Files
2025-11-29 09:37:36 +08:00

69 lines
1.6 KiB
Markdown

---
name: 作弊检测模式
description: 作弊类型识别和防护方法
version: 1.0.0
---
# Cheat Detection Patterns
## Common Cheat Types
### 1. Memory Editing
Detection: CRC32/MD5 checksums on critical data
```cpp
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
```cpp
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
```cpp
// 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
```cpp
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
1. Client-side: Basic checks (easily bypassed)
2. Driver-level: Memory protection, process monitoring
3. Server-side: Authoritative game state
4. Behavioral: ML-based anomaly detection