From 58a73e581f887d8a069a9120fa76cf8c13498681 Mon Sep 17 00:00:00 2001 From: RaidMax Date: Fri, 30 Aug 2019 17:24:44 -0500 Subject: [PATCH] fix rare issues when converting encodings add readme for AC --- Plugins/Stats/Cheat/README.md | 79 ++++++++++++++++++++++++++++ SharedLibraryCore/RCon/Connection.cs | 63 +++++++++++++--------- 2 files changed, 116 insertions(+), 26 deletions(-) create mode 100644 Plugins/Stats/Cheat/README.md diff --git a/Plugins/Stats/Cheat/README.md b/Plugins/Stats/Cheat/README.md new file mode 100644 index 000000000..914dcc936 --- /dev/null +++ b/Plugins/Stats/Cheat/README.md @@ -0,0 +1,79 @@ +# IW4MAdmin Anticheat +**Initial document draft | 8.30.19** + +**IW4MAdmin** anticheat for IW4x uses data from in-game logs to track player locations, hit locations, and view angles +to validate against a known set of play styles. +Every hit event ocurring in the game (Damage or Kill from a gun) is captured by IW4MAdmin and analyzed. +**Session analysis** occurs against all hit events since the player connected to the server. +**Lifetime analysis** occurs against all hit events ever occuring for a given player. +## Detection Types +### Bone +Compares the number of times a particular bone is hit against the number of hits on all other bones. +Many rudimentary aimbots lock onto a particular player bone position such as _Head_, or _Upper Torso_. +This detection method has the highest chance of a false positive, as non-cheaters can play abnormally +(e.g. going for headshots, or using a weapon that unconciously changes their playstyle) + +#### Hit Location Reference +| Number | Hit Location | +|--------|-----------------| +| 2 | Head | +| 3 | Neck | +| 4 | Upper Torso | +| 5 | Lower Torso | +| 6 | Upper Right Arm | +| 7 | Upper Left Arm | +| 8 | Lower Right Arm | +| 9 | Lower Left Arm | +| 10 | Right Hand | +| 11 | Left Hand | +| 12 | Upper Right Leg | +| 13 | Upper Left Leg | +| 14 | Lower Right Leg | +| 15 | Right Foot | +| 16 | Left Foot | +### Chest +Identical to *Bone* detection, except it specifically compares the ratio of Upper Torso / Lower Torso hit counts. +It can be thought of as a focused bone detection type, as most aimbots don't aim to unusual bones such as a foot. +As with *Bone* detection, this is prone to false positives. +### Offset +Compares the player angles from three snapshots. The first snapshot being the snapshot immediately before the server registered the hit for a player. +The second snapshot is the "frame" the server registered the kill. The final snapshot is the snapshot immediately after the server registers the hit. +The algorithm is: +``` +let a = first snapshot angles +let b = second snapshot angles +let c = third snapshot angles +offset = ((a - b) + (c - b)) - (a-c) +``` +This detection method is very effective at detecting silent aimbots. +Silent aimbots "fake" a shot by changing a player's view angles for a single snapshot. From a spectator's position, the single snapshot view angle altering is not visible. +The larger "FOV" (field of view) from a silent aimbot, the more absolute difference between the three snapshots. +Over time if the average distance between these two viewangles is higher than expected, a detection is triggered. +False positives are very rare with this detection. However, extreme client lag can trigger a false positive in special situations. +### Strain +Analyzes the frequency, viewangle distance, and player distance between hits. +The algorithm is: +``` +let v = view angle distance between two hits +let t = delta time (time between hits) +let d = distance between the attacker and victim +let s = decay over time +strain = ((v / t) * d)^s +``` +A high value indicates fast target switching at large distance intervals, which if done naturally, requires an extreme level of mechanical effort. +"Rage" aimbots commonly switch to targets as fast as possible in any direction. +### Recoil +Compares the average of the last few snapshots of player angles to 0. Client sided no recoil prevents the view angle "Z" axis from changing. +If the average view angle "Z" axis value remains 0, the detection is triggered. +As of 8.30.19, there are no known false positives for this detection. +Several weapons which do not have any recoil from the game are excluded in this detection. +### Format +Detection penalty reasons are as follow: +<_detectionType_>-<_location/value_>@<_hitCount_> +Example: +- detectionType = Strain +- value = 1.39 +- hitCount = 136 + +Result: **Strain-1.39@136** +This reason is only visible to logged in privileged users. diff --git a/SharedLibraryCore/RCon/Connection.cs b/SharedLibraryCore/RCon/Connection.cs index b7f370993..a83a7c3fa 100644 --- a/SharedLibraryCore/RCon/Connection.cs +++ b/SharedLibraryCore/RCon/Connection.cs @@ -86,33 +86,44 @@ namespace SharedLibraryCore.RCon return defaultEncoding.GetString(convertedBytes); } - string convertedRConPassword = convertEncoding(RConPassword); - string convertedParameters = convertEncoding(parameters); - - switch (type) + try { - case StaticHelpers.QueryType.GET_DVAR: - waitForResponse |= true; - payload = string.Format(Config.CommandPrefixes.RConGetDvar, convertedRConPassword, convertedParameters + '\0').Select(Convert.ToByte).ToArray(); - break; - case StaticHelpers.QueryType.SET_DVAR: - payload = string.Format(Config.CommandPrefixes.RConSetDvar, convertedRConPassword, convertedParameters + '\0').Select(Convert.ToByte).ToArray(); - break; - case StaticHelpers.QueryType.COMMAND: - payload = string.Format(Config.CommandPrefixes.RConCommand, convertedRConPassword, convertedParameters + '\0').Select(Convert.ToByte).ToArray(); - break; - case StaticHelpers.QueryType.GET_STATUS: - waitForResponse |= true; - payload = (Config.CommandPrefixes.RConGetStatus + '\0').Select(Convert.ToByte).ToArray(); - break; - case StaticHelpers.QueryType.GET_INFO: - waitForResponse |= true; - payload = (Config.CommandPrefixes.RConGetInfo + '\0').Select(Convert.ToByte).ToArray(); - break; - case StaticHelpers.QueryType.COMMAND_STATUS: - waitForResponse |= true; - payload = string.Format(Config.CommandPrefixes.RConCommand, convertedRConPassword, "status\0").Select(Convert.ToByte).ToArray(); - break; + string convertedRConPassword = convertEncoding(RConPassword); + string convertedParameters = convertEncoding(parameters); + + switch (type) + { + case StaticHelpers.QueryType.GET_DVAR: + waitForResponse |= true; + payload = string.Format(Config.CommandPrefixes.RConGetDvar, convertedRConPassword, convertedParameters + '\0').Select(Convert.ToByte).ToArray(); + break; + case StaticHelpers.QueryType.SET_DVAR: + payload = string.Format(Config.CommandPrefixes.RConSetDvar, convertedRConPassword, convertedParameters + '\0').Select(Convert.ToByte).ToArray(); + break; + case StaticHelpers.QueryType.COMMAND: + payload = string.Format(Config.CommandPrefixes.RConCommand, convertedRConPassword, convertedParameters + '\0').Select(Convert.ToByte).ToArray(); + break; + case StaticHelpers.QueryType.GET_STATUS: + waitForResponse |= true; + payload = (Config.CommandPrefixes.RConGetStatus + '\0').Select(Convert.ToByte).ToArray(); + break; + case StaticHelpers.QueryType.GET_INFO: + waitForResponse |= true; + payload = (Config.CommandPrefixes.RConGetInfo + '\0').Select(Convert.ToByte).ToArray(); + break; + case StaticHelpers.QueryType.COMMAND_STATUS: + waitForResponse |= true; + payload = string.Format(Config.CommandPrefixes.RConCommand, convertedRConPassword, "status\0").Select(Convert.ToByte).ToArray(); + break; + } + } + + // this happens when someone tries to send something that can't be converted into a 7 bit character set + // e.g: emoji -> windows-1252 + catch (OverflowException) + { + connectionState.OnComplete.Release(1); + throw new NetworkException($"Invalid character expected when converting encodings - {parameters}"); } byte[] response = null;