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Old 08-27-2023, 04:05 PM
Lune Lune is offline
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Join Date: Mar 2013
Posts: 3,314
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You'd have to have some server-side anti-cheat detection code with some level of automation like that suggested by Tristantio in the other thread:

Quote:
Originally Posted by tristantio [You must be logged in to view images. Log in or Register.]
Cecily sighting!

For anti-cheat - maybe it has been done, or maybe it wasn't shown to be feasible, but I don't understand why some sort of statistical analysis isn't done server side to detect it.

If you had an eventing system (think Erlang for high throughput) getting a copy of each server event passing through it, and noting anomalies (player x/y all of a sudden jumping to a very different value in a single tick or time window - narrow it based on class, so if a class has shadow step, second checks are done), I think you could have server side warp detection without adding a bunch of side-concerns into the existing server client (it'd run on it's own box).

Similarly, for mob spawns - anytime a named mob spawns, snapshot the loc of all player's in zone (their last packet), then run a check when it gets engaged - if the time between player starting location, mob spawn and mob engagement were all indicative of a "beeline" - flag the account - build up too many flags - enact secondary measures - invisible GM or auto-ban (no player /report ever needed).

Maybe I should put my money where my mouth is and try to get a local setup + proof of concept for this (if it hasn't already been done anywhere?)
And at that point, why not just have client-side anti-cheat like P99 does?
 


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