I'll make that change, we've also been doing some more testing with it (I've been really bogged down at work for the past month-ish), and found a few other places to refine the warp detection. I'll post those changes as soon as we get them completely ironed out.
Dax |
Other things MQ does that I'm not seeing on this:
1) Let's you use a banker anywhere in the game. 2) Activate a door from anywhere in the zone (so if you have a teleport clicky zonepoint you can use it from anywhere for instance). 3) Equip things you can't use. 4) Loot corpses from anywhere in zone. 5) Bogus appearance packets (not just spawn packets) to change anyone's race / appearance etc. Not as trivial as it sounds, change a guy in a dungeon to size 50 and he's stuck. 6) Fake all sorts of things in the CastSpell packet - cast spells they don't have memorized, cast spells they have memorized as clicky spells (to prevent mana usage), cast clicky spells with a different slot (to prevent charges being used) and so on. If there's already sanity checks in place for these, nevermind me, just wanted to bring it up. Also remember that no warp detection will ever be perfect and can always be replicated by lag, so we've found that it's a bad idea to auto punish someone for warping - needs a human eye to determine if its authentic warping or just lag. Moving the person back to where they came from and freezing them for a few seconds might be a better idea than deathtouch. |
This is exactly the kind of stuff that makes me all stiff in the britches for EQEmu again. I love this code, this effort, and the team work to iron out the iffy's.
I do not see this in the changelog yet. Is this still being evaluated for the base code? Can't wait. |
Yeah, once I find a crash that I *somehow* introduced while testing this I'll submit it. It's being somewhat elusive and I dun wanna submit code that has a known crash.
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I have added his diff from the 1102 code 2 times, but into 1108 and can't seem to get it to fully function, even though some of it does. I can't wait for this to get added into the main source! That and a few other additions will be nice.
Also, if you are doing a new update soon, KLS, I see that you don't have my fixmob post stickied. And, I think you guys sticky everything that is planned to go in at some point. The fixmob command change isn't huge, but without the changes I made, the command is only about half useful. With the changes it is fully functional and works flawlessly. They are very simple changes. I can always add them in manually before compiling, but it seems like something useful to have in the release source. |
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The reason I wanted to post here was to see if the latest updates on this code were under consideration for being added to the source. The last diff from TheLieka shows more features and probably better ways to detect warping and also catch more false positives. I could never get that diff to work properly with 1108. If TZ/VZ ever updates to 1110, I would love to see a diff from that with their latest anti-MQ code. I think it should be considerably less to change from 1102, since it now includes the MQ detection. Also, I wanted to note that if anyone updates to the 1110, they will also want to add the rules listed below (and NOT the latest ones posted by TheLieka): Code:
insert into rule_values values (0, Zone:EnableMQWarpDetector, true); Code:
RULE_CATEGORY( Zone ) Also, someone might want to stick the rules table updates into the log file along with the hacker table one that is already there. |
I didn't add that since I didn't see it I can look at that stuff too.
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I basically had to run diffs and modify a bunch of stuff to my already modified code and was able to get it to compile in 1108, but it didn't seem to function at all other than the zone loop issue with the zone_points problem stated previously. Finally, I started from scratch again with unmodified 1108 source and I pulled up a diff from 1102 to 1108 showing line numbers. I then used textpad to pull up 1108 so I could modify it and turned on Line Numbers there as well. Then, for each line in the diff, I looked at the 1102 source for each line mentioned and then lined that up with the 1108 code in my diff. Then, I added all of the lines 1 by 1 to my 1108 that I had opened in textpad. It was a quite involved processes lol. But, I thought I had it all in where it should be. I tried to compile and got some errors which appeared to be related to where I was adding the code to. The first time I compiled it errored on one of the first few lines and I just moved it down 1 to where it looked like it should go, but NOT the same line number mentioned in the diff and it got past that part the next time I compiled. But, the second compile failed later and I fixed it again by moving the line down 1 in the source. So, maybe I just didn't understand how the diff posted was supposed to work. I read it as the line number mentioned is where the code change was supposed to be added to the source, but maybe it is the line after it? I don't know. Either way, once I got the compile to work, it still did nothing other than cause the zone loops from the zone_points issue. So far, the 1110 source is functioning perfectly as far as I can tell. But, it seems like the latest update from TheLieka might make it even better, which would be quite amazing. Plus, the rules it includes in the latest update look really great. I am sure the additional options for this system would come in quite handy. I am sure you guys updating the source should have much better luck than me lol. I just follow directions, but you should be able to actually understand where things are supposed to go or not. This is some very important and useful code and I am very excited to finally free up my time watching for cheating (which I waste countless hours doing) to finally allow this feature to do it for me! Thanks again for all of the hard work you guys do. I am more than willing to put any new code updates through a good stress test on my server. My server gets quite a good load of players on it, so they should be good for testing for issues with anything released. |
I only have a moment, so I apologize for not being able to address these things in great depth.
We had issues with zoning into certain zones setting off the warp detector with the last iteration of changes that I posted. Unfortunately, I had to fall into a possibly permenant hiatus status shortly after that, so I never had a chance to chase down the root of that problem. Other than that, the code was working very well for us, but with limited dev resources (as every ServerOp has experienced) and conflicting goals - we had to stop working on it for the time being. We ended up reverting back to a previous version of the warp detector (the older version only judges warps based on movement distance, rather than the newer version which judges warps based on movement velocity). The older versions are quite inadequate for accounting for lag - which the new version does very well. I do not think it would take much time for someone to go through and finalize the code for the new version, but unforunately, I simply do not have the time to do it right now. I would love to see the few remaining glitches in this code resolved and committed to the official source - I think it would be a great asset to any ServerOp with the intention of running a legit server. Dax |
Ya, I am sure we all know very well how easy it is to get sidetracked and get pulled into working on other problems instead of just focusing on one project :P Seems like I am working on something different every day lol.
The current anti-MQ detection in the 1110 code works very well and seems to catch every case of actual warping. The only negative part to it atm is that it also catches some false positives. It seems like CotH and maybe some other legit character moving features are not accounted for in the current committed version. I know you put checks in for pretty much all of them in the newest anti-MQ detection release. Maybe if we could just get all of the false positive checks that are in the latest one added to the current committed version, that would finalize the detection to be quite complete for now anyway. Of course, it would also be great to have it run the checks against velocity instead of distance to help remove even more false positives. I will try to do a diff of your newest anti-MQ code against the one that is currently in the committed code and post it here. Then, maybe we can all work towards pulling out the important changes and see if we can get the new stuff working. I am no coder, but I am fairly good at adjusting things as long as I have examples to work with and can grasp what it is trying to do. I think it would be great to have some of the other rules working as well, but that isn't quite as important. I want to make it clear that I LOVE the current MQ detection that is in the 1110 release! This will save me countless hours of time from investigating cheating and already in just a couple of days has stopped almost every incident of MQ abuse on my server! So, THANKS! I currently have the MQZone rule turned off so that I don't have to worry about zone_points and I think that helps a lot at least until I can find time to add them all in. Even if nothing is changed in the code from here on out, I think it is a vital tool for the community and probably the best thing we have gotten in quite a while. That isn't to say that all of the other changes recently aren't great, but just that the MQ detection is simply amazing! |
Here is the best diff I can get for changing from the old code to the new code. I think I have everything here, but there could definitely be a mistake or 2. I think it should at least be a place to start. I had to add in vague line numbers because I don't have the exact lines where they should be in the 1110 code.
Code:
Index: zone/client.h |
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even if its just a simple check is pc close to a npc and what is the npc faction if its hostile there cheating i would be happy with that most the custom zones i use i just set all the npcs to the default hostile faction that npc loot editor sets it to. faction is 14329 |
On behalf of Raid Addicts, I want to thank you for this fix. I am sure it will help a ton to stop cheaters on my server.. And I am sure it will also help my stress level. :)
Your a God send thanks, and keep up the good work ! King Mortenson www.raidaddicts.org |
Seems that I am having zone looping issues in certain zones. Any Ideas why?
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Your zone_points table isn't fully updated. Personally, I disabled the mqzone detection on my server so that I don't have to mess with it until either I or someone else gets all of the zone points added in and updated. The rest of it works fine. To disable mqzone detection, look at the rules posted for it.
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