Add anti-cheat GM test tooling (.spoof cheat simulator + .anticheat test/score/top inspection)#389
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Krilliac wants to merge 3 commits into
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Add anti-cheat GM test tooling (.spoof cheat simulator + .anticheat test/score/top inspection)#389Krilliac wants to merge 3 commits into
Krilliac wants to merge 3 commits into
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…ection + enforcement) Introduces a config-gated, server-side anti-cheat / movement-validation framework. OFF by default (AntiCheat.Enable = 0) — fully inert until enabled. Core pieces: - AntiCheatMgr: central scoring manager. Detectors only observe and score via a single RecordViolation() ingress; the manager owns ALL enforcement. Score decays over time and escalates through capped actions (log -> GM alert -> rubberband to last validated position -> kick), with an optional account-level autoban accumulator (escalating ban durations, slow hourly decay). - MovementAnticheat: per-player validator running cheap, event-driven detectors on each movement packet — fly/flag-spoof (water-walk/hover/slow-fall/transport/ swim, aura- or grant-aware), teleport/blink, speed, acceleration gate, vertical climb, root/stun-break, opcode-legality, no-clip (VMap LoS), jump (infinite/ mid-air), fall-damage suppression, packet burst, client-timestamp regression, bot-movement heuristic, and spell-cast timing (GCD bypass + cast spam). - PhysicsValidator: side-effect-free terrain-plausibility stage (float-above / below-surface), invoked only on suspicion to stay off the hot path. Integration: movement validation in the movement opcode handler; spell-injection, item-in-trade, GO-use and NPC interaction-distance hooks; cast-timing hook; server-granted movement flags recorded in the Player Set* setters so the flag-spoof detectors don't fire on legit grants; a rolling latency EWMA fed from CMSG_PING for latency-aware tolerances. GM commands: .anticheat status / report / reload / warn / jail / unjail / delete. Violations persist to character_anticheat_violation; account autoban state to account_anticheat. Time-sync, the spoof/test GM tooling, and the violation-marker visualizer are follow-ups that build additively on this core. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
…ctor, move-time-skip handling) Builds additively on the anti-cheat core. Adds a vanilla-compatible time-sync layer; fully inert until TimeSync.Enable=1 (the core latency EWMA stays always-on so movement detectors keep their latency-aware tolerances either way). - Per-session client<->server clock-offset service in MovementAnticheat (smoothed serverMs - clientTime; its drift is the desync signal). - DESYNC detection feeding the core scorer: per-packet client/server elapsed-time divergence (incl. zero-client-time-while-moving) + a latency-spike check raised on the network thread and recorded on the safe world thread. - CMSG_MOVE_TIME_SKIPPED handling: relays the skip to nearby observers (kills observer-side warp after a client clock jump), re-baselines the clock service + graces the desync detector for the legit case, and scores oversized/spammed/ accumulated skips as a time-based movement-masking vector. - Move-ack timestamp validation (force-speed / water-walk acks): flags client timestamp regression and folds the sample into the clock-offset service. - Optional movement-timestamp correction (default OFF) normalising the relayed timestamp to the server clock so observers interpolate on one timebase. - Optional desync auto-resync (default OFF): rubberbands a sustained-desync client to its authoritative position (the only vanilla resync lever), cooldown-limited. - GM commands: .timesync status / config / set / resync / skip. Full TimeSync.* config block in mangosd.conf.dist.in; all OFF by default. The spoof/test GM tooling (.timesync desync, SimulateCheat) and the violation marker visualizer remain separate follow-ups and are intentionally not included. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
…est/score/top, .timesync desync) Builds additively on the anti-cheat core + time-sync. GM/dev tooling that exercises and live-tests every detection vector by actually driving the cheats, so admins can verify the AC end-to-end: - .spoof <kind>|all|bots — crafts the packet signature of a named cheat (speed/teleport/fly/waterwalk/hover/slowfall/swim/transport/vertical/jump/ desync/noclip) and runs it through the REAL detectors, restoring the validator baseline afterwards so live tracking is unaffected. - .anticheat test — injects a synthetic violation (one type or all) through the full scoring/persist/escalation pipeline on the caller. - .anticheat top / score / set — score triage and direct score manipulation to exercise the warn/rubberband/kick thresholds; .anticheat rubberband. - .timesync desync — the time-sync vector's simulator (deferred from the time-sync PR because it depends on this tooling). A transient manager test-bypass lets the simulators drive the detectors even on an exempt GM / with AC disabled, scoped tightly around each synchronous run on the world thread. Commands are console-capable (usable via SOAP when compiled). No default-enable changes; reuses the existing AntiCheat.* config. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Not up to standards ⛔🔴 Issues
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| Category | Results |
|---|---|
| Compatibility | 2 high |
🟢 Metrics 483 complexity · 6 duplication
Metric Results Complexity 483 Duplication 6
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