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 Post subject: Speed Hack Time Check
PostPosted: Tue Nov 06, 2007 1:42 pm 
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Introduction
This topic is a little linked to viewtopic.php?f=70&t=2984.
Now remember, that the 0.1 value is very important. Do not change that, unless you know what your doing. In case you get the alertmsg when using the value 0.1, set it at 0.2, if you still get it, set it at 0.3. Although I doubt you will need to set it that high. It mainly depends on the fps lock, the higher value you have there, the higher you will need here. So you might need to test it to get it working.

Server Side
Add this in Type PlayerRec:
Code:
SpeedHackCheck As Double


Now find Sub PlayerMove, at the top of that sub, add:
Code:
If Timer < Player(index).Char(Player(index).CharNum).SpeedHackCheck + 0.1 Then
    Call AlertMsg(index, "You are using a Speedhack. Go to the forum for more information.")
    Exit Sub
End If


And below:
Code:
If Player(index).GettingMap = NO Then

Add:
Code:
Player(index).Char(Player(index).CharNum).SpeedHackCheck = Timer


You could also add
Code:
Player(index).Char(Player(index).CharNum).SpeedHackCheck = 0
to the clearplayer sub and such. But don't save it in the account file xD.

PLEASE TEST IT WITH A SPEED HACK!

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PostPosted: Tue Nov 06, 2007 4:41 pm 
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"You are using a Speedhack. Go to the forum for more information."

xD!

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PostPosted: Tue Nov 06, 2007 5:04 pm 
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Robin wrote:
"You are using a Speedhack. Go to the forum for more information."

xD!

It was just a example, in my game I added a little more. Like:
frmserver.lstSpeedHack.additem "Index: " & index & "Accountname"....
and also a warning system, where it writes the first time to the account file, and the 2nd time it finds him using it. The IP will be banned.

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PostPosted: Tue Nov 06, 2007 8:08 pm 
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Lol. It's hard to test when the server uses gettickcount and several timers too.

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PostPosted: Tue Nov 06, 2007 8:48 pm 
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Sonire wrote:
Lol. It's hard to test when the server uses gettickcount and several timers too.

Why is that hard? Doesn't speed hack progress work on targeted exe's? They cant work on every running system xD

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PostPosted: Tue Nov 06, 2007 8:52 pm 
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Realy... stop trying to make all this things, the all can be hacked, somehow, I don't know how, but they can. The best thing would be changing canmove functions from client to server... That's a final bug fix. Then just check the last time the player moved server side and make it sure he can't move until a second or so, just a time lock, server side.
I haven't tested it william, but I'm sure there is a way to hack Timer function.

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PostPosted: Tue Nov 06, 2007 8:57 pm 
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Dragoons Master wrote:
Realy... stop trying to make all this things, the all can be hacked, somehow, I don't know how, but they can. The best thing would be changing canmove functions from client to server... That's a final bug fix. Then just check the last time the player moved server side and make it sure he can't move until a second or so, just a time lock, server side.
I haven't tested it william, but I'm sure there is a way to hack Timer function.

How can they hack a Timer function in the server? This isn't added to the client.

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PostPosted: Tue Nov 06, 2007 11:07 pm 
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Its been done to me easily and i forget how, i think its some retard packet that forces the timers active enabled values true false true false forcing them into speed,

the timer control in general.. sucks >.>

and tickcount isnt the greatest, i think daves C++ server is the best thing happening here atm - i want to try and write a java port ^_^


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PostPosted: Wed Nov 07, 2007 2:04 am 
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I don't see the point in having uber leet security on a Mirage Server.

most will never have more than 25 active players anyways, and even if they had 100, that's still manageable to deal with the "Omfg, that dude speed hacks"

Just ban them.
There's no point if adding a ton of extra checks and crap to stop 6 people from speed hacking a hobby ORPG.

=/


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PostPosted: Wed Nov 07, 2007 9:39 am 
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Rezeyu wrote:
I don't see the point in having uber leet security on a Mirage Server.

most will never have more than 25 active players anyways, and even if they had 100, that's still manageable to deal with the "Omfg, that dude speed hacks"

Just ban them.
There's no point if adding a ton of extra checks and crap to stop 6 people from speed hacking a hobby ORPG.

=/

That's true, its not hard to find a speed hacker.

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PostPosted: Wed Nov 07, 2007 6:17 pm 
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William wrote:
Dragoons Master wrote:
Realy... stop trying to make all this things, the all can be hacked, somehow, I don't know how, but they can. The best thing would be changing canmove functions from client to server... That's a final bug fix. Then just check the last time the player moved server side and make it sure he can't move until a second or so, just a time lock, server side.
I haven't tested it william, but I'm sure there is a way to hack Timer function.

How can they hack a Timer function in the server? This isn't added to the client.


No no, I mean, there is a way to hack a Timer function client side, so doesn't matter what you do client side, there will be, someday, a way to hack it, so don't worry that much about client side and focus on server side.

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PostPosted: Wed Nov 07, 2007 7:31 pm 
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Yeah, that's what I did :P Im just waiting for someone to actually test it.

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PostPosted: Thu Nov 08, 2007 12:12 am 
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OOOOhhh, I didn't saw the "Server side" xD SRY xD LMAO

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PostPosted: Sun Apr 27, 2008 11:33 pm 
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I will test it for you, but using mse2, i cannot seem to find
Code:
If Player(index).GettingMap = NO Then

If you can tell me where this was or what sub it was in or where in the sub it was in, i could help you test this...

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Labmonkey gets mod, everybody loves him, people find out his code sucks, he gets demoted, then banned, then he makes an engine called Chaos Engine.


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PostPosted: Sun May 04, 2008 10:10 am 
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Im not really sure this method is a good idea, at some times it seems to be non-functional.

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PostPosted: Tue May 06, 2008 8:48 pm 
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This might been idea before, but I'm gonna add it anyway.
On the server sided one, make a clock, make one on client sided one aswell.
Because if they start speed hacking, the clock time at the client sided, must be different than the server sided, so that'll be a way to check if they speed hack.
Just an idea.

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PostPosted: Tue May 06, 2008 11:23 pm 
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Also the packet lag will cause people to get booted for speed hacking :roll:


No seriously though thats a good idea, but the best idea is to stop sending "I moved here" packets and start sending "I pressed this" packets.

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GIAKEN wrote:
I think what I see is this happening:

Labmonkey gets mod, everybody loves him, people find out his code sucks, he gets demoted, then banned, then he makes an engine called Chaos Engine.


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PostPosted: Wed May 07, 2008 8:07 pm 
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Labmonkey wrote:
Also the packet lag will cause people to get booted for speed hacking :roll:


No seriously though thats a good idea, but the best idea is to stop sending "I moved here" packets and start sending "I pressed this" packets.


If you mean switching out the client-side commands for requests, I think a lot of people have done.

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Quote:
Robin:
Why aren't maps and shit loaded up in a dynamic array?
Jacob:
the 4 people that know how are lazy
Robin:
Who are those 4 people?
Jacob:
um
you, me, and 2 others?


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PostPosted: Wed May 07, 2008 8:19 pm 
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Robin wrote:
Labmonkey wrote:
Also the packet lag will cause people to get booted for speed hacking :roll:


No seriously though thats a good idea, but the best idea is to stop sending "I moved here" packets and start sending "I pressed this" packets.


If you mean switching out the client-side commands for requests, I think a lot of people have done.

Im unsure what you mean, can you give an example?


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PostPosted: Thu May 08, 2008 2:30 am 
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Move Canplayermove etc, server side.


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