1 #include "anticheat.qh"
4 #include "autocvars.qh"
6 #include "miscfunctions.qh"
10 #include "command/common.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(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 this.anticheat_div0_evade_offset = servertime + sys_frametime * (3 * f - 1);
73 this.anticheat_div0_evade_v_angle = this.v_angle;
74 this.anticheat_div0_evade_forward_initial = v_forward;
75 MEAN_ACCUMULATE(this, anticheat_div0_evade, 0, 1);
79 if(time < this.anticheat_div0_evade_offset)
80 this.anticheat_div0_evade_v_angle = this.v_angle;
81 MEAN_ACCUMULATE(this, anticheat_div0_evade, 0.5 - 0.5 * (this.anticheat_div0_evade_forward_initial * v_forward), 1);
84 MEAN_ACCUMULATE(this, anticheat_div0_strafebot_old, movement_oddity(this.movement, this.anticheat_div0_strafebot_movement_prev), 1);
85 this.anticheat_div0_strafebot_movement_prev = this.movement;
87 // Note: this actually tries to detect snap-aim.
88 if(this.anticheat_div0_strafebot_forward_prev && time > this.anticheat_fixangle_endtime) {
89 float cosangle = 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 - this.anticheat_fixangle_endtime);
95 MEAN_ACCUMULATE(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(this, anticheat_idle_snapaim_signal, anglespeed, dt);
105 MEAN_ACCUMULATE(this, anticheat_idle_snapaim_noise, anglespeed, dt);
106 MEAN_ACCUMULATE(this, anticheat_idle_snapaim_m2, anglespeed, dt);
107 MEAN_ACCUMULATE(this, anticheat_idle_snapaim_m3, anglespeed, dt);
108 MEAN_ACCUMULATE(this, anticheat_idle_snapaim_m4, anglespeed, dt);
109 MEAN_ACCUMULATE(this, anticheat_idle_snapaim_m7, anglespeed, dt);
110 MEAN_ACCUMULATE(this, anticheat_idle_snapaim_m10, anglespeed, dt);
113 this.anticheat_div0_strafebot_forward_prev = v_forward;
115 // generic speedhack detection: correlate anticheat_speedhack_movetime (UPDATED BEFORE THIS) and server time
116 this.anticheat_speedhack_movetime_frac += frametime;
117 f = floor(this.anticheat_speedhack_movetime_frac);
118 this.anticheat_speedhack_movetime_frac -= f;
119 this.anticheat_speedhack_movetime_count += f;
120 this.anticheat_speedhack_movetime = this.anticheat_speedhack_movetime_frac + this.anticheat_speedhack_movetime_count;
121 f = this.anticheat_speedhack_movetime - servertime;
122 if(this.anticheat_speedhack_offset == 0)
123 this.anticheat_speedhack_offset = f;
126 MEAN_ACCUMULATE(this, anticheat_speedhack, max(0, f - this.anticheat_speedhack_offset), 1);
127 this.anticheat_speedhack_offset += (f - this.anticheat_speedhack_offset) * frametime * 0.1;
130 // new generic speedhack detection
131 if (this.anticheat_speedhack_lasttime > 0) {
132 float dt = servertime - this.anticheat_speedhack_lasttime;
133 const float falloff = 0.2;
134 this.anticheat_speedhack_accu *= exp(-dt * falloff);
135 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 this.anticheat_speedhack_lasttime = servertime;
139 MEAN_ACCUMULATE(this, anticheat_speedhack_m1, this.anticheat_speedhack_accu, frametime);
140 MEAN_ACCUMULATE(this, anticheat_speedhack_m2, this.anticheat_speedhack_accu, frametime);
141 MEAN_ACCUMULATE(this, anticheat_speedhack_m3, this.anticheat_speedhack_accu, frametime);
142 MEAN_ACCUMULATE(this, anticheat_speedhack_m4, this.anticheat_speedhack_accu, frametime);
143 MEAN_ACCUMULATE(this, anticheat_speedhack_m5, this.anticheat_speedhack_accu, frametime);
145 this.anticheat_speedhack_accu = 1;
146 this.anticheat_speedhack_lasttime = servertime;
150 void anticheat_spectatecopy(entity spectatee)
152 // div0_evade -> SPECTATORS
153 self.angles = spectatee.anticheat_div0_evade_v_angle;
156 void anticheat_prethink()
158 // div0_evade -> SPECTATORS
159 self.anticheat_div0_evade_offset = 0;
162 string anticheat_display(float f, float tmin, float mi, float ma)
167 return strcat(s, ":N");
169 return strcat(s, ":Y");
170 return strcat(s, ":-");
173 void anticheat_report()
175 if(!autocvar_sv_eventlog)
177 // TODO(divVerent): Use xonstat to acquire good thresholds.
178 GameLogEcho(strcat(":anticheat:_time:", ftos(self.playerid), ":", ftos(servertime - self.anticheat_jointime)));
179 GameLogEcho(strcat(":anticheat:speedhack:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(self, anticheat_speedhack), 240, 0, 9999))); // Actually this one seems broken.
180 GameLogEcho(strcat(":anticheat:speedhack_m1:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(self, anticheat_speedhack_m1), 240, 1.01, 1.25)));
181 GameLogEcho(strcat(":anticheat:speedhack_m2:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(self, anticheat_speedhack_m2), 240, 1.01, 1.25)));
182 GameLogEcho(strcat(":anticheat:speedhack_m3:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(self, anticheat_speedhack_m3), 240, 1.01, 1.25)));
183 GameLogEcho(strcat(":anticheat:speedhack_m4:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(self, anticheat_speedhack_m4), 240, 1.01, 1.25)));
184 GameLogEcho(strcat(":anticheat:speedhack_m5:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(self, anticheat_speedhack_m5), 240, 1.01, 1.25)));
185 GameLogEcho(strcat(":anticheat:div0_strafebot_old:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(self, anticheat_div0_strafebot_old), 120, 0.15, 0.4)));
186 GameLogEcho(strcat(":anticheat:div0_strafebot_new:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(self, anticheat_div0_strafebot_new), 120, 0.25, 0.8)));
187 GameLogEcho(strcat(":anticheat:div0_evade:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(self, anticheat_div0_evade), 120, 0.2, 0.5)));
188 GameLogEcho(strcat(":anticheat:idle_snapaim:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(self, anticheat_idle_snapaim_signal) - MEAN_EVALUATE(self, anticheat_idle_snapaim_noise), 120, 0, 9999)));
189 GameLogEcho(strcat(":anticheat:idle_snapaim_signal:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(self, anticheat_idle_snapaim_signal), 120, 0, 9999)));
190 GameLogEcho(strcat(":anticheat:idle_snapaim_noise:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(self, anticheat_idle_snapaim_noise), 120, 0, 9999)));
191 GameLogEcho(strcat(":anticheat:idle_snapaim_m2:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(self, anticheat_idle_snapaim_m2), 120, 0, 9999)));
192 GameLogEcho(strcat(":anticheat:idle_snapaim_m3:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(self, anticheat_idle_snapaim_m3), 120, 0, 9999)));
193 GameLogEcho(strcat(":anticheat:idle_snapaim_m4:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(self, anticheat_idle_snapaim_m4), 120, 0, 9999)));
194 GameLogEcho(strcat(":anticheat:idle_snapaim_m7:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(self, anticheat_idle_snapaim_m7), 120, 0, 9999)));
195 GameLogEcho(strcat(":anticheat:idle_snapaim_m10:", ftos(self.playerid), ":", anticheat_display(MEAN_EVALUATE(self, anticheat_idle_snapaim_m10), 120, 0, 9999)));
198 float anticheat_getvalue(string id)
201 case "_time": return servertime - self.anticheat_jointime;
202 case "speedhack": return MEAN_EVALUATE(self, anticheat_speedhack);
203 case "speedhack_m1": return MEAN_EVALUATE(self, anticheat_speedhack_m1);
204 case "speedhack_m2": return MEAN_EVALUATE(self, anticheat_speedhack_m2);
205 case "speedhack_m3": return MEAN_EVALUATE(self, anticheat_speedhack_m3);
206 case "speedhack_m4": return MEAN_EVALUATE(self, anticheat_speedhack_m4);
207 case "speedhack_m5": return MEAN_EVALUATE(self, anticheat_speedhack_m5);
208 case "div0_strafebot_old": return MEAN_EVALUATE(self, anticheat_div0_strafebot_old);
209 case "div0_strafebot_new": return MEAN_EVALUATE(self, anticheat_div0_strafebot_new);
210 case "div0_evade": return MEAN_EVALUATE(self, anticheat_div0_evade);
211 case "idle_snapaim": return MEAN_EVALUATE(self, anticheat_idle_snapaim_signal) - MEAN_EVALUATE(self, anticheat_idle_snapaim_noise);
212 case "idle_snapaim_signal": return MEAN_EVALUATE(self, anticheat_idle_snapaim_signal);
213 case "idle_snapaim_noise": return MEAN_EVALUATE(self, anticheat_idle_snapaim_noise);
214 case "idle_snapaim_m2": return MEAN_EVALUATE(self, anticheat_idle_snapaim_m2);
215 case "idle_snapaim_m3": return MEAN_EVALUATE(self, anticheat_idle_snapaim_m3);
216 case "idle_snapaim_m4": return MEAN_EVALUATE(self, anticheat_idle_snapaim_m4);
217 case "idle_snapaim_m7": return MEAN_EVALUATE(self, anticheat_idle_snapaim_m7);
218 case "idle_snapaim_m10": return MEAN_EVALUATE(self, anticheat_idle_snapaim_m10);
223 void anticheat_startframe()
225 anticheat_div0_evade_evasion_delta += frametime * (0.5 + random());
228 void anticheat_fixangle()
230 self.anticheat_fixangle_endtime = servertime + ANTILAG_LATENCY(self) + 0.2;
233 void anticheat_endframe()
235 FOREACH_CLIENT(true, LAMBDA(
237 WITH(entity, self, it, anticheat_fixangle());
239 anticheat_div0_evade_evasion_delta += frametime * (0.5 + random());
242 void anticheat_init(entity this)
244 this.anticheat_speedhack_offset = 0;
245 this.anticheat_jointime = servertime;