Xonotic
anticheat.qc
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1 #include "anticheat.qh"
2 
3 #include <common/playerstats.qh>
4 #include <common/state.qh>
5 #include <common/stats.qh>
6 #include <common/weapons/_all.qh>
7 #include <server/antilag.qh>
8 #include <server/client.qh>
10 #include <server/gamelog.qh>
11 #include <server/main.qh>
12 
14 
16 
21 MEAN_DECLARE(anticheat_div0_evade, 5);
22 
24 MEAN_DECLARE(anticheat_div0_strafebot_old, 5);
25 
27 MEAN_DECLARE(anticheat_div0_strafebot_new, 5);
28 
29 // Snap-aim detection: we track the average angular speed of aiming over time, in "radians per second".
30 // Signal: a high-power mean. Cheaters will have high "signal" here.
31 // Noise: a low-power mean. Active/shivery players will have high "noise" here.
32 // Note one can always artificially add noise - so very high values of both signal and noise need to be checked too.
33 MEAN_DECLARE(anticheat_idle_snapaim_signal, 5);
34 MEAN_DECLARE(anticheat_idle_snapaim_noise, 1);
35 
36 // TEMP DEBUG STUFF.
37 MEAN_DECLARE(anticheat_idle_snapaim_m2, 2);
38 MEAN_DECLARE(anticheat_idle_snapaim_m3, 3);
39 MEAN_DECLARE(anticheat_idle_snapaim_m4, 4);
40 MEAN_DECLARE(anticheat_idle_snapaim_m7, 7);
41 MEAN_DECLARE(anticheat_idle_snapaim_m10, 10);
42 
45 MEAN_DECLARE(anticheat_speedhack, 5);
46 
49 MEAN_DECLARE(anticheat_speedhack_m1, 1);
50 MEAN_DECLARE(anticheat_speedhack_m2, 2);
51 MEAN_DECLARE(anticheat_speedhack_m3, 3);
52 MEAN_DECLARE(anticheat_speedhack_m4, 4);
53 MEAN_DECLARE(anticheat_speedhack_m5, 5);
54 
56 {
57  float cosangle = normalize(m0) * normalize(m1);
58  if(cosangle >= 0)
59  return 0;
60  return 0.5 - 0.5 * cos(cosangle * cosangle * 4 * M_PI);
61  // returns 0 for: -1, -sqrt(0.5), 0 (angles that commonly happen with kbd)
62 }
63 
65 {
66  float f;
67 
68  // div0_evade -> SPECTATORS
69  makevectors(this.v_angle);
70  if(CS(this).anticheat_div0_evade_offset == 0)
71  {
73  CS(this).anticheat_div0_evade_offset = servertime + sys_frametime * (3 * f - 1);
74  CS(this).anticheat_div0_evade_v_angle = this.v_angle;
75  CS(this).anticheat_div0_evade_forward_initial = v_forward;
76  MEAN_ACCUMULATE(CS(this), anticheat_div0_evade, 0, 1);
77  }
78  else
79  {
81  CS(this).anticheat_div0_evade_v_angle = this.v_angle;
82  MEAN_ACCUMULATE(CS(this), anticheat_div0_evade, 0.5 - 0.5 * (CS(this).anticheat_div0_evade_forward_initial * v_forward), 1);
83  }
84 
85  MEAN_ACCUMULATE(CS(this), anticheat_div0_strafebot_old, movement_oddity(CS(this).movement, CS(this).anticheat_div0_strafebot_movement_prev), 1);
86  CS(this).anticheat_div0_strafebot_movement_prev = CS(this).movement;
87 
88  // Note: this actually tries to detect snap-aim.
90  float cosangle = CS(this).anticheat_div0_strafebot_forward_prev * v_forward;
91  float angle = cosangle < -1 ? M_PI : cosangle > 1 ? 0 : acos(cosangle);
92  /*
93  if (angle >= 10 * M_PI / 180)
94  printf("SNAP %s: %f for %f, %f since fixangle\n", this.netname, angle * 180 / M_PI, cosangle, time - CS(this).anticheat_fixangle_endtime);
95  */
96  MEAN_ACCUMULATE(CS(this), anticheat_div0_strafebot_new, angle / M_PI, 1);
97 
98  if (autocvar_slowmo > 0) {
99  // Technically this is a NOP, as the engine should be ensuring
100  // this in the first place. Let's guard against dividing by
101  // zero anyway.
102  float dt = max(0.001, frametime) / autocvar_slowmo;
103 
104  float anglespeed = angle / dt;
105  MEAN_ACCUMULATE(CS(this), anticheat_idle_snapaim_signal, anglespeed, dt);
106  MEAN_ACCUMULATE(CS(this), anticheat_idle_snapaim_noise, anglespeed, dt);
107  MEAN_ACCUMULATE(CS(this), anticheat_idle_snapaim_m2, anglespeed, dt);
108  MEAN_ACCUMULATE(CS(this), anticheat_idle_snapaim_m3, anglespeed, dt);
109  MEAN_ACCUMULATE(CS(this), anticheat_idle_snapaim_m4, anglespeed, dt);
110  MEAN_ACCUMULATE(CS(this), anticheat_idle_snapaim_m7, anglespeed, dt);
111  MEAN_ACCUMULATE(CS(this), anticheat_idle_snapaim_m10, anglespeed, dt);
112  }
113  }
114  CS(this).anticheat_div0_strafebot_forward_prev = v_forward;
115 
116  // generic speedhack detection: correlate anticheat_speedhack_movetime (UPDATED BEFORE THIS) and server time
117  CS(this).anticheat_speedhack_movetime_frac += frametime;
119  CS(this).anticheat_speedhack_movetime_frac -= f;
120  CS(this).anticheat_speedhack_movetime_count += f;
121  CS(this).anticheat_speedhack_movetime = CS(this).anticheat_speedhack_movetime_frac + CS(this).anticheat_speedhack_movetime_count;
122  f = CS(this).anticheat_speedhack_movetime - servertime;
123  if(CS(this).anticheat_speedhack_offset == 0)
124  CS(this).anticheat_speedhack_offset = f;
125  else
126  {
127  MEAN_ACCUMULATE(CS(this), anticheat_speedhack, max(0, f - CS(this).anticheat_speedhack_offset), 1);
128  CS(this).anticheat_speedhack_offset += (f - CS(this).anticheat_speedhack_offset) * frametime * 0.1;
129  }
130 
131  // new generic speedhack detection
132  if (CS(this).anticheat_speedhack_lasttime > 0) {
133  float dt = servertime - CS(this).anticheat_speedhack_lasttime;
134  const float falloff = 0.2;
135  CS(this).anticheat_speedhack_accu *= exp(-dt * falloff);
136  CS(this).anticheat_speedhack_accu += frametime * falloff;
137  // NOTE: at cl_netfps x, this actually averages not to 1, but to 1/x * falloff / (1 - exp(-1/x * falloff))
138  // For 15 netfps (absolute minimum bearable), and 0.2 falloff, this is: 1.0067
139  CS(this).anticheat_speedhack_lasttime = servertime;
140  MEAN_ACCUMULATE(CS(this), anticheat_speedhack_m1, CS(this).anticheat_speedhack_accu, frametime);
141  MEAN_ACCUMULATE(CS(this), anticheat_speedhack_m2, CS(this).anticheat_speedhack_accu, frametime);
142  MEAN_ACCUMULATE(CS(this), anticheat_speedhack_m3, CS(this).anticheat_speedhack_accu, frametime);
143  MEAN_ACCUMULATE(CS(this), anticheat_speedhack_m4, CS(this).anticheat_speedhack_accu, frametime);
144  MEAN_ACCUMULATE(CS(this), anticheat_speedhack_m5, CS(this).anticheat_speedhack_accu, frametime);
145  } else {
146  CS(this).anticheat_speedhack_accu = 1;
147  CS(this).anticheat_speedhack_lasttime = servertime;
148  }
149 }
150 
151 void anticheat_spectatecopy(entity this, entity spectatee)
152 {
153  // div0_evade -> SPECTATORS
154  this.angles = CS(spectatee).anticheat_div0_evade_v_angle;
155 }
156 
158 {
159  // div0_evade -> SPECTATORS
160  CS(this).anticheat_div0_evade_offset = 0;
161 }
162 
163 string anticheat_display(float f, float t, float tmin, float mi, float ma)
164 {
165  string s;
166  s = ftos(f);
167  if (t >= tmin) {
168  if(f <= mi)
169  return strcat(s, ":N");
170  if(f >= ma)
171  return strcat(s, ":Y");
172  }
173  return strcat(s, ":-");
174 }
175 
176 #define ANTICHEATS(ANTICHEAT) \
177  ANTICHEAT("speedhack", MEAN_EVALUATE(CS(this), anticheat_speedhack), 240, 0, 9999); /* Actually this one seems broken. */ \
178  ANTICHEAT("speedhack_m1", MEAN_EVALUATE(CS(this), anticheat_speedhack_m1), 240, 1.01, 1.25); \
179  ANTICHEAT("speedhack_m2", MEAN_EVALUATE(CS(this), anticheat_speedhack_m2), 240, 1.01, 1.25); \
180  ANTICHEAT("speedhack_m3", MEAN_EVALUATE(CS(this), anticheat_speedhack_m3), 240, 1.01, 1.25); \
181  ANTICHEAT("speedhack_m4", MEAN_EVALUATE(CS(this), anticheat_speedhack_m4), 240, 1.01, 1.25); \
182  ANTICHEAT("speedhack_m5", MEAN_EVALUATE(CS(this), anticheat_speedhack_m5), 240, 1.01, 1.25); \
183  ANTICHEAT("div0_strafebot_old", MEAN_EVALUATE(CS(this), anticheat_div0_strafebot_old), 120, 0.15, 0.4); \
184  ANTICHEAT("div0_strafebot_new", MEAN_EVALUATE(CS(this), anticheat_div0_strafebot_new), 120, 0.25, 0.8); \
185  ANTICHEAT("div0_evade", MEAN_EVALUATE(CS(this), anticheat_div0_evade), 120, 0.2, 0.5); \
186  ANTICHEAT("idle_snapaim", MEAN_EVALUATE(CS(this), anticheat_idle_snapaim_signal) - MEAN_EVALUATE(CS(this), anticheat_idle_snapaim_noise), 120, 0, 9999); \
187  ANTICHEAT("idle_snapaim_signal", MEAN_EVALUATE(CS(this), anticheat_idle_snapaim_signal), 120, 0, 9999); \
188  ANTICHEAT("idle_snapaim_noise", MEAN_EVALUATE(CS(this), anticheat_idle_snapaim_noise), 120, 0, 9999); \
189  ANTICHEAT("idle_snapaim_m2", MEAN_EVALUATE(CS(this), anticheat_idle_snapaim_m2), 120, 0, 9999); \
190  ANTICHEAT("idle_snapaim_m3", MEAN_EVALUATE(CS(this), anticheat_idle_snapaim_m3), 120, 0, 9999); \
191  ANTICHEAT("idle_snapaim_m4", MEAN_EVALUATE(CS(this), anticheat_idle_snapaim_m4), 120, 0, 9999); \
192  ANTICHEAT("idle_snapaim_m7", MEAN_EVALUATE(CS(this), anticheat_idle_snapaim_m7), 120, 0, 9999); \
193  ANTICHEAT("idle_snapaim_m10", MEAN_EVALUATE(CS(this), anticheat_idle_snapaim_m10), 120, 0, 9999)
194 
197  return;
198  GameLogEcho(strcat(":anticheat:_time:", ftos(this.playerid), ":", ftos(servertime - CS(this).anticheat_jointime)));
199 #define ANTICHEAT_REPORT_ONE(name, f, tmin, mi, ma) \
200  GameLogEcho(strcat(":anticheat:", name, ":", anticheat_display(f, servertime - CS(this).anticheat_jointime, tmin, mi, ma)))
202 #undef ANTICHEAT_REPORT_ONE
203 }
204 
206  PlayerStats_GameReport_Event_Player(this,
207  strcat(PLAYERSTATS_ANTICHEAT, "_time"), servertime - CS(this).anticheat_jointime);
208 #define ANTICHEAT_REPORT_ONE(name, f, tmin, mi, ma) \
209  PlayerStats_GameReport_Event_Player(this, strcat(PLAYERSTATS_ANTICHEAT, name), f)
211 #undef ANTICHEAT_REPORT_ONE
212 }
213 
215  PlayerStats_GameReport_AddEvent(strcat(PLAYERSTATS_ANTICHEAT, "_time"));
216 #define ANTICHEAT_REGISTER_ONE(name, unused_f, unused_tmin, unused_mi, unused_ma) \
217  PlayerStats_GameReport_AddEvent(strcat(PLAYERSTATS_ANTICHEAT, name))
219 #undef ANTICHEAT_REGISTER_ONE
220 }
221 
222 #undef ANTICHEATS
223 
225 {
227 }
228 
230 {
231  CS(this).anticheat_fixangle_endtime = servertime + ANTILAG_LATENCY(this) + 0.2;
232 }
233 
235 {
236  FOREACH_CLIENT(it.fixangle, anticheat_fixangle(it));
238 }
239 
241 {
242  CS(this).anticheat_speedhack_offset = 0;
243  CS(this).anticheat_jointime = servertime;
244 }
vector anticheat_div0_strafebot_forward_prev
Definition: anticheat.qc:26
float anticheat_speedhack_offset
Definition: anticheat.qc:43
MEAN_DECLARE(anticheat_div0_evade, 5)
#define ANTICHEAT_REGISTER_ONE(name, unused_f, unused_tmin, unused_mi, unused_ma)
int falloff
Definition: impulse.qh:12
void anticheat_report_to_playerstats(entity this)
Definition: anticheat.qc:205
float anticheat_speedhack_movetime_count
Definition: anticheat.qc:44
void anticheat_init(entity this)
Definition: anticheat.qc:240
#define ANTICHEATS(ANTICHEAT)
Definition: anticheat.qc:176
#define MEAN_ACCUMULATE(s, prefix, v, w)
Definition: math.qh:22
float anticheat_speedhack_movetime_frac
Definition: anticheat.qc:44
float anticheat_div0_evade_offset
Definition: anticheat.qc:18
entity() spawn
int playerid
Definition: client.qh:78
ClientState CS(Client this)
Definition: state.qh:47
void anticheat_spectatecopy(entity this, entity spectatee)
Definition: anticheat.qc:151
#define FOREACH_CLIENT(cond, body)
Definition: utils.qh:49
vector v_angle
Definition: progsdefs.qc:161
float movement_oddity(vector m0, vector m1)
Definition: anticheat.qc:55
float anticheat_speedhack_lasttime
Definition: anticheat.qc:48
void anticheat_report_to_eventlog(entity this)
Definition: anticheat.qc:195
void anticheat_endframe()
Definition: anticheat.qc:234
void anticheat_prethink(entity this)
Definition: anticheat.qc:157
string anticheat_display(float f, float t, float tmin, float mi, float ma)
Definition: anticheat.qc:163
float exp(float e)
Definition: mathlib.qc:73
float sys_frametime
Definition: common.qh:57
float anticheat_div0_evade_evasion_delta
Definition: anticheat.qc:17
void anticheat_fixangle(entity this)
Definition: anticheat.qc:229
spree_cen s1 spree_cen s1 spree_cen s1 spree_cen s1 spree_cen s1 spree_cen s1 spree_cen s1 f1 s1 strcat(_("Level %s: "), "^BG%s\3\, _("^BGPress ^F2%s^BG to enter the game"))
float frametime
Definition: csprogsdefs.qc:17
void anticheat_register_to_playerstats()
Definition: anticheat.qc:214
void GameLogEcho(string s)
Definition: gamelog.qc:12
void anticheat_physics(entity this)
Definition: anticheat.qc:64
float anticheat_speedhack_movetime
Definition: anticheat.qc:44
void anticheat_startframe()
Definition: anticheat.qc:224
vector movement
vector(float skel, float bonenum) _skel_get_boneabs_hidden
const float M_PI
Definition: csprogsdefs.qc:269
float anticheat_speedhack_accu
Definition: anticheat.qc:47
vector anticheat_div0_strafebot_movement_prev
Definition: anticheat.qc:23
#define autocvar_slowmo
Definition: main.qh:16
vector anticheat_div0_evade_forward_initial
Definition: anticheat.qc:20
#define ANTICHEAT_REPORT_ONE(name, f, tmin, mi, ma)
vector anticheat_div0_evade_v_angle
Definition: anticheat.qc:19
float anticheat_fixangle_endtime
Definition: anticheat.qc:15
#define ANTILAG_LATENCY(e)
Definition: antilag.qh:19
vector angles
Definition: csprogsdefs.qc:104
float servertime
Definition: main.qh:36
bool autocvar_sv_eventlog
Definition: gamelog.qh:3
float anticheat_jointime
Definition: anticheat.qc:13
float time
Definition: csprogsdefs.qc:16
#define makevectors
Definition: post.qh:21
vector v_forward
Definition: csprogsdefs.qc:31