(anticheat_idle_snapaim_m4, 4);
41 MEAN_DECLARE(anticheat_idle_snapaim_m7, 7);
42 MEAN_DECLARE(anticheat_idle_snapaim_m10, 10);
44 .float anticheat_speedhack_offset;
45 .float anticheat_speedhack_movetime, anticheat_speedhack_movetime_count, anticheat_speedhack_movetime_frac;
46 MEAN_DECLARE(anticheat_speedhack, 5);
48 .float anticheat_speedhack_accu;
49 .float anticheat_speedhack_lasttime;
50 MEAN_DECLARE(anticheat_speedhack_m1, 1);
51 MEAN_DECLARE(anticheat_speedhack_m2, 2);
52 MEAN_DECLARE(anticheat_speedhack_m3, 3);
53 MEAN_DECLARE(anticheat_speedhack_m4, 4);
54 MEAN_DECLARE(anticheat_speedhack_m5, 5);
56 float movement_oddity(vector m0, vector m1)
58 float cosangle = normalize(m0) * normalize(m1);
61 return 0.5 - 0.5 * cos(cosangle * cosangle * 4 * M_PI);
62 // returns 0 for: -1, -sqrt(0.5), 0 (angles that commonly happen with kbd)
65 void anticheat_physics()
69 // div0_evade -> SPECTATORS
70 makevectors(self.v_angle);
71 if(self.anticheat_div0_evade_offset == 0)
73 f = fabs(anticheat_div0_evade_evasion_delta - floor(anticheat_div0_evade_evasion_delta) - 0.5) * 2; // triangle function
74 self.anticheat_div0_evade_offset = servertime + sys_frametime * (3 * f - 1);
75 self.anticheat_div0_evade_v_angle = self.v_angle;
76 self.anticheat_div0_evade_forward_initial = v_forward;
77 MEAN_ACCUMULATE(anticheat_div0_evade, 0, 1);
81 if(time < self.anticheat_div0_evade_offset)
82 self.anticheat_div0_evade_v_angle = self.v_angle;
83 MEAN_ACCUMULATE(anticheat_div0_evade, 0.5 - 0.5 * (self.anticheat_div0_evade_forward_initial * v_forward), 1);
86 MEAN_ACCUMULATE(anticheat_div0_strafebot_old, movement_oddity(self.movement, self.anticheat_div0_strafebot_movement_prev), 1);
87 self.anticheat_div0_strafebot_movement_prev = self.movement;
89 // Note: this actually tries to detect snap-aim.
90 if(vlen(self.anticheat_div0_strafebot_forward_prev) && time > self.anticheat_fixangle_endtime) {
91 float cosangle = self.anticheat_div0_strafebot_forward_prev * v_forward;
92 float angle = cosangle < -1 ? M_PI : cosangle > 1 ? 0 : acos(cosangle);
94 if (angle >= 10 * M_PI / 180)
95 printf("SNAP %s: %f for %f, %f since fixangle\n", self.netname, angle * 180 / M_PI, cosangle, time - self.anticheat_fixangle_endtime);
97 MEAN_ACCUMULATE(anticheat_div0_strafebot_new, angle / M_PI, 1);
99 if (autocvar_slowmo > 0) {
100 // Technically this is a NOP, as the engine should be ensuring
101 // this in the first place. Let's guard against dividing by
103 float dt = max(0.001, frametime) / autocvar_slowmo;
105 float anglespeed = angle / dt;
106 MEAN_ACCUMULATE(anticheat_idle_snapaim_signal, anglespeed, dt);
107 MEAN_ACCUMULATE(anticheat_idle_snapaim_noise, anglespeed, dt);
108 MEAN_ACCUMULATE(anticheat_idle_snapaim_m2, anglespeed, dt);
109 MEAN_ACCUMULATE(anticheat_idle_snapaim_m3, anglespeed, dt);
110 MEAN_ACCUMULATE(anticheat_idle_snapaim_m4, anglespeed, dt);
111 MEAN_ACCUMULATE(anticheat_idle_snapaim_m7, anglespeed, dt);
112 MEAN_ACCUMULATE(anticheat_idle_snapaim_m10, anglespeed, dt);
115 self.anticheat_div0_strafebot_forward_prev = v_forward;
117 // generic speedhack detection: correlate anticheat_speedhack_movetime (UPDATED BEFORE THIS) and server time
118 self.anticheat_speedhack_movetime_frac += frametime;
119 f = floor(self.anticheat_speedhack_movetime_frac);
120 self.anticheat_speedhack_movetime_frac -= f;
121 self.anticheat_speedhack_movetime_count += f;
122 self.anticheat_speedhack_movetime = self.anticheat_speedhack_movetime_frac + self.anticheat_speedhack_movetime_count;
123 f = self.anticheat_speedhack_movetime - servertime;
124 if(self.anticheat_speedhack_offset == 0)
125 self.anticheat_speedhack_offset = f;
128 MEAN_ACCUMULATE(anticheat_speedhack, max(0, f - self.anticheat_speedhack_offset), 1);
129 self.anticheat_speedhack_offset += (f - self.anticheat_speedhack_offset) * frametime * 0.1;
132 // new generic speedhack detection
133 if (self.anticheat_speedhack_lasttime > 0) {
134 float dt = servertime - self.anticheat_speedhack_lasttime;
135 const float falloff = 0.2;
136 self.anticheat_speedhack_accu *= exp(-dt * falloff);
137 self.anticheat_speedhack_accu += frametime * falloff;
138 // NOTE: at cl_netfps x, this actually averages not to 1, but to 1/x * falloff / (1 - exp(-1/x * falloff))
139 // For 15 netfps (absolute minimum bearable), and 0.2 falloff, this is: 1.0067
140 self.anticheat_speedhack_lasttime = servertime;
141 MEAN_ACCUMULATE(anticheat_speedhack_m1, self.anticheat_speedhack_accu, frametime);
142 MEAN_ACCUMULATE(anticheat_speedhack_m2, self.anticheat_speedhack_accu, frametime);
143 MEAN_ACCUMULATE(anticheat_speedhack_m3, self.anticheat_speedhack_accu, frametime);
144 MEAN_ACCUMULATE(anticheat_speedhack_m4, self.anticheat_speedhack_accu, frametime);
145 MEAN_ACCUMULATE(anticheat_speedhack_m5, self.anticheat_speedhack_accu, frametime);
147 self.anticheat_speedhack_accu = 1;
148 self.anticheat_speedhack_lasttime = servertime;
152 void anticheat_spectatecopy(entity spectatee)
154 // div0_evade -> SPECTATORS
155 self.angles = spectatee.anticheat_div0_evade_v_angle;
158 void anticheat_prethink()
160 // div0_evade -> SPECTATORS
161 self.anticheat_div0_evade_offset = 0;
164 string anticheat_display(float f, float tmin, float mi, float ma)
169 return strcat(s, ":N");
171 return strcat(s, ":Y");
172 return strcat(s, ":-");
175 void anticheat_report()
177 if(!autocvar_sv_eventlog)
179 // TODO(divVerent): Use xonstat to acquire good thresholds.
180 GameLogEcho(strcat(":anticheat:_time:", ftos(self.playerid), ":", ftos(servertime - self.anticheat_jointime)));
181 GameLogEcho(strcat(":anticheat:speedhack:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(anticheat_speedhack), 240, 0, 9999))); // Actually this one seems broken.
182 GameLogEcho(strcat(":anticheat:speedhack_m1:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(anticheat_speedhack_m1), 240, 1.01, 1.25)));
183 GameLogEcho(strcat(":anticheat:speedhack_m2:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(anticheat_speedhack_m2), 240, 1.01, 1.25)));
184 GameLogEcho(strcat(":anticheat:speedhack_m3:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(anticheat_speedhack_m3), 240, 1.01, 1.25)));
185 GameLogEcho(strcat(":anticheat:speedhack_m4:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(anticheat_speedhack_m4), 240, 1.01, 1.25)));
186 GameLogEcho(strcat(":anticheat:speedhack_m5:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(anticheat_speedhack_m5), 240, 1.01, 1.25)));
187 GameLogEcho(strcat(":anticheat:div0_strafebot_old:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(anticheat_div0_strafebot_old), 120, 0.15, 0.4)));
188 GameLogEcho(strcat(":anticheat:div0_strafebot_new:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(anticheat_div0_strafebot_new), 120, 0.25, 0.8)));
189 GameLogEcho(strcat(":anticheat:div0_evade:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(anticheat_div0_evade), 120, 0.2, 0.5)));
190 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)));
191 GameLogEcho(strcat(":anticheat:idle_snapaim_signal:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(anticheat_idle_snapaim_signal), 120, 0, 9999)));
192 GameLogEcho(strcat(":anticheat:idle_snapaim_noise:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(anticheat_idle_snapaim_noise), 120, 0, 9999)));
193 GameLogEcho(strcat(":anticheat:idle_snapaim_m2:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(anticheat_idle_snapaim_m2), 120, 0, 9999)));
194 GameLogEcho(strcat(":anticheat:idle_snapaim_m3:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(anticheat_idle_snapaim_m3), 120, 0, 9999)));
195 GameLogEcho(strcat(":anticheat:idle_snapaim_m4:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(anticheat_idle_snapaim_m4), 120, 0, 9999)));
196 GameLogEcho(strcat(":anticheat:idle_snapaim_m7:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(anticheat_idle_snapaim_m7), 120, 0, 9999)));
197 GameLogEcho(strcat(":anticheat:idle_snapaim_m10:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(anticheat_idle_snapaim_m10), 120, 0, 9999)));
200 float anticheat_getvalue(string id)
203 case "_time": return servertime - self.anticheat_jointime;
204 case "speedhack": return MEAN_EVALUATE(anticheat_speedhack);
205 case "speedhack_m1": return MEAN_EVALUATE(anticheat_speedhack_m1);
206 case "speedhack_m2": return MEAN_EVALUATE(anticheat_speedhack_m2);
207 case "speedhack_m3": return MEAN_EVALUATE(anticheat_speedhack_m3);
208 case "speedhack_m4": return MEAN_EVALUATE(anticheat_speedhack_m4);
209 case "speedhack_m5": return MEAN_EVALUATE(anticheat_speedhack_m5);
210 case "div0_strafebot_old": return MEAN_EVALUATE(anticheat_div0_strafebot_old);
211 case "div0_strafebot_new": return MEAN_EVALUATE(anticheat_div0_strafebot_new);
212 case "div0_evade": return MEAN_EVALUATE(anticheat_div0_evade);
213 case "idle_snapaim": return MEAN_EVALUATE(anticheat_idle_snapaim_signal) - MEAN_EVALUATE(anticheat_idle_snapaim_noise);
214 case "idle_snapaim_signal": return MEAN_EVALUATE(anticheat_idle_snapaim_signal);
215 case "idle_snapaim_noise": return MEAN_EVALUATE(anticheat_idle_snapaim_noise);
216 case "idle_snapaim_m2": return MEAN_EVALUATE(anticheat_idle_snapaim_m2);
217 case "idle_snapaim_m3": return MEAN_EVALUATE(anticheat_idle_snapaim_m3);
218 case "idle_snapaim_m4": return MEAN_EVALUATE(anticheat_idle_snapaim_m4);
219 case "idle_snapaim_m7": return MEAN_EVALUATE(anticheat_idle_snapaim_m7);
220 case "idle_snapaim_m10": return MEAN_EVALUATE(anticheat_idle_snapaim_m10);
225 void anticheat_startframe()
227 anticheat_div0_evade_evasion_delta += frametime * (0.5 + random());
230 void anticheat_fixangle()
232 self.anticheat_fixangle_endtime = servertime + ANTILAG_LATENCY(self) + 0.2;
235 void anticheat_endframe()
237 entity oldself = self;
238 FOR_EACH_CLIENT(self)
240 anticheat_fixangle();
242 anticheat_div0_evade_evasion_delta += frametime * (0.5 + random());
245 void anticheat_init()
247 self.anticheat_speedhack_offset = 0;
248 self.anticheat_jointime = servertime;
251 void anticheat_shutdown()