1.6 KiB
1.6 KiB
name, description, version
| name | description | version |
|---|---|---|
| 作弊检测模式 | 作弊类型识别和防护方法 | 1.0.0 |
Cheat Detection Patterns
Common Cheat Types
1. Memory Editing
Detection: CRC32/MD5 checksums on critical data
struct PlayerData {
int health;
int ammo;
uint32_t checksum;
void UpdateChecksum() {
checksum = CalculateCRC32(&health, offsetof(PlayerData, checksum));
}
bool Validate() {
uint32_t expected = CalculateCRC32(&health, offsetof(PlayerData, checksum));
return expected == checksum;
}
};
2. Speed Hacks
Detection: Server-side timestamp validation
bool ValidateMovement(Vector3 oldPos, Vector3 newPos, float deltaTime) {
float distance = Vector3::Distance(oldPos, newPos);
float maxDistance = MAX_SPEED * deltaTime * 1.1f; // 10% tolerance
return distance <= maxDistance;
}
3. Wallhacks / ESP
Detection: Visibility checks, rendering monitoring
// Server: Only send data for visible entities
if (!IsVisibleFrom(player.position, entity.position)) {
continue; // Don't send this entity to client
}
4. Aimbot
Detection: Statistical analysis
struct AimStats {
int headshots;
int totalShots;
float avgReactionTime;
bool IsSuspicious() {
float headshotRatio = (float)headshots / totalShots;
return headshotRatio > 0.7f || avgReactionTime < 50.0f; // ms
}
};
Defense Layers
- Client-side: Basic checks (easily bypassed)
- Driver-level: Memory protection, process monitoring
- Server-side: Authoritative game state
- Behavioral: ML-based anomaly detection