1 .float anticheat_jointime;
3 void mean_accumulate(entity e, .float a, .float c, float mean, float value, float weight)
8 e.a *= pow(value, weight);
10 e.a += pow(value, mean) * weight;
14 float mean_evaluate(entity e, .float a, .float c, float mean)
19 return pow(e.a, 1.0 / e.c);
21 return pow(e.a / e.c, 1.0 / mean);
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
28 .float anticheat_fixangle_endtime;
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);
36 .vector anticheat_div0_strafebot_movement_prev;
37 MEAN_DECLARE(anticheat_div0_strafebot_old, 5);
39 .vector anticheat_div0_strafebot_forward_prev;
40 MEAN_DECLARE(anticheat_div0_strafebot_new, 5);
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);
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);
56 .float anticheat_speedhack_offset;
57 .float anticheat_speedhack_movetime, anticheat_speedhack_movetime_count, anticheat_speedhack_movetime_frac;
58 MEAN_DECLARE(anticheat_speedhack, 5);
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);
68 float movement_oddity(vector m0, vector m1)
70 float cosangle = normalize(m0) * normalize(m1);
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)
77 void anticheat_physics()
81 // div0_evade -> SPECTATORS
82 makevectors(self.v_angle);
83 if(self.anticheat_div0_evade_offset == 0)
85 f = fabs(anticheat_div0_evade_evasion_delta - floor(anticheat_div0_evade_evasion_delta) - 0.5) * 2; // triangle function
86 self.anticheat_div0_evade_offset = servertime + sys_frametime * (3 * f - 1);
87 self.anticheat_div0_evade_v_angle = self.v_angle;
88 self.anticheat_div0_evade_forward_initial = v_forward;
89 MEAN_ACCUMULATE(anticheat_div0_evade, 0, 1);
93 if(time < self.anticheat_div0_evade_offset)
94 self.anticheat_div0_evade_v_angle = self.v_angle;
95 MEAN_ACCUMULATE(anticheat_div0_evade, 0.5 - 0.5 * (self.anticheat_div0_evade_forward_initial * v_forward), 1);
98 MEAN_ACCUMULATE(anticheat_div0_strafebot_old, movement_oddity(self.movement, self.anticheat_div0_strafebot_movement_prev), 1);
99 self.anticheat_div0_strafebot_movement_prev = self.movement;
101 // Note: this actually tries to detect snap-aim.
102 if(vlen(self.anticheat_div0_strafebot_forward_prev) && time > self.anticheat_fixangle_endtime) {
103 float cosangle = self.anticheat_div0_strafebot_forward_prev * v_forward;
104 float angle = cosangle < -1 ? M_PI : cosangle > 1 ? 0 : acos(cosangle);
106 if (angle >= 10 * M_PI / 180)
107 printf("SNAP %s: %f for %f, %f since fixangle\n", self.netname, angle * 180 / M_PI, cosangle, time - self.anticheat_fixangle_endtime);
109 MEAN_ACCUMULATE(anticheat_div0_strafebot_new, angle / M_PI, 1);
111 if (autocvar_slowmo > 0) {
112 // Technically this is a NOP, as the engine should be ensuring
113 // this in the first place. Let's guard against dividing by
115 float dt = max(0.001, frametime) / autocvar_slowmo;
117 float anglespeed = angle / dt;
118 MEAN_ACCUMULATE(anticheat_idle_snapaim_signal, anglespeed, dt);
119 MEAN_ACCUMULATE(anticheat_idle_snapaim_noise, anglespeed, dt);
120 MEAN_ACCUMULATE(anticheat_idle_snapaim_m2, anglespeed, dt);
121 MEAN_ACCUMULATE(anticheat_idle_snapaim_m3, anglespeed, dt);
122 MEAN_ACCUMULATE(anticheat_idle_snapaim_m4, anglespeed, dt);
123 MEAN_ACCUMULATE(anticheat_idle_snapaim_m7, anglespeed, dt);
124 MEAN_ACCUMULATE(anticheat_idle_snapaim_m10, anglespeed, dt);
127 self.anticheat_div0_strafebot_forward_prev = v_forward;
129 // generic speedhack detection: correlate anticheat_speedhack_movetime (UPDATED BEFORE THIS) and server time
130 self.anticheat_speedhack_movetime_frac += frametime;
131 f = floor(self.anticheat_speedhack_movetime_frac);
132 self.anticheat_speedhack_movetime_frac -= f;
133 self.anticheat_speedhack_movetime_count += f;
134 self.anticheat_speedhack_movetime = self.anticheat_speedhack_movetime_frac + self.anticheat_speedhack_movetime_count;
135 f = self.anticheat_speedhack_movetime - servertime;
136 if(self.anticheat_speedhack_offset == 0)
137 self.anticheat_speedhack_offset = f;
140 MEAN_ACCUMULATE(anticheat_speedhack, max(0, f - self.anticheat_speedhack_offset), 1);
141 self.anticheat_speedhack_offset += (f - self.anticheat_speedhack_offset) * frametime * 0.1;
144 // new generic speedhack detection
145 if (self.anticheat_speedhack_lasttime > 0) {
146 float dt = servertime - self.anticheat_speedhack_lasttime;
147 const float falloff = 0.2;
148 self.anticheat_speedhack_accu *= exp(-dt * falloff);
149 self.anticheat_speedhack_accu += frametime * falloff;
150 // NOTE: at cl_netfps x, this actually averages not to 1, but to 1/x * falloff / (1 - exp(-1/x * falloff))
151 // For 15 netfps (absolute minimum bearable), and 0.2 falloff, this is: 1.0067
152 self.anticheat_speedhack_lasttime = servertime;
153 MEAN_ACCUMULATE(anticheat_speedhack_m1, self.anticheat_speedhack_accu, frametime);
154 MEAN_ACCUMULATE(anticheat_speedhack_m2, self.anticheat_speedhack_accu, frametime);
155 MEAN_ACCUMULATE(anticheat_speedhack_m3, self.anticheat_speedhack_accu, frametime);
156 MEAN_ACCUMULATE(anticheat_speedhack_m4, self.anticheat_speedhack_accu, frametime);
157 MEAN_ACCUMULATE(anticheat_speedhack_m5, self.anticheat_speedhack_accu, frametime);
159 self.anticheat_speedhack_accu = 1;
160 self.anticheat_speedhack_lasttime = servertime;
164 void anticheat_spectatecopy(entity spectatee)
166 // div0_evade -> SPECTATORS
167 self.angles = spectatee.anticheat_div0_evade_v_angle;
170 void anticheat_prethink()
172 // div0_evade -> SPECTATORS
173 self.anticheat_div0_evade_offset = 0;
176 string anticheat_display(float f, float tmin, float mi, float ma)
181 return strcat(s, ":N");
183 return strcat(s, ":Y");
184 return strcat(s, ":-");
187 void anticheat_report()
189 if(!autocvar_sv_eventlog)
191 // TODO(divVerent): Use xonstat to acquire good thresholds.
192 GameLogEcho(strcat(":anticheat:_time:", ftos(self.playerid), ":", ftos(servertime - self.anticheat_jointime)));
193 GameLogEcho(strcat(":anticheat:speedhack:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(anticheat_speedhack), 240, 0, 9999))); // Actually this one seems broken.
194 GameLogEcho(strcat(":anticheat:speedhack_m1:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(anticheat_speedhack_m1), 240, 1.01, 1.25)));
195 GameLogEcho(strcat(":anticheat:speedhack_m2:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(anticheat_speedhack_m2), 240, 1.01, 1.25)));
196 GameLogEcho(strcat(":anticheat:speedhack_m3:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(anticheat_speedhack_m3), 240, 1.01, 1.25)));
197 GameLogEcho(strcat(":anticheat:speedhack_m4:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(anticheat_speedhack_m4), 240, 1.01, 1.25)));
198 GameLogEcho(strcat(":anticheat:speedhack_m5:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(anticheat_speedhack_m5), 240, 1.01, 1.25)));
199 GameLogEcho(strcat(":anticheat:div0_strafebot_old:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(anticheat_div0_strafebot_old), 120, 0.15, 0.4)));
200 GameLogEcho(strcat(":anticheat:div0_strafebot_new:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(anticheat_div0_strafebot_new), 120, 0.25, 0.8)));
201 GameLogEcho(strcat(":anticheat:div0_evade:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(anticheat_div0_evade), 120, 0.2, 0.5)));
202 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)));
203 GameLogEcho(strcat(":anticheat:idle_snapaim_signal:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(anticheat_idle_snapaim_signal), 120, 0, 9999)));
204 GameLogEcho(strcat(":anticheat:idle_snapaim_noise:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(anticheat_idle_snapaim_noise), 120, 0, 9999)));
205 GameLogEcho(strcat(":anticheat:idle_snapaim_m2:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(anticheat_idle_snapaim_m2), 120, 0, 9999)));
206 GameLogEcho(strcat(":anticheat:idle_snapaim_m3:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(anticheat_idle_snapaim_m3), 120, 0, 9999)));
207 GameLogEcho(strcat(":anticheat:idle_snapaim_m4:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(anticheat_idle_snapaim_m4), 120, 0, 9999)));
208 GameLogEcho(strcat(":anticheat:idle_snapaim_m7:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(anticheat_idle_snapaim_m7), 120, 0, 9999)));
209 GameLogEcho(strcat(":anticheat:idle_snapaim_m10:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(anticheat_idle_snapaim_m10), 120, 0, 9999)));
212 float anticheat_getvalue(string id)
215 case "_time": return servertime - self.anticheat_jointime;
216 case "speedhack": return MEAN_EVALUATE(anticheat_speedhack);
217 case "speedhack_m1": return MEAN_EVALUATE(anticheat_speedhack_m1);
218 case "speedhack_m2": return MEAN_EVALUATE(anticheat_speedhack_m2);
219 case "speedhack_m3": return MEAN_EVALUATE(anticheat_speedhack_m3);
220 case "speedhack_m4": return MEAN_EVALUATE(anticheat_speedhack_m4);
221 case "speedhack_m5": return MEAN_EVALUATE(anticheat_speedhack_m5);
222 case "div0_strafebot_old": return MEAN_EVALUATE(anticheat_div0_strafebot_old);
223 case "div0_strafebot_new": return MEAN_EVALUATE(anticheat_div0_strafebot_new);
224 case "div0_evade": return MEAN_EVALUATE(anticheat_div0_evade);
225 case "idle_snapaim": return MEAN_EVALUATE(anticheat_idle_snapaim_signal) - MEAN_EVALUATE(anticheat_idle_snapaim_noise);
226 case "idle_snapaim_signal": return MEAN_EVALUATE(anticheat_idle_snapaim_signal);
227 case "idle_snapaim_noise": return MEAN_EVALUATE(anticheat_idle_snapaim_noise);
228 case "idle_snapaim_m2": return MEAN_EVALUATE(anticheat_idle_snapaim_m2);
229 case "idle_snapaim_m3": return MEAN_EVALUATE(anticheat_idle_snapaim_m3);
230 case "idle_snapaim_m4": return MEAN_EVALUATE(anticheat_idle_snapaim_m4);
231 case "idle_snapaim_m7": return MEAN_EVALUATE(anticheat_idle_snapaim_m7);
232 case "idle_snapaim_m10": return MEAN_EVALUATE(anticheat_idle_snapaim_m10);
237 void anticheat_startframe()
239 anticheat_div0_evade_evasion_delta += frametime * (0.5 + random());
242 void anticheat_fixangle()
244 self.anticheat_fixangle_endtime = servertime + ANTILAG_LATENCY(self) + 0.2;
247 void anticheat_endframe()
249 entity oldself = self;
250 FOR_EACH_CLIENT(self)
252 anticheat_fixangle();
254 anticheat_div0_evade_evasion_delta += frametime * (0.5 + random());
257 void anticheat_init()
259 self.anticheat_speedhack_offset = 0;
260 self.anticheat_jointime = servertime;
263 void anticheat_shutdown()