Merge pull request #836 from nolt/speedhack-exempt-offline-players

Don't check offline players for speedhacking

(cherry picked from commit 6380b269770f0c949b03794ca701876c13636513)
This commit is contained in:
sven-n
2026-07-21 22:07:43 +02:00
committed by Acentech Dev
parent 215f48bfc9
commit 0e2c94b84b
2 changed files with 80 additions and 2 deletions

View File

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

View File

@@ -16,6 +16,7 @@ using MUnique.OpenMU.DataModel.Configuration.Items;
using MUnique.OpenMU.DataModel.Entities; using MUnique.OpenMU.DataModel.Entities;
using MUnique.OpenMU.GameLogic; using MUnique.OpenMU.GameLogic;
using MUnique.OpenMU.GameLogic.Attributes; using MUnique.OpenMU.GameLogic.Attributes;
using MUnique.OpenMU.GameLogic.Offline;
using MUnique.OpenMU.GameLogic.Views; using MUnique.OpenMU.GameLogic.Views;
using MUnique.OpenMU.GameLogic.Views.World; using MUnique.OpenMU.GameLogic.Views.World;
using MUnique.OpenMU.Pathfinding; using MUnique.OpenMU.Pathfinding;
@@ -389,6 +390,70 @@ public class SpeedHackAntiCheatTests
Assert.That(player.GameContext.FeaturePlugIns.GetPlugIn<SpeedHackDetectPlugIn>()!.GetWarningCount(player), Is.GreaterThan(5)); Assert.That(player.GameContext.FeaturePlugIns.GetPlugIn<SpeedHackDetectPlugIn>()!.GetWarningCount(player), Is.GreaterThan(5));
} }
/// <summary>
/// Tests that an offline player - whose walks are issued by the server itself - is not checked at all.
/// </summary>
[Test]
public async Task TestOfflinePlayerIsNotCheckedOnWalkAsync()
{
var player = await CreatePlayerWithSpeedAttributesAsync().ConfigureAwait(false);
var offlinePlayer = await CreateOfflinePlayerAsync(player).ConfigureAwait(false);
var plugin = player.GameContext.FeaturePlugIns.GetPlugIn<SpeedHackDetectPlugIn>()!;
// The same walk pattern which bans a regular player in TestWalkSpeedHackDetectionBansAccountAsync.
for (int i = 0; i < 12; i++)
{
var nextFrom = new Point((byte)(StartPoint.X + (i * 2)), StartPoint.Y);
var nextTo = new Point((byte)(StartPoint.X + (i * 2) + 2), StartPoint.Y);
offlinePlayer.Position = nextFrom;
plugin.SetLastAlertTime(offlinePlayer, DateTime.MinValue);
WalkingStep[] steps = [new() { From = nextFrom, To = nextTo, Direction = Direction.East }];
await offlinePlayer.WalkToAsync(nextTo, steps).ConfigureAwait(false);
}
Assert.That(plugin.GetWarningCount(offlinePlayer), Is.EqualTo(0));
Assert.That(offlinePlayer.Account?.State, Is.EqualTo(AccountState.Normal));
}
/// <summary>
/// Tests that an offline player is not checked on attacks. Its MU Helper tick performs the same work
/// cycle as the original client helper (recover, then attack), which draws more than one token from a
/// single tick and would eventually empty the bucket.
/// </summary>
[Test]
public async Task TestOfflinePlayerIsNotCheckedOnAttackAsync()
{
var player = await CreatePlayerWithSpeedAttributesAsync().ConfigureAwait(false);
var offlinePlayer = await CreateOfflinePlayerAsync(player).ConfigureAwait(false);
offlinePlayer.Attributes![Stats.AttackSpeed] = 20;
var speedCheck = player.GameContext.PlugInManager.GetPlugInPoint<ISpeedHackCheatCheckPlugIn>()!;
// The same burst which is detected for a regular player in TestAttackSpeedHackDetectionAsync.
for (int i = 0; i < 20; i++)
{
var args = new SpeedHackCheckEventArgs();
await speedCheck.AttackCheatCheckAsync(offlinePlayer, args).ConfigureAwait(false);
Assert.That(args.IsCheatDetected, Is.False);
}
Assert.That(player.GameContext.FeaturePlugIns.GetPlugIn<SpeedHackDetectPlugIn>()!.GetWarningCount(offlinePlayer), Is.EqualTo(0));
Assert.That(offlinePlayer.Account?.State, Is.EqualTo(AccountState.Normal));
}
private static async ValueTask<OfflinePlayer> CreateOfflinePlayerAsync(Player regularPlayer)
{
var offlinePlayer = new OfflinePlayer(regularPlayer.GameContext) { Account = regularPlayer.Account };
await offlinePlayer.PlayerState.TryAdvanceToAsync(PlayerState.LoginScreen).ConfigureAwait(false);
await offlinePlayer.PlayerState.TryAdvanceToAsync(PlayerState.Authenticated).ConfigureAwait(false);
await offlinePlayer.PlayerState.TryAdvanceToAsync(PlayerState.CharacterSelection).ConfigureAwait(false);
await offlinePlayer.SetSelectedCharacterAsync(regularPlayer.SelectedCharacter!).ConfigureAwait(false);
return offlinePlayer;
}
private static async ValueTask<Player> CreatePlayerWithSpeedAttributesAsync(List<Item>? inventoryItems = null) private static async ValueTask<Player> CreatePlayerWithSpeedAttributesAsync(List<Item>? inventoryItems = null)
{ {
var gameConfig = new Mock<GameConfiguration>(); var gameConfig = new Mock<GameConfiguration>();