cheat_detection/init.lua

943 lines
34 KiB
Lua

-- cheat_detection: A minetest addon that will check/target/ban players for potential abnormal behavior caused commonly by hacked clients
-- Copyright (C) 2020 Genshin <emperor_genshin@hotmail.com>
--
-- This program is free software: you can redistribute it and/or modify
-- it under the terms of the GNU Affero General Public License as
-- published by the Free Software Foundation, either version 3 of the
-- License, or (at your option) any later version.
--
-- This program is distributed in the hope that it will be useful,
-- but WITHOUT ANY WARRANTY; without even the implied warranty of
-- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-- GNU Affero General Public License for more details.
--
-- You should have received a copy of the GNU Affero General Public License
-- along with this program. If not, see <http://www.gnu.org/licenses/>.
--TODO: Test further to find additional false positives
local enable_automod = minetest.settings:get('enable_cheat_detection_automod') or false
local automod_type = minetest.settings:get('cheat_detection_automod_type') or "ban"
local automod_reason = minetest.settings:get('cheat_detection_automod_reason') or "Excessive Cheating Attempts"
local cheat_detection_step = tonumber(minetest.settings:get("cheat_detection_step")) or 0
local server_step = tonumber(minetest.settings:get("dedicated_server_step")) or 0.1
local patience_meter = 3
local cheat_patience_meter = 3
local node_under_height = 0.7
local server_host = minetest.settings:get("name") or ""
local detection_list = {}
local debug_hud_list = {}
if enable_automod and type(enable_automod) == "string" then
if enable_automod == "true" then
enable_automod = true
elseif enable_automod == "false" then
enable_automod = false
end
end
local function get_velocity_as_whole_interger(player, dir)
local result = nil
local velocity = player:get_player_velocity()
local vel_x, vel_z = nil
if dir == "horizontal" then
local speed = nil
vel_x = math.floor(velocity.x)
vel_z = math.floor(velocity.z)
if vel_x < 0 and vel_z >= 0 then
vel_x = math.abs(vel_x)
elseif vel_z < 0 and vel_x >= 0 then
vel_z = math.abs(vel_x)
end
if vel_x > vel_z then
speed = math.abs(vel_x)
elseif vel_z > vel_x then
speed = math.abs(vel_z)
elseif vel_x == vel_z then
speed = math.abs(vel_x or vel_z)
end
result = speed
elseif dir == "vertical" then
result = velocity.y
end
return result
end
--Patch for unknown block detection skipping, we really just need to get useful properties only anyway
local function verify_node(node)
local def = minetest.registered_nodes[node.name]
--Is it a undefined block? if so generate some properties for it
if def == nil then
def = {walkable = true, drawtype = "normal"}
end
return def
end
--Add tracker to player
local function add_tracker(player)
local name = player:get_player_name()
if not detection_list[name] then
detection_list[name] = {
suspicion = "None",
prev_pos = {x = 0, y = 0, z = 0},
prev_velocity = {x = 0, y = 0, z = 0},
strikes = 0,
patience_cooldown = 2,
logged_in = true,
logged_in_cooldown = 4,
li_cd_full_time = 0,
automod_triggers = 0,
instant_punch_time = 0,
anticheat_callout_time = 0,
unhold_sneak_time = 0,
liquid_walk_time = 0,
flight_time = 0,
time_resetted = false,
falling_stops_time = 0,
node_clipping_time = 0,
flying = false,
alert_sent = false,
punched = false,
falling = false,
killaura = false,
fast_dig = false,
instant_break = false,
abnormal_range = false,
killaura_check = false,
}
end
end
local function update_tracker_info(player, list)
local name = player:get_player_name()
if detection_list[name] then
detection_list[name] = list
end
end
local function remove_tracker(player)
local name = player:get_player_name()
if detection_list[name] then
detection_list[name] = nil
end
end
local function get_tracker(player)
local name = player:get_player_name()
local result = nil
if detection_list[name] then
result = detection_list[name]
end
return result
end
local function cast_ray_under_player(player, range, objects, liquids)
local pos = player:get_pos()
objects = objects or false
liquids = liquids or false
--Raycast stuff.
local ray_start = vector.add({x = pos.x, y = pos.y - 1, z = pos.z}, {x=0, y=0, z=0})
local ray_modif = vector.multiply({x = 0, y = -0.9, z = 0}, range) --point ray down
local ray_end = vector.add(ray_start, ray_modif)
local ray = minetest.raycast(ray_start, ray_end, objects, liquids)
local object = ray:next()
--Skip player's collision
if object and object.type == "object" and object.ref == player then
object = ray:next()
end
return object
end
local function cast_ray_under_pos(pos, range, objects, liquids)
objects = objects or false
liquids = liquids or false
--Raycast stuff.
local ray_start = vector.add({x = pos.x, y = pos.y - 0.1, z = pos.z}, {x=0, y=0, z=0})
local ray_modif = vector.multiply({x = 0, y = -0.9, z = 0}, range) --point ray down
local ray_end = vector.add(ray_start, ray_modif)
local ray = minetest.raycast(ray_start, ray_end, objects, liquids)
local object = ray:next()
--https://github.com/GenshinMT/dds_parse
return object
end
--check if player has a obstacle underneath him (Returns a boolean)
local function check_obstacle_found_under(player, range)
local result = false
local object = cast_ray_under_player(player, range, true, true)
if object and object.type then
result = true
end
return result
end
--check if player has a obstacle underneath him and get their properties (Returns a table of properties, if failed returns nil)
local function get_obstacle_found_under(player, range)
local result = nil
local object = cast_ray_under_player(player, range, true, true)
if object and object.type then
if object.type == "node" then
local node = minetest.get_node(object.under)
--We need to make sure this raycast does not grab air as it's final target
if node then
local def = verify_node(node)
result = {name = node.name, type = "node", def = def}
end
elseif object.type == "object" and object.ref and not(object.ref:is_player() or object.ref == player) then
local entity = object.ref:get_luaentity()
result = {name = entity.name, type = "entity", def = entity}
end
end
return result
end
--check if position has a node underneath it and get their properties (Returns a table of properties, if failed returns nil)
local function get_node_under_ray(pos, range)
local result = nil
local object = cast_ray_under_pos(pos, range, false, true)
if object and object.type and object.type == "node" then
local node = minetest.get_node(object.under)
--We need to make sure this raycast does not grab air as it's final target
if node then
local def = verify_node(node)
result = def
end
end
return result
end
--needed for flight check and jesus walk checks to prevent false positives by entity collision
local function check_if_entity_under(pos)
local entities = minetest.get_objects_inside_radius({x = pos.x, y = pos.y, z = pos.z}, 1)
local result = false
--look for physical objects only (TODO: convert method to raycast)
for _,entity in pairs(entities) do
if not entity:is_player() and entity:get_luaentity().physical == true then
result = true
break
end
end
return result
end
local function check_player_is_inside_nodes(player)
local pos = player:get_pos()
local node_top = minetest.get_node({x = pos.x, y = pos.y + 1, z = pos.z})
local node_bottom = minetest.get_node(pos)
local result = false
if node_top and node_bottom thenhttps://github.com/GenshinMT/dds_parse
node_top = minetest.registered_nodes[node_top.name]
node_bottom = minetest.registered_nodes[node_bottom.name]
if node_top and node_top.walkable and node_bottom and node_bottom.walkable then
result = true
end
end
return result
end
local function check_player_is_swimming(player)
local pos = player:get_pos()
local node_top = minetest.get_node({x = pos.x, y = pos.y + 1, z = pos.z})
local node_bottom = minetest.get_node(pos)
local result = false
if node_top and node_bottom then
node_top = minetest.registered_nodes[node_top.name]
node_bottom = minetest.registered_nodes[node_bottom.name]
if type(node_top) == "table"
and type(node_bottom) == "table"
and (node_top.drawtype == "liquid"
or node_top.drawtype == "flowingliquid"
or node_bottom.drawtype == "liquid"
or node_bottom.drawtype == "flowingliquid") then
result = true
end
end
return result
end
local function is_solid_node_under(pos, max_height)
local result = false
local y_steps = 0
local found = false
while max_height > y_steps do
local node = minetest.get_node({x = pos.x, y = pos.y - y_steps, z = pos.z})
if node and minetest.registered_nodes[node.name] and minetest.registered_nodes[node.name].drawtype ~= "airlike" and minetest.registered_nodes[node.name].walkable == true then
found = true
result = true
elseif not minetest.registered_nodes[node.name] then --unknown block
found = true
result = true
end
if found then
print(node.name)
break
end
y_steps = y_steps + 1
end
return result
end
--Check surroundings for nodes in a 3x3 block order (Returns specified node property value if successful, if not then it returns nil)
local function check_surrounding_for_nodes(height, pos)
local result = false
local scan_tries = 8
--TODO: false positive - unable to grab slabs, fences and banners with raycast, make standard get_node() failsafe [Sneak Key] *facepalm...
--Only scan for nearby nodes by 3x3 blocks
while scan_tries > 0 do
local new_pos = nil
local node = nil
if scan_tries == 8 then
new_pos = {x = pos.x, y = pos.y + height, z = pos.z - 1}
node = is_solid_node_under(new_pos, 4)
elseif scan_tries == 7 then
new_pos = {x = pos.x - 1, y = pos.y + height, z = pos.z - 1}
node = is_solid_node_under(new_pos, 4)
elseif scan_tries == 6 then
new_pos = {x = pos.x + 1, y = pos.y + height, z = pos.z + 1}
node = is_solid_node_under(new_pos, 4)
elseif scan_tries == 5 then
new_pos = {x = pos.x - 1, y = pos.y + height, z = pos.z}
node = is_solid_node_under(new_pos, 4)
elseif scan_tries == 4 then
new_pos = {x = pos.x - 1, y = pos.y + height, z = pos.z + 1}
node = is_solid_node_under(new_pos, 4)
elseif scan_tries == 3 then
new_pos = {x = pos.x + 1, y = pos.y + height, z = pos.z - 1}
node = is_solid_node_under(new_pos, 4)
elseif scan_tries == 2 then
new_pos = {x = pos.x + 1, y = pos.y + height, z = pos.z}
node = is_solid_node_under(new_pos, 4)
elseif scan_tries == 1 then
new_pos = {x = pos.x, y = pos.y + height, z = pos.z + 1}
node = is_solid_node_under(new_pos, 4)
end
print(tostring(scan_tries)..") "..tostring(node))
if node == true then
result = node
break
end
scan_tries = scan_tries - 1
end
return result
end
--Alert staff if goon is pulling hacks out of his own ass
local function send_alert_to_serverstaff(suspect, suspicion)
local players = minetest.get_connected_players()
for _,player in pairs(players) do
local name = player:get_player_name()
local info = get_tracker(player)
local is_staff = minetest.check_player_privs(name, {ban=true})
--Do not spam these alerts more than once per accusation since staff can get annoyed by accusation spam
if is_staff == true then
minetest.chat_send_player(name, minetest.colorize("#ffbd14" ,"*** "..os.date("%X")..":[CHEAT DETECTION]: Player ")..minetest.colorize("#FFFFFF", tostring(suspect))..minetest.colorize("#ffbd14" ," may be performing ")..minetest.colorize("#FF0004", tostring(suspicion))..minetest.colorize("#ffbd14" ," hacks!"))
end
end
end
local function check_if_forced_flying(player, info, pos, velocity, avg_rtt)
local result = false
--Skip flight check if punched or logged in
if info.logged_in == true then
return result
elseif info.punched == true then
return result
end
local name = player:get_player_name()
local can_fly = minetest.check_player_privs(name, {fly=true})
local min_speed = tonumber(minetest.settings:get("movement_speed_fast")) or 20
local min_jump = tonumber(minetest.settings:get("movement_speed_jump")) or 6.5
local speed_mod = tonumber(player:get_physics_override().speed)
local node_under = is_solid_node_under(pos, 1)
local sneak_hold = player:get_player_control().sneak or false
local object_under = check_obstacle_found_under(player, 1)
local suspicious = false
local delay = tonumber(patience_meter + avg_rtt)
local node_type = ""
min_speed = math.floor(speed_mod * min_speed)
--Reset sneak unhold time if player is sneak glitching
if sneak_hold == true then
info.unhold_sneak_time = 0
end
-- print(node_under, object_under, sneak_hold)
if info.flying == true then
suspicious = true
end
--check if they are standing still while hovering in the air
if node_under == false and object_under == false and can_fly == false and pos.y == info.prev_pos.y and velocity.y == 0 and sneak_hold == false and info.flying == false then
local was_falling = info.falling or false
minetest.log("action", "[CHEAT DETECTION]: Player "..name.." triggered the Hover Check.")
object_under = check_if_entity_under(pos)
--Prevent/skip false positive to trigger by unloaded block lag when falling too fast or when a object is underneath or if he/she just had loggen in to spare them from a aggressive detection
if was_falling == true or object_under == true then
info.flight_time = 0
info.falling_stops_time = 0
if was_falling == true then
info.falling = false
minetest.log("action", "[CHEAT DETECTION]: Player "..name.." was falling down but was halted by unloaded blocks, No suspicious activity found.")
elseif object_under == true then
minetest.log("action", "[CHEAT DETECTION]: Player "..name.." is standing on a entity obstacle, No suspicious activity found.")
end
return result
end
local nodes_around = check_surrounding_for_nodes(2, pos)
if nodes_around == false then
info.unhold_sneak_time = info.unhold_sneak_time + 1
end
--print("Sneak Unhold Time: "..tostring(info.unhold_sneak_time))
--Get triggered if the player has been caught constantly hovering up in the air
if info.unhold_sneak_time >= delay then
minetest.log("warning", "[CHEAT DETECTION]: Player "..name.." is hovering, Server has marked this as suspicious activity!")
suspicious = true
end
--Check if player is indeed flying
elseif node_under == false and object_under == false and can_fly == false and velocity.y > min_jump and info.flying == false then
if info.flying == true then
return true
end
minetest.log("action", "[CHEAT DETECTION]: Player "..name.." triggered the Flight Check.")
--Reset Falling Stops Time due to Flight check
info.falling_stops_time = 0
info.unhold_sneak_time = 0
info.falling = false
--Check for vertical velocity change to determine if the player is actually flying
local new_velocity = player:get_player_velocity()
--Get triggered if the player has been constantly climbing up for far too long at a very steady pace
if info.flight_time >= delay then
minetest.log("warning", "[CHEAT DETECTION]: Player "..name.." is continuously increasing vertical velocity too many times. Server has marked this as suspicious activity!")
suspicious = true
--If bastard is constantly acsending steadily at max speed, then he's flying like a little twat. add flight time
elseif new_velocity.y == min_speed then
info.flight_time = info.flight_time + 1
--If a player suddently begins dropping vertical velocity, then they might be falling
elseif new_velocity.y < info.prev_velocity.y then
minetest.log("action", "[CHEAT DETECTION]: Player "..name.." seem to be dropping vertical velocity due to falling. No suspicious activity found.")
--If a player is not flying, they can't be able to keep the same ammount of previous vertical velocity or constantly increasing their vertical velocity, if so they are really flying high
elseif new_velocity.y >= info.prev_velocity.y and new_velocity.y < min_speed then
info.prev_velocity = new_velocity
info.flight_time = info.flight_time + 1
end
--print("Flight Time: "..tostring(info.flight_time))
--Check if player is falling, or flying (false positives found)
elseif node_under == false and object_under == false and can_fly == false and velocity.y < -min_jump and info.flying == false then
if info.flying == true then
return true
end
minetest.log("action", "[CHEAT DETECTION]: Player "..name.." triggered the Fall Check.")
--Reset Flight Time due to Falling check
info.flight_time = 0
info.unhold_sneak_time = 0
--Check for vertical velocity change to determine if the player is actually flying
local new_velocity = player:get_player_velocity()
--print(new_velocity.y, info.prev_velocity.y)
--If still falling, then stop this...
if info.falling == true then
info.prev_velocity = new_velocity
info.falling_stops_time = 0
return result
--Get triggered if the player has been constantly stopping from falling for far too long at a very steady pace
elseif info.falling_stops_time >= delay then
info.prev_velocity = new_velocity
minetest.log("warning", "[CHEAT DETECTION]: Player "..name.." is continuously stopping from falling down too many times. Server has marked this as suspicious activity!")
suspicious = true
--If bastard is constantly decsending steadily at max speed, then he's flying like a little twat. add falling stop time
elseif new_velocity.y == -min_speed then
info.prev_velocity = new_velocity
info.falling_stops_time = info.falling_stops_time + 1
--if falling down, reset timer
elseif new_velocity.y < info.prev_velocity.y and new_velocity.y > -min_speed then
info.prev_velocity = new_velocity
info.falling_stops_time = 0
--If a player suddently begins dropping vertical velocity above max speed, then they are indeed falling
elseif new_velocity.y < -min_speed then
minetest.log("action", "[CHEAT DETECTION]: Player "..name.." is confirmed falling. No suspicious activity found.")
info.prev_velocity = new_velocity
info.falling = true
is_solid_node
--If a player is falling, they can't be able to suddenly increase vertical velocity or make their velocity stay the same
elseif new_velocity.y >= info.prev_velocity.y then
minetest.log("action", "[CHEAT DETECTION]: Player "..name.." suddenly stopped falling (Could be due to unloaded blocks or lag), verifying behavior...")
info.prev_velocity = new_velocity
info.falling_stops_time = info.falling_stops_time + 1
end
--Get triggered if the player has been constantly climbing up for far too long
if info.falling_stops_time >= delay then
suspicious = true
end
--print("Fall Time: "..tostring(info.falling_stops_time))
--Just a normal player doing normal things, reset timers
elseif node_under == true or object_under == true then
suspicious = false
info.flying = false
info.falling = false
info.unhold_sneak_time = 0
info.flight_time = 0
info.falling_stops_time = 0
end
if suspicious == true then
info.flying = true
result = true
end
return result
end
local function check_if_forced_noclipping(player, info, velocity, avg_rtt)
local result = false
--Skip Noclip check if punched
if info.punched == true then
return result
end
local name = player:get_player_name()
local delay = tonumber(patience_meter + avg_rtt)
local can_noclip = minetest.check_player_privs(name, {noclip=true})
local inside_nodes = check_player_is_inside_nodes(player)
--if someone is inside a solid node then they shouldn't be moving at all, if they are then it's clearly due to noclipping
if inside_nodes == true and can_noclip == false and (velocity.x > 5 or velocity.x < -5 or velocity.z > 5 or velocity.z < -5) then
info.node_clipping_time = info.node_clipping_time + 1
if info.node_clipping_time > delay then
minetest.log("warning", "[CHEAT DETECTION]: Player "..name.." is clipping through solid nodes while moving without noclip privileges. Server has marked this as suspicious activity!")
info.strikes = 3
result = true
end
else
info.node_clipping_time = 0
end
return result
end
local function check_if_forced_fast(player, info)
local result = false
--Skip Jesus Walk check if punched
if info.punched == true then
return result
end
local aux_pressed = player:get_player_control().aux1
--if player is not pressing sprint key, skip this check
if aux_pressed == false then
return result
end
local name = player:get_player_name()
local current_speed = get_velocity_as_whole_interger(player, "horizontal")
local min_speed = tonumber(minetest.settings:get("movement_speed_fast")) or 20
local detection_fast_speed = nil
local can_fast = minetest.check_player_privs(name, {fast=true})
local speed_mod = tonumber(player:get_physics_override().speed)
local f = math.floor
--This is needed to determine if user is speeding, subtract 1 for fast speed accuracy
min_speed = math.floor(speed_mod * min_speed)
detection_fast_speed = math.floor(min_speed - 1)
if can_fast == false and (current_speed == min_speed or current_speed == detection_fast_speed) then
minetest.log("warning", "[CHEAT DETECTION]: Player "..name.."\'s speed went past the server\'s max speed without fast privs too many times. Server has marked this as suspicious activity!")
result = true
end
return result
end
local function check_if_jesus_walking(player, info, pos, velocity, avg_rtt)
local result = false
--Skip Jesus Walk check if punched
if info.punched == true then
return result
end
local name = player:get_player_name()
local obstacle_under = get_obstacle_found_under(player, 1)
local node_under = "not found"
local swimming = check_player_is_swimming(player)
local sneak_hold = player:get_player_control().sneak or false
local delay = tonumber(patience_meter + avg_rtt)
if obstacle_under and obstacle_under.type == "node" and obstacle_under.def.drawtype then
node_under = obstacle_under.def.drawtype
end
--If someone is able to stand still on a liquid type node, then they are clearly walking on water
if swimming == false and (node_under == "liquid" or node_under == "flowingliquid") and pos.y == info.prev_pos.y and velocity.y == 0 and sneak_hold == false then
local object_under = check_if_entity_under(pos)
if object_under == false then
info.node_clipping_time = info.node_clipping_time + 1
info.liquid_walk_time = info.liquid_walk_time + 1
print("Liquid Walk Time: "..tostring(info.liquid_walk_time))
end
else
info.liquid_walk_time = 0
end
--Get triggered if the player has been constantly walking on water for far too long
if info.liquid_walk_time >= delay then
minetest.log("warning", "[CHEAT DETECTION]: Player "..name.." is litteraly standing on water, Server has marked this as suspicious activity!")
info.strikes = 3
result = true
end
return result
end
local function verify_suspicious_behavior(info, suspicion, avg_rtt)
local timer_step = tonumber(cheat_detection_step + avg_rtt)
minetest.after(timer_step, function()
info.strikes = info.strikes + 1
end)
--Don't go past 3 strikes
if info.strikes >= 3 then
info.suspicion = suspicion
info.strikes = 3
info.patience_cooldown = 2
end
end
--Enable Server Anti-Cheat System if Player Manager is Present, keep an eye out for suspicious activity
local function handle_cheat_detection()
local players = minetest.get_connected_players()
for _,player in pairs(players) do
local pname = player:get_player_name()
local pos = player:get_pos()
local velocity = player:get_player_velocity()
local is_superuser = minetest.check_player_privs(pname, {server=true})
local pinfo = minetest.get_player_information(pname) --this is important
local info = get_tracker(player)
local smite = false
if pinfo and info and pname ~= server_host and is_superuser == false then
--If detection step is too fast, slow down the cooldown timer so some detection algorythms are less aggressive when a player reconnects to the server after jumping
if info.logged_in == true and info.logged_in_cooldown > 0 and cheat_detection_step < 0.3 and server_step <= 0.1 then
info.li_cd_full_time = info.li_cd_full_time + 1
if info.li_cd_full_time > 15 then
info.logged_in_cooldown = info.logged_in_cooldown - 1
info.li_cd_full_time = 0
end
if info.logged_in_cooldown < 1 then
info.logged_in = false
info.logged_in_cooldown = nil
end
--If detection step is at a balanced rate, then normally count down without any further delay
elseif info.logged_in == true and info.logged_in_cooldown > 0 and (cheat_detection_step >= 0.3 or server_step >= 0.1) then
info.logged_in_cooldown = info.logged_in_cooldown - 1
if info.logged_in_cooldown < 1 then
info.logged_in = false
info.logged_in_cooldown = nil
end
end
--Scan players every single average round trip time for accuracy
minetest.after(pinfo.avg_rtt, function()
info.time_resetted = false
--Only do debug for dummy test hacker client to see what's up whith him
if pname == "haxor" then
update_debug_hud(player, false)
end
local is_jesus_walking = check_if_jesus_walking(player, info, pos, velocity, pinfo.avg_rtt)
local is_force_noclipping = check_if_forced_noclipping(player, info, velocity, pinfo.avg_rtt)
local is_force_fast = check_if_forced_fast(player, info)
local is_force_flying = check_if_forced_flying(player, info, pos, velocity, pinfo.avg_rtt)
--Hmm, I sense suspicious activity in this sector... [Killaura]
if info.killaura == true then
verify_suspicious_behavior(info, "Killaura", pinfo.avg_rtt)
info.killaura_check = false
info.killaura = false
--Hmm, I sense suspicious activity in this sector... [Unlimited Range]
elseif info.abnormal_range == true then
verify_suspicious_behavior(info, "Unlimited Range", pinfo.avg_rtt)
info.abnormal_range = false
--Hmm, I sense suspicious activity in this sector... [Instant Break]
elseif info.instant_break == true then
verify_suspicious_behavior(info, "Instant Node Break", pinfo.avg_rtt)
info.instant_break = false
--Hmm, I sense suspicious activity in this sector... [Fast Dig]
elseif info.fast_dig == true then
verify_suspicious_behavior(info, "Fast Dig", pinfo.avg_rtt)
info.fast_dig = false
--Hmm, I sense suspicious activity in this sector... [Walk on Water Hacks]
elseif is_jesus_walking == true then
verify_suspicious_behavior(info, "Jesus Walk", pinfo.avg_rtt)
--Hmm, I sense suspicious activity in this sector... [Noclip Hacks]
elseif is_force_noclipping == true then
verify_suspicious_behavior(info, "Forced Noclip", pinfo.avg_rtt)
--Hmm, I sense suspicious activity in this sector... [Fast Hacks]
elseif is_force_fast == true then
verify_suspicious_behavior(info, "Forced Fast", pinfo.avg_rtt)
--Hmm, I sense suspicious activity in this sector... [Fly Hacks]
elseif is_force_flying == true then
verify_suspicious_behavior(info, "Forced Fly", pinfo.avg_rtt)
--So far so good, nothing to see here (Reset timers and strikes)
else
info.patience_cooldown = info.patience_cooldown - 1
if info.patience_cooldown < 1 then
info.time_resetted = true
info.automod_triggers = 0
info.patience_cooldown = 2
end
end
--Send Warning after 3 strikes, then reset. Following up with patience meter to drop
if info.strikes == 3 and info.suspicion ~= "None" then
send_alert_to_serverstaff(pname, info.suspicion)
if info.alert_sent == false then
minetest.log("warning", "[CHEAT DETECTION]: Player "..pname.." have been flagged by the Server for possibly using a Hacked Client!")
minetest.chat_send_player(pname, minetest.colorize("#ffbd14" ,"*** "..os.date("%X")..":[CHEAT DETECTION]: You have been flagged by the Server for possibly using a Hacked Client. Our server staff have been alerted!"))
info.alert_sent = true
end
if enable_automod == true then
local delay = tonumber(patience_meter + pinfo.avg_rtt)
info.automod_triggers = info.automod_triggers + 1
if info.automod_triggers >= delay then
smite = true
end
end
info.strikes = 0
elseif info.strikes == 3 and info.suspicion == "None" then
info.strikes = 0
end
--I ran out of patience, please for the love of god Let me BAN this sneaky little twat NOW!!!
if smite and enable_automod == true then
info.automod_triggers = 0
if automod_type == "kick" then
minetest.log("action", "[CHEAT DETECTION]: Server has kicked "..pname.." for performing continuous abnormal behaviors while in-game.")
minetest.kick_player(pname, "Cheat Detection: "..automod_reason)
elseif automod_type == "ban" then
minetest.log("action", "[CHEAT DETECTION]: Server has banned "..pname.." for performing continuous abnormal behaviors while in-game.")
minetest.ban_player(pname, "Cheat Detection: "..automod_reason)
end
end
info.punched = false
info.prev_velocity = velocity
info.prev_pos = pos
update_tracker_info(player, info)
end)
end
end
minetest.after(cheat_detection_step, function()
handle_cheat_detection()
end)
end
minetest.register_on_mods_loaded(function()
handle_cheat_detection()
end)
minetest.register_on_leaveplayer(function(player)
remove_tracker(player)
update_debug_hud(player, true)
end)
minetest.register_on_joinplayer(function(player)
--Add the dang tracker onto the specified player
add_tracker(player)
end)
--Additional Anti-Hackerman stuff
minetest.register_on_cheat(function(player, cheat)
local info = get_tracker(player)
--Skip shenanigain check if player is punched, this is for knockback exceptions
if info.punched == true or info.killaura_check == true then
return
end
local name = player:get_player_name()
local pinfo = minetest.get_player_information(name)
local delay = tonumber(cheat_patience_meter + pinfo.avg_rtt)
local accusation = nil
if cheat.type == "interacted_too_far" then
info.anticheat_callout_time = info.anticheat_callout_time + 1
accusation = "unlimitedrange"
elseif cheat.type == "dug_unbreakable" then
info.anticheat_callout_time = info.anticheat_callout_time + 1
accusation = "instantbreak"
elseif cheat.type == "dug_too_fast" then
info.anticheat_callout_time = info.anticheat_callout_time + 1
accusation = "fastdig"
end
--Hackers normally do things very quickly
if accusation and info.anticheat_callout_time > delay then
if accusation == "instantbreak" then
info.instant_break = true
minetest.log("warning", "[CHEAT DETECTION]: Player "..name.." is trying to instantly break unbreakable nodes too many times. Server has marked this as suspicious activity!")
elseif accusation == "fastdig" then
info.fast_dig = true
minetest.log("warning", "[CHEAT DETECTION]: Player "..name.." is trying to instantly dig nodes too many times. Server has marked this as suspicious activity!")
elseif accusation == "unlimitedrange" then
info.abnormal_range = true
minetest.log("warning", "[CHEAT DETECTION]: Player "..name.." is trying to do long range interactions too many times. Server has marked this as suspicious activity!")
end
info.anticheat_callout_time = 0
end
end)
minetest.register_on_punchplayer(function(player, hitter, punchtime)
local info = get_tracker(player)
local name = nil
local info2 = nil
local pinfo = nil
local delay = nilhttps://github.com/GenshinMT/dds_parse
--Knockback Exceptions
if info then
info.punched = true
end
if hitter:is_player() then
name = hitter:get_player_name()
info2 = get_tracker(hitter)
pinfo = minetest.get_player_information(name)
delay = tonumber(patience_meter + pinfo.avg_rtt - 1)
end
--killaura detection, there is absolutely no flipping way any normal human being can land a 0 second punch repeatedly (No Mercy for these scrubs)
if info2 and punchtime <= 0 then
info2.killaura_check = true
info2.instant_punch_time = info2.instant_punch_time + 1
--Confirm killaura behavior if player instantly punched a player too many times
if info2.instant_punch_time > delay then
info2.killaura = true
minetest.log("warning", "[CHEAT DETECTION]: Player "..name.." is instantly punching players too many times. Server has marked this as suspicious activity!")
end
elseif info2 and punchtime > 0 then
info2.instant_punch_time = 0
end
end)