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ac73b9c2e7
accidentally-speed-cheating client.
64 lines
3.1 KiB
PHP
64 lines
3.1 KiB
PHP
<? // Preamble
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$pageName = "Speed/Time Cheat Protection";
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$focused = "none"; // Dock icon name to gets a border
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require("parts/preamble.php"); // Load most of document
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?>
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<!--SEARCHME-->
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<H4>How does it work?</H4>
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<P>The "time cheat" relies on the client lying to the server
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about how much time has passed since the last packet was sent. Knowing
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this, detecting the time cheat is simple. For a period of say, 30 seconds,
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the QuakeForge server adds up the times from all the movement packets
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received from a 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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<H4>Are there any problems with this?</H4>
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<P>Sadly, the Windows QuakeWorld clients before 2.33 had a bug in keeping
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track of time (This is not really a bug in QuakeWorld, but Windows 95 and
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98). The longer Windows is up, the faster time will seem to pass. While
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there is not a noticeable speed boost from this until it has been up for
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more then a day or so, it is detectable even after the system has been up
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only a few hours.
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<p>This, along with other factors including lag and packet loss, can cause
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the time reported by the client to be over the time the server expects.
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<H4>What can I do as a server admin?</H4>
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<P>QuakeForge's cheat detection is adjustible within the server, so that
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administrators can decide what settings work best. Here are descriptions
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of some of the config variables ("cvars") that you can use to
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configure time cheat detection on your server.
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<P><STRONG>sv_timekick</STRONG>: This cvar controls the number of times a
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player has to be caught "cheating" before they get kicked. sv_timekick
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shows up in serverinfo if it is changed from the default. If
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sv_timekick is less than 1, speed cheat detection is disabled. Default
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is 3.
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<P><STRONG>sv_timekick_fuzz</STRONG>: This cvar affects how strict the
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protection is. The higher the number, the more "fuzz" gets applied,
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and the less strict the detection code is. Raise this if your players
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are being kicked for packet loss and lag. The values of this cvar are
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in tenths of a percent. Default is 10, giving a fuzz factor of about
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1 percent.
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<P><STRONG>sv_timekick_interval</STRONG>: This cvar controls how often, in
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seconds, the time tally is counted. Lowering this value increases the
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chance of false positives, but helps to minimize the amount of damage
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a time-cheating player can cause. Default is 30 seconds.
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<H4>What can I do as a player?</H4>
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<P>Obviously, we suggest using one of QuakeForge's QuakeWorld-compatible
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clients (available in the <A href="/files.php">Downloads Section</A> of our
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web site), none of which exhibit this problem. If you don't want to use
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QuakeForge, you can use
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<A href="http://www.quakeworld.net/files/quakeworld/qw233-0005.zip">QuakeWorld 2.33-005</A>,
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the last "test release" before id Software released the source.
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You can also use any of the QuakeWorld-compatible clients released by the
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other engine projects, but of course we can't verify that any of them do
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not exhibit the problem or even if they work.
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<!--NOSEARCH-->
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<?
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require("parts/postamble.php"); // Finish this sucker up
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?>
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