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	$pageName = "Speed/Time Cheat Protection";
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<H4>How does it work?</H4>
	<P>The &quot;time cheat&quot; relies on the client lying to the server
	about how much time has passed since the last packet was sent. Knowing
	this, detecting the time cheat is simple.  For a period of say, 30 seconds,
	the QuakeForge server adds up the times from all the movement packets
	received from a specific client. If the client says that more then 30
	seconds have passed	in 30 seconds, a red flag is raised.

<H4>Are there any problems with this?</H4>
	<P>Sadly, the Windows QuakeWorld clients before 2.33 had a bug in keeping
	track of time (This is not really a bug in QuakeWorld, but Windows 95 and
	98). The longer Windows is up, the faster time will seem to pass. While
	there is not a noticeable speed boost from this until it has been up for
	more then a day or so, it is detectable even after the system has been up
	only a few hours.

	<p>This, along with other factors including lag and packet loss, can cause
	the time reported by the client to be over the time the server expects.

<H4>Well, what can I do?</H4>
	<P>QuakeForge's cheat detection is adjustible within the server, so that
	administrators can decide what settings work best. Here are descriptions
	of some of the config variables (&quot;cvars&quot;) that you can use to
	configure time cheat detection on your server.

	<P><STRONG>sv_timekick</STRONG>: This cvar controls the number of times a
		player has to be caught "cheating" before they get kicked. sv_timekick
		shows up in serverinfo if it is changed from the default. If
		sv_timekick is less than 1, speed cheat detection is disabled. Default
		is 3.

	<P><STRONG>sv_timekick_fuzz</STRONG>: This cvar affects how strict the
		protection is. The higher the number, the more "fuzz" gets applied,
		and the less strict the detection code is. Raise this if your players
		are being kicked for packet loss and lag. The values of this cvar are
		in tenths of a percent.  Default is 10, giving a fuzz factor of about
		1 percent.

	<P><STRONG>sv_timekick_interval</STRONG>: This cvar controls how often, in
		seconds, the time tally is counted. Lowering this value increases the
		chance of false positives, but helps to minimize the amount of damage
		a time-cheating player can cause. Default is 30 seconds.
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