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