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gh-743175724-agents-project…/plugins/security-anticheat/skills/cheat-detection-patterns.md
2025-11-29 09:37:36 +08:00

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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

  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