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English Anti Cheat is looking for additional C++ Coder

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Poll Poll

Would you use a Anti Cheat or would you maybe use it for your Server?

Only registered users are allowed to vote
Yes!
59.52% (25)
Yes, for my own server!
14.29% (6)
I dont know yet...
14.29% (6)
No
11.90% (5)
42 votes cast

old Re: Anti Cheat is looking for additional C++ Coder

Lee
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Quote
Jonzku777 has written
So these guys have 20 000+$ in their pockets? o.O
But isn`t this really useless... you lee and DC said that it`s impossible to make unexploitable secure.


Budget in the freelance world means the total profit+expenditure of the project cost.

It's not unexploitable secure, but it provides a set of tools to do automated patching whenever new exploits are found and can be patched.

old Re: Anti Cheat is looking for additional C++ Coder

Arghs-
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Quote
\"Jonzku777\ has written
Well, it sounds good and I think these guys have good future infront of them right?

Btw, I saw one guy today with reload and unlimited ammo-hack... no god damn idea how it`s possible.

impossible -> script -> admin

old Re: Anti Cheat is looking for additional C++ Coder

Arghs-
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Quote
\"Jonzku777\ has written
How can it be impossible?
There must be some superhax0r way to do that?
Why dc wont do the same with speedhack and so if he made that impossible? o.O

Also, how many year experience u got?

It is impossible because its stored serverside.
With Gamehacking i have over 4 years experiences

old Re: Anti Cheat is looking for additional C++ Coder

Zune5
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Quote
Arghs- has written
\"Jonzku777\ has written
How can it be impossible?
There must be some superhax0r way to do that?
Why dc wont do the same with speedhack and so if he made that impossible? o.O

Also, how many year experience u got?

It is impossible because its stored serverside.
With Gamehacking i have over 4 years experiences


And you can't hack health, armor, maps? (Wall hacking) and weapons without admin.

old Re: Anti Cheat is looking for additional C++ Coder

Arghs-
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Quote
Zune5 has written
Arghs- has written
\"Jonzku777\ has written
How can it be impossible?
There must be some superhax0r way to do that?
Why dc wont do the same with speedhack and so if he made that impossible? o.O

Also, how many year experience u got?

It is impossible because its stored serverside.
With Gamehacking i have over 4 years experiences


And you can't hack health, armor, maps? (Wall hacking) and weapons without admin.

yes because its impossible client side lol

old Re: Anti Cheat is looking for additional C++ Coder

Arghs-
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Quote
Szelek has written
i think you are not any programmer, only normal cheat engine user;]

said the guy who thinks server side AC is powerful, dude you dont know me, read the thread and shut up if you have no idea what real programming is

old Re: Anti Cheat is looking for additional C++ Coder

Lee
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Quote
Well given that this is relevant to the digression on the Leagues topic, I'll just comment on why server-side anti-cheat is inefficient.

In all Multiplayer games, the data must be serialized into a string representation of the data and then sent or received by the server, after which call back occurs to handle the specific event. CS2D doesn't operate on an asynchronous networking architecture given that Blitz doesn't support threaded applications and there's no way to spawn worker threads to handle pools of clients simultaneously. DC uses a semi-nonblocking method by creating a queue-send architecture for CS2D (Assuming that the networking architecture was forward ported from 0104 to MAX). This means that any significant processing would incur a noticeable latency.

Running the anti-hack detection on the server side thus must do the following:

Create a statistical regression of the possible latencies based on the latencies of each player, this regression can be done via a differential of time to the taylor polynomial of a specific logarithmic function (which must be constructed via the latency data and is different for each player). After which finding the critical points of that regression would allow you to pin-point an acceptable range for where the dt and delta-t overlaps (Mathematically speaking, this transforms an indefinite dt to a finite value for the integrator).

That's just the first step in finding the time step appropriate for the anti-hack. For speed hack, you would also need to take into account that the positions must be vectorized as displacements and then a statistical confidence range must be built from the delta-t.

Overall - Lua isn't a mathematically oriented language so a lua-based anti-hack application on the server side is extremely inflexible and could produce errors up to 70 to 90% of the time. A lower level language optimized for performance may do better, but there's still the problem of integrating it into CS2D and synchronizing it with the latency of each player. Integration can be accomplished at a basic level by creating a packet filtering socket (A raw socket) and listening to the CS2D port promiscuously and spawning threads synchronized with the latencies of each of the players in CS2D). As you can see, this is just extremely inefficient and tedious, add on the fact that it's still got a large error margin for chance of a unsuccessful detection or for the chance of a false positive.

However on the client side, not only do we not have to calculate a large range of deviations for the timestep (they're process dependent and can be found in the process clock), we also have the option of detecting memory violations and have constant updates to counter against counter-hacks. On top of that processing power is distributed instead of centralized at a specific server and thus the server as a whole runs faster.
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