2000-04-14 14:31:06 +00:00
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<?PHP
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$sitename = "The QuakeForge Project";
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$pagename = "Speed Cheat Detection";
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require("parts/library.php"); // Load function library
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include("parts/head.php"); // Load the HEAD and open BODY
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include("parts/topstrip.php"); // Display top strip
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include("parts/titletable.php"); // Display main title w/ logos
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?>
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<TABLE width="100%" cellspacing=0 cellpadding=0 border=0>
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<TR valign="top">
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<?php
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include("parts/menu.php"); // Import left-side menus
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tableSpacer( 1, 9, 1, "black"); // Separate content from menus
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?>
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<TD width="100%">
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<?php
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$focused = "none"; // name of focused icon
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include( "parts/topmain.php" ); // Display content top table
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?>
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2000-04-14 14:37:25 +00:00
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<h4>How does it work?</h4>
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2000-04-14 14:31:06 +00:00
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<P>
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The speed cheat works by the client lying to the server
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about how much time has passed since the last packet
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2000-04-14 14:33:39 +00:00
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was sent. Therefore, the cheat detection is simple.
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For a period of say, 30 seconds, QuakeForge adds up the
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times from all the movement packets received from a
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specific client. If the client says that more then 30
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seconds have passed in 30 seconds, a red flag is raised.
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2000-04-14 14:37:25 +00:00
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<h4>Are there any problems with this?</h4>
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2000-04-14 14:31:06 +00:00
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<p>
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2000-04-14 15:39:42 +00:00
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Sadly, the Windows QuakeWorld clients before 2.33 had a
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2000-04-14 14:31:06 +00:00
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bug in keeping track of time. The longer Windows is up,
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the faster time will seem to pass. While there is not a
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noticeable speed boost from this until it has been up
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for more then a day or so, it is detectable even after
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the system has been up only a few hours.
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<p>
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2000-04-14 15:39:42 +00:00
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This and several other factors, including lag and packet
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loss, can cause the time reported by the client to be
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over the time the server expects.
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2000-04-14 14:37:25 +00:00
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<h4>Well, what can I do?</h4>
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2000-04-14 14:34:34 +00:00
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<p>
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2000-04-14 15:39:42 +00:00
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QuakeForge's cheat detection is adjustible, so that
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server admins can decide what settings work best. Here
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are descriptions of some of the cvars that you can use
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to configure cheat detection on your server.
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2000-04-14 14:31:06 +00:00
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<p>
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<em>sv_timekick</em>: This cvar controls the number of
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times a player has to be caught "cheating" before they
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get kicked. sv_timekick shows up in serverinfo if it is
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changed from the default. If sv_timekick is less than 1,
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speed cheat detection is disabled. Default is 3.
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<p>
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<em>sv_timekick_fuzz</em>: This cvar affects how strict
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the protection is. The higher the number, the more
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"fuzz" is applied, and the less strict the detection
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code is. Raise this if your players are being kicked for
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2000-04-14 15:31:00 +00:00
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packet loss and lag. The values of this cvar are in
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tenths of a percent. Default is 10, giving a fuzz
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factor of about 1 percent.
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2000-04-14 14:31:06 +00:00
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<p>
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<em>sv_timekick_interval</em>: This cvar controls how
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often, in seconds, the time tally is counted. Lowering
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this value increases the chance of false positives, but
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2000-04-14 14:37:25 +00:00
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helps to minimize the amount of damage a speed-cheating
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2000-04-14 14:31:06 +00:00
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player can cause. Default is 30 seconds.
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</TD>
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<?php
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tableSpacer( 1, 9, 1, "black");
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?>
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</TR>
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<TR>
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<TD COLSPAN="4">
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<?php
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include("parts/copyright.php");
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?>
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</TD>
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</TR>
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</TABLE>
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