Merge pull request #836 from nolt/speedhack-exempt-offline-players
Don't check offline players for speedhacking (cherry picked from commit 6380b269770f0c949b03794ca701876c13636513)
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@@ -36,7 +36,7 @@ public class SpeedHackDetectPlugIn : IFeaturePlugIn, ISupportCustomConfiguration
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/// <inheritdoc/>
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public async ValueTask WalkCheatCheckAsync(Player player, Memory<WalkingStep> steps, SpeedHackCheckEventArgs eventArgs)
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{
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if (steps.IsEmpty)
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if (steps.IsEmpty || IsServerControlled(player))
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{
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return;
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}
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@@ -139,7 +139,7 @@ public class SpeedHackDetectPlugIn : IFeaturePlugIn, ISupportCustomConfiguration
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/// <inheritdoc/>
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public async ValueTask AttackCheatCheckAsync(Player player, SpeedHackCheckEventArgs eventArgs)
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{
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if (player.Attributes is not { } attributes)
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if (player.Attributes is not { } attributes || IsServerControlled(player))
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{
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return;
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}
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@@ -229,6 +229,19 @@ public class SpeedHackDetectPlugIn : IFeaturePlugIn, ISupportCustomConfiguration
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}
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}
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/// <summary>
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/// Determines whether the player's actions originate on the server instead of a game client.
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/// These checks validate what a client claims about its own timing, so there is nothing to
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/// validate for an offline player: the server itself paces its walks and attacks. Its MU Helper
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/// tick performs the same work cycle as the original client helper (recover, then attack), which
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/// draws two attack tokens from one 500 ms tick and eventually empties the bucket - so leaving
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/// these players in would only ever produce false positives, and with the default configuration
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/// those are answered with a persisted account ban.
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/// </summary>
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/// <param name="player">The player.</param>
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/// <returns><c>true</c> if the player is controlled by the server; otherwise, <c>false</c>.</returns>
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private static bool IsServerControlled(Player player) => player is Offline.OfflinePlayer;
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private SpeedHackState GetState(Player player)
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{
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return this._playerStates.GetValue(player, p => new SpeedHackState(this.Configuration?.MaxAttackTokens ?? 5.0));
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