Xonotic QuakeC
The free, fast arena FPS with crisp movement and a wide array of weapons
anticheat.qh File Reference
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Functions

void anticheat_endframe ()
void anticheat_fixangle (entity this)
void anticheat_init (entity this)
void anticheat_physics (entity this)
void anticheat_prethink (entity this)
void anticheat_register_to_playerstats ()
void anticheat_report_to_eventlog (entity this)
void anticheat_report_to_playerstats (entity this)
void anticheat_spectatecopy (entity this, entity spectatee)
void anticheat_startframe ()

Function Documentation

◆ anticheat_endframe()

void anticheat_endframe ( )

Definition at line 250 of file anticheat.qc.

251{
252 FOREACH_CLIENT(it.fixangle, anticheat_fixangle(it));
254}
void anticheat_fixangle(entity this)
Definition anticheat.qc:245
float anticheat_div0_evade_evasion_delta
Definition anticheat.qc:17
float frametime
float random(void)
#define FOREACH_CLIENT(cond, body)
Definition utils.qh:50

References anticheat_div0_evade_evasion_delta, anticheat_fixangle(), FOREACH_CLIENT, frametime, and random().

Referenced by EndFrame().

◆ anticheat_fixangle()

void anticheat_fixangle ( entity this)

Definition at line 245 of file anticheat.qc.

246{
247 CS(this).anticheat_fixangle_endtime = servertime + ANTILAG_LATENCY(this) + 0.2;
248}
#define ANTILAG_LATENCY(e)
Definition antilag.qh:19
float servertime
Definition net.qh:348
ClientState CS(Client this)
Definition state.qh:47

References ANTILAG_LATENCY, CS(), entity(), and servertime.

Referenced by anticheat_endframe(), and WarpZone_PostTeleportPlayer_Callback().

◆ anticheat_init()

void anticheat_init ( entity this)

Definition at line 256 of file anticheat.qc.

257{
258 CS(this).anticheat_speedhack_offset = 0;
259 CS(this).anticheat_jointime = servertime;
260}

◆ anticheat_physics()

void anticheat_physics ( entity this)

Definition at line 67 of file anticheat.qc.

68{
69 float f;
70
71 // div0_evade -> SPECTATORS
72 makevectors(this.v_angle);
73 if(CS(this).anticheat_div0_evade_offset == 0)
74 {
76 CS(this).anticheat_div0_evade_offset = servertime + sys_frametime * (3 * f - 1);
77 CS(this).anticheat_div0_evade_v_angle = this.v_angle;
78 CS(this).anticheat_div0_evade_forward_initial = v_forward;
79 MEAN_ACCUMULATE(CS(this), anticheat_div0_evade, 0, 1);
80 }
81 else
82 {
84 CS(this).anticheat_div0_evade_v_angle = this.v_angle;
85 MEAN_ACCUMULATE(CS(this), anticheat_div0_evade, 0.5 - 0.5 * (CS(this).anticheat_div0_evade_forward_initial * v_forward), 1);
86 }
87
88 MEAN_ACCUMULATE(CS(this), anticheat_div0_strafebot_old, movement_oddity(CS(this).movement, CS(this).anticheat_div0_strafebot_movement_prev), 1);
89 CS(this).anticheat_div0_strafebot_movement_prev = CS(this).movement;
90
91 // Note: this actually tries to detect snap-aim.
93 float cosangle = CS(this).anticheat_div0_strafebot_forward_prev * v_forward;
94 float angle = cosangle < -1 ? M_PI : cosangle > 1 ? 0 : acos(cosangle);
95 /*
96 if (angle >= 10 * M_PI / 180)
97 printf("SNAP %s: %f for %f, %f since fixangle\n", this.netname, angle * 180 / M_PI, cosangle, time - CS(this).anticheat_fixangle_endtime);
98 */
99 MEAN_ACCUMULATE(CS(this), anticheat_div0_strafebot_new, angle / M_PI, 1);
100
101 if (autocvar_slowmo > 0) {
102 // Technically this is a NOP, as the engine should be ensuring
103 // this in the first place. Let's guard against dividing by
104 // zero anyway.
105 float dt = max(0.001, frametime) / autocvar_slowmo;
106
107 float anglespeed = angle / dt;
108 MEAN_ACCUMULATE(CS(this), anticheat_idle_snapaim_signal, anglespeed, dt);
109 MEAN_ACCUMULATE(CS(this), anticheat_idle_snapaim_noise, anglespeed, dt);
110 MEAN_ACCUMULATE(CS(this), anticheat_idle_snapaim_m2, anglespeed, dt);
111 MEAN_ACCUMULATE(CS(this), anticheat_idle_snapaim_m3, anglespeed, dt);
112 MEAN_ACCUMULATE(CS(this), anticheat_idle_snapaim_m4, anglespeed, dt);
113 MEAN_ACCUMULATE(CS(this), anticheat_idle_snapaim_m7, anglespeed, dt);
114 MEAN_ACCUMULATE(CS(this), anticheat_idle_snapaim_m10, anglespeed, dt);
115
116 // Detect snapping _back_.
117 float f = bound(0, dt * 4, 1); // About 0.25 seconds horizon for snapping back.
118 vector aim_move = v_forward - CS(this).anticheat_div0_strafebot_forward_prev;
119 vector snapback_prev = CS(this).anticheat_div0_snapback_prev;
120 float snapback_len = vlen(snapback_prev);
121 if (snapback_len != 0) {
122 float aim_snap = max(0, (aim_move * snapback_prev) / -snapback_len);
123 // Scales with aim_move, but is positive only when snapping back, otherwise zero.
124 MEAN_ACCUMULATE(CS(this), anticheat_div0_snapback, aim_snap, dt);
125 }
126 CS(this).anticheat_div0_snapback_prev = snapback_prev * (1 - f) + aim_move * f;
127 }
128 }
129 CS(this).anticheat_div0_strafebot_forward_prev = v_forward;
130
131 // generic speedhack detection: correlate anticheat_speedhack_movetime (UPDATED BEFORE THIS) and server time
132 CS(this).anticheat_speedhack_movetime_frac += frametime;
134 CS(this).anticheat_speedhack_movetime_frac -= f;
135 CS(this).anticheat_speedhack_movetime_count += f;
136 CS(this).anticheat_speedhack_movetime = CS(this).anticheat_speedhack_movetime_frac + CS(this).anticheat_speedhack_movetime_count;
137 f = CS(this).anticheat_speedhack_movetime - servertime;
138 if(CS(this).anticheat_speedhack_offset == 0)
139 CS(this).anticheat_speedhack_offset = f;
140 else
141 {
142 MEAN_ACCUMULATE(CS(this), anticheat_speedhack, max(0, f - CS(this).anticheat_speedhack_offset), 1);
143 CS(this).anticheat_speedhack_offset += (f - CS(this).anticheat_speedhack_offset) * frametime * 0.1;
144 }
145
146 // new generic speedhack detection
147 if (CS(this).anticheat_speedhack_lasttime > 0) {
148 float dt = servertime - CS(this).anticheat_speedhack_lasttime;
149 const float falloff = 0.2;
150 CS(this).anticheat_speedhack_accu *= exp(-dt * falloff);
151 CS(this).anticheat_speedhack_accu += frametime * falloff;
152 // NOTE: at cl_netfps x, this actually averages not to 1, but to 1/x * falloff / (1 - exp(-1/x * falloff))
153 // For 15 netfps (absolute minimum bearable), and 0.2 falloff, this is: 1.0067
154 CS(this).anticheat_speedhack_lasttime = servertime;
155 MEAN_ACCUMULATE(CS(this), anticheat_speedhack_m1, CS(this).anticheat_speedhack_accu, frametime);
156 MEAN_ACCUMULATE(CS(this), anticheat_speedhack_m2, CS(this).anticheat_speedhack_accu, frametime);
157 MEAN_ACCUMULATE(CS(this), anticheat_speedhack_m3, CS(this).anticheat_speedhack_accu, frametime);
158 MEAN_ACCUMULATE(CS(this), anticheat_speedhack_m4, CS(this).anticheat_speedhack_accu, frametime);
159 MEAN_ACCUMULATE(CS(this), anticheat_speedhack_m5, CS(this).anticheat_speedhack_accu, frametime);
160 } else {
161 CS(this).anticheat_speedhack_accu = 1;
162 CS(this).anticheat_speedhack_lasttime = servertime;
163 }
164}
float anticheat_div0_evade_offset
Definition anticheat.qc:18
vector anticheat_div0_strafebot_forward_prev
Definition anticheat.qc:26
float anticheat_speedhack_accu
Definition anticheat.qc:50
float anticheat_speedhack_lasttime
Definition anticheat.qc:51
vector anticheat_div0_strafebot_movement_prev
Definition anticheat.qc:23
vector anticheat_div0_evade_forward_initial
Definition anticheat.qc:20
float anticheat_fixangle_endtime
Definition anticheat.qc:15
float anticheat_speedhack_movetime_frac
Definition anticheat.qc:47
float movement_oddity(vector m0, vector m1)
Definition anticheat.qc:58
float anticheat_speedhack_offset
Definition anticheat.qc:46
int falloff
Definition impulse.qh:12
vector movement
Definition player.qh:229
vector v_angle
Definition player.qh:237
float time
vector v_forward
float angle
Definition viewloc.qc:114
#define MEAN_ACCUMULATE(s, prefix, v, w)
Definition math.qh:22
float exp(float e)
Definition mathlib.qc:73
#define M_PI
Definition mathlib.qh:108
float bound(float min, float value, float max)
float vlen(vector v)
float fabs(float f)
float floor(float f)
float max(float f,...)
#define makevectors
Definition post.qh:21
vector
Definition self.qh:92
float sys_frametime
Definition common.qh:57
#define autocvar_slowmo
Definition main.qh:16

References angle, anticheat_div0_evade_evasion_delta, anticheat_div0_evade_forward_initial, anticheat_div0_evade_offset, anticheat_div0_strafebot_forward_prev, anticheat_div0_strafebot_movement_prev, anticheat_fixangle_endtime, anticheat_speedhack_accu, anticheat_speedhack_lasttime, anticheat_speedhack_movetime_frac, anticheat_speedhack_offset, autocvar_slowmo, bound(), CS(), entity(), exp(), fabs(), falloff, floor(), frametime, M_PI, makevectors, max(), MEAN_ACCUMULATE, movement, movement_oddity(), servertime, sys_frametime, time, v_angle, v_forward, vector, and vlen().

Referenced by sys_phys_monitor().

◆ anticheat_prethink()

void anticheat_prethink ( entity this)

Definition at line 172 of file anticheat.qc.

173{
174 // div0_evade -> SPECTATORS
175 CS(this).anticheat_div0_evade_offset = 0;
176}

References CS(), and entity().

Referenced by PlayerFrame().

◆ anticheat_register_to_playerstats()

void anticheat_register_to_playerstats ( )

Definition at line 230 of file anticheat.qc.

230 {
232#define ANTICHEAT_REGISTER_ONE(name, unused_f, unused_tmin, unused_mi, unused_ma) \
233 PlayerStats_GameReport_AddEvent(strcat(PLAYERSTATS_ANTICHEAT, name))
235#undef ANTICHEAT_REGISTER_ONE
236}
#define ANTICHEAT_REGISTER_ONE(name, unused_f, unused_tmin, unused_mi, unused_ma)
#define ANTICHEATS(ANTICHEAT)
Definition anticheat.qc:191
strcat(_("^F4Countdown stopped!"), "\n^BG", _("Teams are too unbalanced."))
void PlayerStats_GameReport_AddEvent(string event_id)
const string PLAYERSTATS_ANTICHEAT

References ANTICHEAT_REGISTER_ONE, ANTICHEATS, PLAYERSTATS_ANTICHEAT, PlayerStats_GameReport_AddEvent(), and strcat().

Referenced by PlayerStats_GameReport_Init().

◆ anticheat_report_to_eventlog()

void anticheat_report_to_eventlog ( entity this)

Definition at line 211 of file anticheat.qc.

211 {
213 return;
214 GameLogEcho(strcat(":anticheat:_time:", ftos(this.playerid), ":", ftos(servertime - CS(this).anticheat_jointime)));
215#define ANTICHEAT_REPORT_ONE(name, f, tmin, mi, ma) \
216 GameLogEcho(strcat(":anticheat:", name, ":", anticheat_display(f, servertime - CS(this).anticheat_jointime, tmin, mi, ma)))
218#undef ANTICHEAT_REPORT_ONE
219}
float anticheat_jointime
Definition anticheat.qc:13
#define ANTICHEAT_REPORT_ONE(name, f, tmin, mi, ma)
void GameLogEcho(string s)
Definition gamelog.qc:15
bool autocvar_sv_eventlog
Definition gamelog.qh:3
string ftos(float f)
int playerid
Definition client.qh:82

◆ anticheat_report_to_playerstats()

void anticheat_report_to_playerstats ( entity this)

Definition at line 221 of file anticheat.qc.

221 {
224#define ANTICHEAT_REPORT_ONE(name, f, tmin, mi, ma) \
225 PlayerStats_GameReport_Event_Player(this, strcat(PLAYERSTATS_ANTICHEAT, name), f)
227#undef ANTICHEAT_REPORT_ONE
228}
#define PlayerStats_GameReport_Event_Player(ent, eventid, val)

References anticheat_jointime, ANTICHEAT_REPORT_ONE, ANTICHEATS, CS(), entity(), PLAYERSTATS_ANTICHEAT, PlayerStats_GameReport_Event_Player, servertime, and strcat().

Referenced by PlayerStats_GameReport_FinalizePlayer().

◆ anticheat_spectatecopy()

void anticheat_spectatecopy ( entity this,
entity spectatee )

Definition at line 166 of file anticheat.qc.

167{
168 // div0_evade -> SPECTATORS
169 this.angles = CS(spectatee).anticheat_div0_evade_v_angle;
170}
ent angles
Definition ent_cs.qc:121

References angles, CS(), and entity().

Referenced by SpectateCopy().

◆ anticheat_startframe()

void anticheat_startframe ( )

Definition at line 240 of file anticheat.qc.

241{
243}

References anticheat_div0_evade_evasion_delta, frametime, and random().

Referenced by StartFrame().