1 #include "anticheat.qh"
4 #include "autocvars.qh"
6 #include "miscfunctions.qh"
8 #include "command/common.qh"
9 #include <common/playerstats.qh>
10 #include <common/state.qh>
12 .float anticheat_jointime;
14 .float anticheat_fixangle_endtime;
16 float anticheat_div0_evade_evasion_delta;
17 .float anticheat_div0_evade_offset;
18 .vector anticheat_div0_evade_v_angle;
19 .vector anticheat_div0_evade_forward_initial;
20 MEAN_DECLARE(anticheat_div0_evade, 5);
22 .vector anticheat_div0_strafebot_movement_prev;
23 MEAN_DECLARE(anticheat_div0_strafebot_old, 5);
25 .vector anticheat_div0_strafebot_forward_prev;
26 MEAN_DECLARE(anticheat_div0_strafebot_new, 5);
28 // Snap-aim detection: we track the average angular speed of aiming over time, in "radians per second".
29 // Signal: a high-power mean. Cheaters will have high "signal" here.
30 // Noise: a low-power mean. Active/shivery players will have high "noise" here.
31 // Note one can always artificially add noise - so very high values of both signal and noise need to be checked too.
32 MEAN_DECLARE(anticheat_idle_snapaim_signal, 5);
33 MEAN_DECLARE(anticheat_idle_snapaim_noise, 1);
36 MEAN_DECLARE(anticheat_idle_snapaim_m2, 2);
37 MEAN_DECLARE(anticheat_idle_snapaim_m3, 3);
38 MEAN_DECLARE(anticheat_idle_snapaim_m4, 4);
39 MEAN_DECLARE(anticheat_idle_snapaim_m7, 7);
40 MEAN_DECLARE(anticheat_idle_snapaim_m10, 10);
42 .float anticheat_speedhack_offset;
43 .float anticheat_speedhack_movetime, anticheat_speedhack_movetime_count, anticheat_speedhack_movetime_frac;
44 MEAN_DECLARE(anticheat_speedhack, 5);
46 .float anticheat_speedhack_accu;
47 .float anticheat_speedhack_lasttime;
48 MEAN_DECLARE(anticheat_speedhack_m1, 1);
49 MEAN_DECLARE(anticheat_speedhack_m2, 2);
50 MEAN_DECLARE(anticheat_speedhack_m3, 3);
51 MEAN_DECLARE(anticheat_speedhack_m4, 4);
52 MEAN_DECLARE(anticheat_speedhack_m5, 5);
54 float movement_oddity(vector m0, vector m1)
56 float cosangle = normalize(m0) * normalize(m1);
59 return 0.5 - 0.5 * cos(cosangle * cosangle * 4 * M_PI);
60 // returns 0 for: -1, -sqrt(0.5), 0 (angles that commonly happen with kbd)
63 void anticheat_physics(entity this)
67 // div0_evade -> SPECTATORS
68 makevectors(this.v_angle);
69 if(CS(this).anticheat_div0_evade_offset == 0)
71 f = fabs(anticheat_div0_evade_evasion_delta - floor(anticheat_div0_evade_evasion_delta) - 0.5) * 2; // triangle function
72 CS(this).anticheat_div0_evade_offset = servertime + sys_frametime * (3 * f - 1);
73 CS(this).anticheat_div0_evade_v_angle = this.v_angle;
74 CS(this).anticheat_div0_evade_forward_initial = v_forward;
75 MEAN_ACCUMULATE(CS(this), anticheat_div0_evade, 0, 1);
79 if(time < CS(this).anticheat_div0_evade_offset)
80 CS(this).anticheat_div0_evade_v_angle = this.v_angle;
81 MEAN_ACCUMULATE(CS(this), anticheat_div0_evade, 0.5 - 0.5 * (CS(this).anticheat_div0_evade_forward_initial * v_forward), 1);
84 MEAN_ACCUMULATE(CS(this), anticheat_div0_strafebot_old, movement_oddity(this.movement, CS(this).anticheat_div0_strafebot_movement_prev), 1);
85 CS(this).anticheat_div0_strafebot_movement_prev = this.movement;
87 // Note: this actually tries to detect snap-aim.
88 if(CS(this).anticheat_div0_strafebot_forward_prev && time > CS(this).anticheat_fixangle_endtime) {
89 float cosangle = CS(this).anticheat_div0_strafebot_forward_prev * v_forward;
90 float angle = cosangle < -1 ? M_PI : cosangle > 1 ? 0 : acos(cosangle);
92 if (angle >= 10 * M_PI / 180)
93 printf("SNAP %s: %f for %f, %f since fixangle\n", this.netname, angle * 180 / M_PI, cosangle, time - CS(this).anticheat_fixangle_endtime);
95 MEAN_ACCUMULATE(CS(this), anticheat_div0_strafebot_new, angle / M_PI, 1);
97 if (autocvar_slowmo > 0) {
98 // Technically this is a NOP, as the engine should be ensuring
99 // this in the first place. Let's guard against dividing by
101 float dt = max(0.001, frametime) / autocvar_slowmo;
103 float anglespeed = angle / dt;
104 MEAN_ACCUMULATE(CS(this), anticheat_idle_snapaim_signal, anglespeed, dt);
105 MEAN_ACCUMULATE(CS(this), anticheat_idle_snapaim_noise, anglespeed, dt);
106 MEAN_ACCUMULATE(CS(this), anticheat_idle_snapaim_m2, anglespeed, dt);
107 MEAN_ACCUMULATE(CS(this), anticheat_idle_snapaim_m3, anglespeed, dt);
108 MEAN_ACCUMULATE(CS(this), anticheat_idle_snapaim_m4, anglespeed, dt);
109 MEAN_ACCUMULATE(CS(this), anticheat_idle_snapaim_m7, anglespeed, dt);
110 MEAN_ACCUMULATE(CS(this), anticheat_idle_snapaim_m10, anglespeed, dt);
113 CS(this).anticheat_div0_strafebot_forward_prev = v_forward;
115 // generic speedhack detection: correlate anticheat_speedhack_movetime (UPDATED BEFORE THIS) and server time
116 CS(this).anticheat_speedhack_movetime_frac += frametime;
117 f = floor(CS(this).anticheat_speedhack_movetime_frac);
118 CS(this).anticheat_speedhack_movetime_frac -= f;
119 CS(this).anticheat_speedhack_movetime_count += f;
120 CS(this).anticheat_speedhack_movetime = CS(this).anticheat_speedhack_movetime_frac + CS(this).anticheat_speedhack_movetime_count;
121 f = CS(this).anticheat_speedhack_movetime - servertime;
122 if(CS(this).anticheat_speedhack_offset == 0)
123 CS(this).anticheat_speedhack_offset = f;
126 MEAN_ACCUMULATE(CS(this), anticheat_speedhack, max(0, f - CS(this).anticheat_speedhack_offset), 1);
127 CS(this).anticheat_speedhack_offset += (f - CS(this).anticheat_speedhack_offset) * frametime * 0.1;
130 // new generic speedhack detection
131 if (CS(this).anticheat_speedhack_lasttime > 0) {
132 float dt = servertime - CS(this).anticheat_speedhack_lasttime;
133 const float falloff = 0.2;
134 CS(this).anticheat_speedhack_accu *= exp(-dt * falloff);
135 CS(this).anticheat_speedhack_accu += frametime * falloff;
136 // NOTE: at cl_netfps x, this actually averages not to 1, but to 1/x * falloff / (1 - exp(-1/x * falloff))
137 // For 15 netfps (absolute minimum bearable), and 0.2 falloff, this is: 1.0067
138 CS(this).anticheat_speedhack_lasttime = servertime;
139 MEAN_ACCUMULATE(CS(this), anticheat_speedhack_m1, CS(this).anticheat_speedhack_accu, frametime);
140 MEAN_ACCUMULATE(CS(this), anticheat_speedhack_m2, CS(this).anticheat_speedhack_accu, frametime);
141 MEAN_ACCUMULATE(CS(this), anticheat_speedhack_m3, CS(this).anticheat_speedhack_accu, frametime);
142 MEAN_ACCUMULATE(CS(this), anticheat_speedhack_m4, CS(this).anticheat_speedhack_accu, frametime);
143 MEAN_ACCUMULATE(CS(this), anticheat_speedhack_m5, CS(this).anticheat_speedhack_accu, frametime);
145 CS(this).anticheat_speedhack_accu = 1;
146 CS(this).anticheat_speedhack_lasttime = servertime;
150 void anticheat_spectatecopy(entity this, entity spectatee)
152 // div0_evade -> SPECTATORS
153 this.angles = CS(spectatee).anticheat_div0_evade_v_angle;
156 void anticheat_prethink(entity this)
158 // div0_evade -> SPECTATORS
159 CS(this).anticheat_div0_evade_offset = 0;
162 string anticheat_display(float f, float t, float tmin, float mi, float ma)
168 return strcat(s, ":N");
170 return strcat(s, ":Y");
172 return strcat(s, ":-");
175 #define ANTICHEATS(ANTICHEAT) \
176 ANTICHEAT("speedhack", MEAN_EVALUATE(CS(this), anticheat_speedhack), 240, 0, 9999); /* Actually this one seems broken. */ \
177 ANTICHEAT("speedhack_m1", MEAN_EVALUATE(CS(this), anticheat_speedhack_m1), 240, 1.01, 1.25); \
178 ANTICHEAT("speedhack_m2", MEAN_EVALUATE(CS(this), anticheat_speedhack_m2), 240, 1.01, 1.25); \
179 ANTICHEAT("speedhack_m3", MEAN_EVALUATE(CS(this), anticheat_speedhack_m3), 240, 1.01, 1.25); \
180 ANTICHEAT("speedhack_m4", MEAN_EVALUATE(CS(this), anticheat_speedhack_m4), 240, 1.01, 1.25); \
181 ANTICHEAT("speedhack_m5", MEAN_EVALUATE(CS(this), anticheat_speedhack_m5), 240, 1.01, 1.25); \
182 ANTICHEAT("div0_strafebot_old", MEAN_EVALUATE(CS(this), anticheat_div0_strafebot_old), 120, 0.15, 0.4); \
183 ANTICHEAT("div0_strafebot_new", MEAN_EVALUATE(CS(this), anticheat_div0_strafebot_new), 120, 0.25, 0.8); \
184 ANTICHEAT("div0_evade", MEAN_EVALUATE(CS(this), anticheat_div0_evade), 120, 0.2, 0.5); \
185 ANTICHEAT("idle_snapaim", MEAN_EVALUATE(CS(this), anticheat_idle_snapaim_signal) - MEAN_EVALUATE(CS(this), anticheat_idle_snapaim_noise), 120, 0, 9999); \
186 ANTICHEAT("idle_snapaim_signal", MEAN_EVALUATE(CS(this), anticheat_idle_snapaim_signal), 120, 0, 9999); \
187 ANTICHEAT("idle_snapaim_noise", MEAN_EVALUATE(CS(this), anticheat_idle_snapaim_noise), 120, 0, 9999); \
188 ANTICHEAT("idle_snapaim_m2", MEAN_EVALUATE(CS(this), anticheat_idle_snapaim_m2), 120, 0, 9999); \
189 ANTICHEAT("idle_snapaim_m3", MEAN_EVALUATE(CS(this), anticheat_idle_snapaim_m3), 120, 0, 9999); \
190 ANTICHEAT("idle_snapaim_m4", MEAN_EVALUATE(CS(this), anticheat_idle_snapaim_m4), 120, 0, 9999); \
191 ANTICHEAT("idle_snapaim_m7", MEAN_EVALUATE(CS(this), anticheat_idle_snapaim_m7), 120, 0, 9999); \
192 ANTICHEAT("idle_snapaim_m10", MEAN_EVALUATE(CS(this), anticheat_idle_snapaim_m10), 120, 0, 9999)
194 void anticheat_report_to_eventlog(entity this) {
195 if(!autocvar_sv_eventlog)
197 GameLogEcho(strcat(":anticheat:_time:", ftos(this.playerid), ":", ftos(servertime - CS(this).anticheat_jointime)));
198 #define ANTICHEAT_REPORT_ONE(name, f, tmin, mi, ma) \
199 GameLogEcho(strcat(":anticheat:", name, ":", anticheat_display(f, servertime - CS(this).anticheat_jointime, tmin, mi, ma)))
200 ANTICHEATS(ANTICHEAT_REPORT_ONE);
201 #undef ANTICHEAT_REPORT_ONE
204 void anticheat_report_to_playerstats(entity this) {
205 PS_GR_P_ADDVAL(this, strcat(PLAYERSTATS_ANTICHEAT, "_time"), servertime - CS(this).anticheat_jointime);
206 #define ANTICHEAT_REPORT_ONE(name, f, tmin, mi, ma) \
207 PS_GR_P_ADDVAL(this, strcat(PLAYERSTATS_ANTICHEAT, name), f)
208 ANTICHEATS(ANTICHEAT_REPORT_ONE);
209 #undef ANTICHEAT_REPORT_ONE
212 void anticheat_register_to_playerstats() {
213 PlayerStats_GameReport_AddEvent(strcat(PLAYERSTATS_ANTICHEAT, "_time"));
214 #define ANTICHEAT_REGISTER_ONE(name, unused_f, unused_tmin, unused_mi, unused_ma) \
215 PlayerStats_GameReport_AddEvent(strcat(PLAYERSTATS_ANTICHEAT, name))
216 ANTICHEATS(ANTICHEAT_REGISTER_ONE);
217 #undef ANTICHEAT_REGISTER_ONE
222 void anticheat_startframe()
224 anticheat_div0_evade_evasion_delta += frametime * (0.5 + random());
227 void anticheat_fixangle(entity this)
229 CS(this).anticheat_fixangle_endtime = servertime + ANTILAG_LATENCY(this) + 0.2;
232 void anticheat_endframe()
234 FOREACH_CLIENT(it.fixangle, anticheat_fixangle(it));
235 anticheat_div0_evade_evasion_delta += frametime * (0.5 + random());
238 void anticheat_init(entity this)
240 CS(this).anticheat_speedhack_offset = 0;
241 CS(this).anticheat_jointime = servertime;