Files
assaultcube-/source/src/serverchecks.h
T
Rafael Barreto 3e4c92b493 fixing the coop vote/map check issues, adding some anticheat compatibility
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@5500 e016b1c5-ed68-44aa-a2f7-31cac88cffde
2010-07-31 00:16:58 +00:00

610 lines
21 KiB
C

inline bool is_lagging(client *cl)
{
return ( cl->spj > 55 || cl->ping > 500 || cl->ldt > 80 ); // do not change this except if you really know what are you doing
}
inline float pow2(float x)
{
return x*x;
}
inline bool outside_border(vec &po)
{
return (po.x < 0 || po.y < 0 || po.x >= maplayoutssize || po.y >= maplayoutssize);
}
inline void checkclientpos(client *cl)
{
vec &po = cl->state.o;
if( outside_border(po) || maplayout[((int) po.x) + (((int) po.y) << maplayout_factor)] > po.z + 3)
{
if(gamemillis > 10000 && (servmillis - cl->connectmillis) > 10000) cl->mapcollisions++;
if(cl->mapcollisions && !(cl->mapcollisions % 25))
{
logline(ACLOG_INFO, "[%s] %s is colliding with the map", cl->hostname, cl->name);
}
}
}
#define POW2XY(A,B) (pow2(A.x-B.x)+pow2(A.y-B.y))
#ifdef ACAC
#include "anticheat.h"
#endif
#define MINELINE 50
//FIXME
/* There are smarter ways to implement this function, but must probably they will be very complex */
int getmaxarea(int inversed_x, int inversed_y, int transposed, int maplayout_factor, char *maplayout)
{
int ls = (1 << maplayout_factor);
int xi = 0, oxi = 0, xf = 0, oxf = 0, yi = 0, yf = 0, fx = 0, fy = 0;
int area = 0, maxarea = 0;
bool sav_x = false, sav_y = false;
if (transposed) fx = maplayout_factor;
else fy = maplayout_factor;
// walk on x for each y
for ( int y = (inversed_y ? ls-1 : 0); (inversed_y ? y >= 0 : y < ls); (inversed_y ? y-- : y++) ) {
/* Analyzing each cube of the line */
for ( int x = (inversed_x ? ls-1 : 0); (inversed_x ? x >= 0 : x < ls); (inversed_x ? x-- : x++) ) {
if ( maplayout[ ( x << fx ) + ( y << fy ) ] != 127 ) { // if it is not solid
if ( sav_x ) { // if the last cube was saved
xf = x; // new end for this line
}
else {
xi = x; // new begin of the line
sav_x = true; // accumulating cubes from now
}
} else { // solid
if ( xf - xi > MINELINE ) break; // if the empty line is greater than a minimum, get out
sav_x = false; // stop the accumulation of cubes
}
}
/* Analyzing this line with the previous one */
if ( xf - xi > MINELINE ) { // if the line has the minimun threshold of emptiness
if ( sav_y ) { // if the last line was saved
if ( 2*oxi + MINELINE < 2*xf &&
2*xi + MINELINE < 2*oxf ) { // if the last line intersect this one
yf = y; // new end of area
area += xf - xi;
} else {
oxi = xi; // new area vertices
oxf = xf;
}
}
else {
oxi = xi;
oxf = xf;
yi = y; // new begin of area
sav_y = true; // accumulating lines from now
}
} else {
sav_y = false; // stop the accumulation of lines
if (area > maxarea) maxarea = area; // new max area
area=0;
}
sav_x = false; // reset x
xi = xf = 0;
}
return maxarea;
}
int checkarea(int maplayout_factor, char *maplayout) {
int area = 0, maxarea = 0;
for (int i=0; i < 8; i++) {
area = getmaxarea((i & 1),(i & 2),(i & 4), maplayout_factor, maplayout);
if ( area > maxarea ) maxarea = area;
}
return maxarea;
}
/**
This part is related to medals system. WIP
*/
inline void addpt(client *c, int points) {
c->state.points += points;
c->md.dpt += points;
c->md.updated = true;
c->md.upmillis = gamemillis + 240; // about 2 AR shots
}
/** cnumber is the number of players in the game, at a max value of 12 */
#define CTFPICKPT cnumber // player picked the flag (ctf)
#define CTFDROPPT -cnumber // player dropped the flag to other player (probably)
#define HTFLOSTPT -2*cnumber // penalty
#define CTFLOSTPT cnumber*distance/100 // bonus: 1/4 of the flag score bonus
#define CTFRETURNPT cnumber // flag return
#define CTFSCOREPT (cnumber*distance/25+10) // flag score
#define HTFSCOREPT (cnumber*4+10)
#define KTFSCOREPT (cnumber*2+10)
#define COMBOPT 5 // player frags with combo
#define REPLYPT 2 // reply success
#define TWDONEPT 5 // team work done
#define CTFLDEFPT cnumber // player defended the flag in the base (ctf)
#define CTFLCOVPT cnumber*2 // player covered the flag stealer (ctf)
#define HTFLDEFPT cnumber // player defended a droped flag (htf)
#define HTFLCOVPT cnumber*3 // player covered the flag keeper (htf)
#define COVERPT cnumber*2 // player covered teammate
#define DEATHPT -4 // player died
#define BONUSPT target->state.points/400 // bonus (for killing high level enemies :: beware with exponential behavior!)
#define FLBONUSPT target->state.points/300 // bonus if flag team mode
#define TMBONUSPT target->state.points/200 // bonus if team mode (to give some extra reward for playing tdm modes)
#define HTFFRAGPT cnumber/2 // player frags while carrying the flag
#define CTFFRAGPT 2*cnumber // player frags the flag stealer
#define FRAGPT 10 // player frags (normal)
#define HEADSHOTPT 15 // player gibs with head shot
#define KNIFEPT 20 // player gibs with the knife
#define SHOTGPT 12 // player gibs with the shotgun
#define TKPT -10 // player tks
#define FLAGTKPT -(10+cnumber) // player tks the flag keeper/stealer
void flagpoints (client *c, int message)
{
float distance = 0;
int cnumber = totalclients < 13 ? totalclients : 12;
switch (message)
{
case FM_PICKUP:
c->md.flagpos.x = c->state.o.x;
c->md.flagpos.y = c->state.o.y;
c->md.flagmillis = servmillis;
if (m_ctf) addpt(c, CTFPICKPT);
break;
case FM_DROP:
if (m_ctf) addpt(c, CTFDROPPT);
break;
case FM_LOST:
if (m_htf) addpt(c, HTFLOSTPT);
else if (m_ctf) {
distance = sqrt(POW2XY(c->state.o,c->md.flagpos));
if (distance > 200) distance = 200; // ~200 is the distance between the flags in ac_depot
addpt(c, CTFLOSTPT);
}
break;
case FM_RETURN:
addpt(c, CTFRETURNPT);
break;
case FM_SCORE:
if (m_ctf) {
distance = sqrt(POW2XY(c->state.o,c->md.flagpos));
if (distance > 200) distance = 200;
#ifdef ACAC
if ( validflagscore(distance,c) )
#endif
addpt(c, CTFSCOREPT);
} else addpt(c, HTFSCOREPT);
break;
case FM_KTFSCORE:
addpt(c, KTFSCOREPT);
break;
default:
break;
}
}
inline int minhits2combo(int gun)
{
switch (gun)
{
case GUN_SUBGUN:
case GUN_AKIMBO:
case GUN_GRENADE:
return 3;
default:
return 2;
}
}
void checkcombo (client *target, client *actor, int damage, int gun)
{
int diffhittime = servmillis - actor->md.lasthit;
actor->md.lasthit = servmillis;
if ((gun == GUN_SHOTGUN || gun == GUN_GRENADE) && damage < 20)
{
actor->md.lastgun = gun;
return;
}
if ( diffhittime < 750 ) {
if ( gun == actor->md.lastgun )
{
if ( diffhittime * 2 < guns[gun].attackdelay * 3 )
{
actor->md.combohits++;
actor->md.combotime+=diffhittime;
actor->md.combodamage+=damage;
int mh2c = minhits2combo(gun);
if ( actor->md.combohits > mh2c && actor->md.combohits % mh2c == 1 )
{
if (actor->md.combo < 5) actor->md.combo++;
actor->md.ncombos++;
}
}
}
else
{
switch (gun)
{
case GUN_KNIFE:
case GUN_PISTOL:
if ( guns[actor->md.lastgun].isauto ) break;
case GUN_SNIPER:
if ( actor->md.lastgun > GUN_PISTOL ) break;
default:
actor->md.combohits++;
actor->md.combotime+=diffhittime;
actor->md.combodamage+=damage;
if (actor->md.combo < 5) actor->md.combo++;
actor->md.ncombos++;
break;
}
}
}
else
{
actor->md.combo = 0;
actor->md.combofrags = 0;
actor->md.combotime = 0;
actor->md.combodamage = 0;
actor->md.combohits = 0;
}
actor->md.lastgun = gun;
}
#define COVERDIST 2000 // about 45 cubes
#define REPLYDIST 8000 // about 90 cubes
int checkteamrequests(int sender)
{
int dtime, besttime = -1;
int bestid = -1;
client *ant = clients[sender];
loopv(clients) {
client *prot = clients[i];
if ( i!=sender && prot->type != ST_EMPTY && prot->team == ant->team &&
prot->state.state == CS_ALIVE && prot->md.askmillis > gamemillis && prot->md.ask >= 0 ) {
float dist = POW2XY(ant->state.o,prot->state.o);
if ( dist < REPLYDIST && (dtime=prot->md.askmillis-gamemillis) > besttime) {
bestid = i;
besttime = dtime;
}
}
}
if ( besttime >= 0 ) return bestid;
return -1;
}
/** WIP */
void checkteamplay(int s, int sender)
{
client *actor = clients[sender];
if ( actor->state.state != CS_ALIVE ) return;
switch(s){
case S_IMONDEFENSE: // informs
actor->md.linkmillis = gamemillis + 20000;
actor->md.linkreason = s;
break;
case S_COVERME: // demands
case S_STAYTOGETHER:
case S_STAYHERE:
actor->md.ask = s;
actor->md.askmillis = gamemillis + 5000;
break;
case S_AFFIRMATIVE: // replies
case S_ALLRIGHTSIR:
case S_YES:
{
int id = checkteamrequests(sender);
if ( id >= 0 ) {
client *sgt = clients[id];
actor->md.linked = id;
if ( actor->md.linkmillis < gamemillis ) addpt(actor,REPLYPT);
actor->md.linkmillis = gamemillis + 30000;
actor->md.linkreason = sgt->md.ask;
sendf(actor->clientnum, 1, "ri2", SV_HUDEXTRAS, HE_NUM+id);
switch( actor->md.linkreason ) { // check demands
case S_STAYHERE:
actor->md.pos = sgt->state.o;
addpt(sgt,REPLYPT);
break;
}
}
break;
}
}
}
void computeteamwork(int team, int exclude) // testing
{
loopv(clients)
{
client *actor = clients[i];
if ( i == exclude || actor->type == ST_EMPTY || actor->team != team || actor->state.state != CS_ALIVE || actor->md.linkmillis < gamemillis ) continue;
vec position;
bool teamworkdone = false;
switch( actor->md.linkreason )
{
case S_IMONDEFENSE:
position = actor->spawnp;
teamworkdone = true;
break;
case S_STAYTOGETHER:
if ( valid_client(actor->md.linked) ) position = clients[actor->md.linked]->state.o;
teamworkdone = true;
break;
case S_STAYHERE:
position = actor->md.pos;
teamworkdone = true;
break;
}
if ( teamworkdone )
{
float dist = POW2XY(actor->state.o,position);
if (dist < COVERDIST)
{
addpt(actor,TWDONEPT);
sendf(actor->clientnum, 1, "ri2", SV_HUDEXTRAS, HE_TEAMWORK);
}
}
}
}
int FlagFlag = MINFF * 1000;
float a2c = 0, c2t = 0, a2t = 0; // distances: actor to covered, covered to target and actor to target
inline void testcover(int msg, int factor, client *actor)
{
if ( a2c < COVERDIST && c2t < COVERDIST && a2t < COVERDIST )
{
sendf(actor->clientnum, 1, "ri2", SV_HUDEXTRAS, msg);
addpt(actor, factor);
actor->md.ncovers++;
}
}
#define CALCCOVER(C) \
a2c = POW2XY(actor->state.o,C);\
c2t = POW2XY(C,target->state.o);\
a2t = POW2XY(actor->state.o,target->state.o)
bool validlink (client *actor, int cn)
{
return actor->md.linked >= 0 && actor->md.linked == cn && gamemillis < actor->md.linkmillis && valid_client(actor->md.linked);
}
/** WIP */
void checkcover (client *target, client *actor)
{
int team = actor->team;
int oteam = team_opposite(team);
bool covered = false;
int coverid = -1;
int cnumber = totalclients < 13 ? totalclients : 12;
if ( m_flags ) {
sflaginfo &f = sflaginfos[team];
sflaginfo &of = sflaginfos[oteam];
if ( m_ctf )
{
if ( f.state == CTFF_INBASE )
{
CALCCOVER(f);
testcover(HE_FLAGDEFENDED, CTFLDEFPT, actor);
}
if ( of.state == CTFF_STOLEN && actor->clientnum != of.actor_cn )
{
covered = true; coverid = of.actor_cn;
CALCCOVER(clients[of.actor_cn]->state.o);
testcover(HE_FLAGCOVERED, CTFLCOVPT, actor);
}
}
else if ( m_htf )
{
if ( actor->clientnum != f.actor_cn )
{
if ( f.state == CTFF_DROPPED )
{
struct { short x, y; } nf;
nf.x = f.pos[0]; nf.y = f.pos[1];
CALCCOVER(nf);
testcover(HE_FLAGDEFENDED, HTFLDEFPT, actor);
}
if ( f.state == CTFF_STOLEN )
{
covered = true; coverid = f.actor_cn;
CALCCOVER(clients[f.actor_cn]->state.o);
testcover(HE_FLAGCOVERED, HTFLCOVPT, actor);
}
}
}
}
if ( !(covered && actor->md.linked==coverid) && validlink(actor,actor->md.linked) )
{
CALCCOVER(clients[actor->md.linked]->state.o);
testcover(HE_COVER, COVERPT, actor);
}
}
#undef CALCCOVER
/** WiP */
void checkfrag (client *target, client *actor, int gun, bool gib)
{
int targethasflag = clienthasflag(target->clientnum);
int actorhasflag = clienthasflag(actor->clientnum);
int cnumber = totalclients < 13 ? totalclients : 12;
addpt(target,DEATHPT);
if(target!=actor) {
if(!isteam(target->team, actor->team)) {
if (m_teammode) {
if(!m_flags) addpt(actor, TMBONUSPT);
else addpt(actor, FLBONUSPT);
checkcover (target, actor);
if ( m_htf && actorhasflag >= 0 ) addpt(actor, HTFFRAGPT);
if ( m_ctf && targethasflag >= 0 ) {
addpt(actor, CTFFRAGPT);
}
}
else addpt(actor, BONUSPT);
if (gib && gun != GUN_GRENADE) {
if ( gun == GUN_SNIPER ) {
addpt(actor, HEADSHOTPT);
actor->md.nhs++;
}
else if ( gun == GUN_KNIFE ) addpt(actor, KNIFEPT);
else if ( gun == GUN_SHOTGUN ) addpt(actor, SHOTGPT);
}
else addpt(actor, FRAGPT);
if ( actor->md.combo ) {
actor->md.combofrags++;
addpt(actor,COMBOPT);
actor->md.combosend = true;
}
} else {
if ( targethasflag >= 0 ) addpt(actor, FLAGTKPT);
else addpt(actor, TKPT);
}
}
}
int next_afk_check = 200;
/* this function is managed to the PUBS, id est, many people playing in an open server */
void check_afk()
{
next_afk_check = servmillis + 7 * 1000;
/* if we have few people (like 2x2), or it is not a teammode with the server not full: do nothing! */
if ( totalclients < 5 || ( totalclients < scl.maxclients && !m_teammode) ) return;
loopv(clients)
{
client &c = *clients[i];
if ( c.type != ST_TCPIP || c.connectmillis + 60 * 1000 > servmillis ||
c.inputmillis + scl.afk_limit > servmillis || clienthasflag(c.clientnum) != -1 ) continue;
if ( ( c.state.state == CS_DEAD && !m_arena && c.state.lastdeath + 45 * 1000 < gamemillis) ||
( c.state.state == CS_ALIVE && c.upspawnp ) ||
( c.state.state == CS_SPECTATE && totalclients >= scl.maxclients ) ) {
logline(ACLOG_INFO, "[%s] %s %s", c.hostname, c.name, "is afk");
defformatstring(msg)("%s is afk", c.name);
sendservmsg(msg);
disconnect_client(c.clientnum, DISC_AFK);
}
}
}
/** This function counts how much non-killing-damage the player does in the teammates
The damage limit is 100 hp per minute, which is about 2 tks per minute in a normal game
In normal games, the players go over 6 tks only in the worst cases */
void check_ffire (client *target, client *actor, int damage)
{
if ( mastermode != MM_OPEN ) return;
actor->ffire += damage;
if ( actor->ffire > 300 && actor->ffire * 600 > gamemillis) {
logline(ACLOG_INFO, "[%s] %s %s", actor->hostname, actor->name, "is being kicked due to excessive friendly fire");
defformatstring(msg)("%s %s", actor->name, "did excessive friendly fire");
sendservmsg(msg);
disconnect_client(actor->clientnum, DISC_FFIRE);
}
}
inline int check_pdist(client *c, float & dist) // pick up distance
{
// ping 1000ms at max velocity can produce an error of 20 cubes
float delay = 9.0f + (float)c->ping * 0.02f + (float)c->spj * 0.025f; // at pj/ping 40/100, delay = 12
if ( dist > delay )
{
if ( dist < 1.5f * delay ) return 1;
#ifdef ACAC
pickup_checks(c,dist-delay);
#endif
return 2;
}
return 0;
}
/**
If you read README.txt you must know that AC does not have cheat protection implemented.
However this file is the sketch to a very special kind of cheat detection tools in server side.
This is not based in program tricks, i.e., encryption, secret bytes, nor monitoring/scanning tools.
The idea behind these cheat detections is to check (or reproduce) the client data, and verify if
this data is expected or possible. Also, there is no need to check all clients all time, and
one coding this kind of check must pay a special attention to the lag effect and how it can
affect the data observed. This is not a trivial task, and probably it is the main reason why
such tools were never implemented.
This part is here for compatibility purposes.
If you know nothing about these detections, please, just ignore it.
*/
inline void checkmove (client *cl)
{
cl->ldt = gamemillis - cl->lmillis;
cl->lmillis = gamemillis;
if ( cl->ldt < 40 ) cl->ldt = 40;
cl->t += cl->ldt;
cl->spj = (( 7 * cl->spj + cl->ldt ) >> 3);
if ( cl->input != cl->f )
{
cl->input = cl->f;
cl->inputmillis = servmillis;
}
if(maplayout) checkclientpos(cl);
#ifdef ACAC
m_engine(cl);
#endif
if ( !cl->upspawnp )
{
cl->spawnp = cl->state.o;
cl->upspawnp = true;
cl->spj = cl->ldt = 40;
}
return;
}
inline void checkshoot (int & cn, gameevent & shot, int & hits, int & tcn)
{
#ifdef ACAC
s_engine(cn, shot, hits, tcn);
#endif
return;
}
bool validdamage (client *&target, client *&actor, int &damage, int &gun, bool &gib)
{
#ifdef ACAC
if (!d_engine(target, actor, damage, gun, gib)) return false;
#endif
return true;
}