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03-28-2008, 05:20 PM
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Developer
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Join Date: Oct 2004
Location: THE ATL (wut wut)
Posts: 325
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MQWarp/MQZone/MQGate Detector (Code Name: The VZTZ Hammer!)
May god have mercy on my soul for trying to diff this. I apologize that a lot of it will be redundant checks, but we've had to tweak it quite a bit to get it to the point where it is now. We only have false alarms when we hit a massive lag spike (which happens on occasion), but the only way around that would be to allow massive distance updates all the time - which defeats the purpose.
I know this won't fit into one post, and probably won't even fit into 3 or 4, but I'll do my best to get it all in.
Ok, *gulp* here goes.
Anti-MQ /Warp, Anti-MQ /Gate, Anti-MQ /zone, Anti-MQ /ghost code from the Vallon Zek/Tallon Zek Server:
In addition to myself, contributions to this code came from Rancar and Null.
.\common\ruletypes.h
After:
Code:
RULE_BOOL ( Zone, EnableShadowrest, 0 ) // enables or disables the shadowrest zone feature for player corpses. Default is turned off.
Add:
Code:
RULE_INT ( Zone, MQWarpExemptStatus, 50 ) //Lieka: Required status level to exempt the MQWarpDetector. Set to -1 to disable this feature.
RULE_INT ( Zone, MQZoneExemptStatus, 50 ) //Lieka: Required status level to exempt the MQWarpDetector. Set to -1 to disable this feature.
RULE_INT ( Zone, MQGateExemptStatus, 50 ) //Lieka: Required status level to exempt the MQWarpDetector. Set to -1 to disable this feature.
RULE_INT ( Zone, MQGhostExemptStatus, 50 ) //Lieka: Required status level to exempt the MQWarpDetector. Set to -1 to disable this feature.
RULE_BOOL ( Zone, EnableMQWarpDetector, False ) //Lieka: Enable the MQWarp Detector. Set to False to disable this feature.
RULE_BOOL ( Zone, EnableMQZoneDetector, False ) //Lieka: Enable the MQZone Detector. Set to False to disable this feature.
RULE_BOOL ( Zone, EnableMQGateDetector, False ) //Lieka: Enable the MQGate Detector. Set to False to disable this feature.
RULE_BOOL ( Zone, EnableMQGhostDetector, False ) //Lieka: Enable the MQGhost Detector. Set to False to disable this feature.
RULE_REAL ( Zone, MQWarpDetectorDistance, 30 ) //Lieka: Distance a player must travel between client to server location updates before a warp is registered. 30 allows for beyond GM speed without lag.
RULE_REAL ( Zone, MQWarpLagThreshold, 140 ) //Lieka: Distance beyond the Zone:MQWarpDetectorDistance that a player must travel within the MQWarpThresholdTimer amount of time before tripping the MQWarp detector. Set to 0 to disable this feature.
RULE_REAL ( Zone, MQWarpThresholdTimer, 90000 ) //Lieka: Amount of time before the warp_threshold resets to the Zone:MQWarpLagThreshold value. Default: 90000 (900 seconds/15 minutes). Set to -1 to disable this feature.
RULE_INT ( Zone, MQWarpDetectionSpellID, 757 ) //Lieka: Which spell ID will be cast on players that incur the hammer of the MQ Detector. This spell will be actually cast, don't pick a resistible spell. Default: 757 (Resurrection Effects)
RULE_INT ( Zone, MQGateDetectionSpellID, 757 ) //Lieka: Which spell ID debuff will be cast on players that incur the hammer of the MQGateDetector. This spell will be added as a debuff while zoning. Default: 757 (Resurrection Effects)
RULE_INT ( Zone, MQZoneDetectionSpellID, 757 ) //Lieka: Which spell ID debuff will be cast on players that incur the hammer of the MQGateDetector. This spell will be added as a debuff while zoning. Default: 757 (Resurrection Effects)
RULE_INT ( Zone, MQGhostDetectionSpellID, 757 ) //Lieka: Which spell ID will be cast on players that incur the hammer of the MQGhostDetector. This spell will be actually cast, don't pick a resistable spell. Default: 757 (Resurrection Effects)
.\common\database.h
After:
Code:
bool SetHackerFlag(const char* accountname, const char* charactername, const char* hacked);
Add:
Code:
bool SetMQDetectionFlag(const char* accountname, const char* charactername, const char* hacked, const char* zone);
.\common\database.cpp
After:
Code:
bool Database::SetHackerFlag(const char* accountname, const char* charactername, const char* hacked) {
char errbuf[MYSQL_ERRMSG_SIZE];
char *query = 0;
int32 affected_rows = 0;
if (!RunQuery(query, MakeAnyLenString(&query, "INSERT INTO hackers(account,name,hacked) values('%s','%s','%s')", accountname, charactername, hacked), errbuf, 0,&affected_rows)) {
cerr << "Error in SetHackerFlag query '" << query << "' " << errbuf << endl;
return false;
}
safe_delete_array(query);
if (affected_rows == 0)
{
return false;
}
return true;
}
Add:
Code:
bool Database::SetMQDetectionFlag(const char* accountname, const char* charactername, const char* hacked, const char* zone) { //Lieka: Utilize the "hacker" table, but also give zone information.
char errbuf[MYSQL_ERRMSG_SIZE];
char *query = 0;
int32 affected_rows = 0;
if (!RunQuery(query, MakeAnyLenString(&query, "INSERT INTO hackers(account,name,hacked,zone) values('%s','%s','%s','%s')", accountname, charactername, hacked, zone), errbuf, 0,&affected_rows)) {
cerr << "Error in SetMQDetectionFlag query '" << query << "' " << errbuf << endl;
return false;
}
safe_delete_array(query);
if (affected_rows == 0)
{
return false;
}
return true;
}
.\zone\client.h
After:
Code:
typedef enum {
ZoneToSafeCoords, // Always send ZonePlayerToBind_Struct to client: Succor/Evac
GMSummon, // Always send ZonePlayerToBind_Struct to client: Only a GM Summon
ZoneToBindPoint, // Always send ZonePlayerToBind_Struct to client: Death Only
ZoneSolicited, // Always send ZonePlayerToBind_Struct to client: Portal, Translocate, Evac spells that have a x y z coord in the spell data
ZoneUnsolicited,
GateToBindPoint, // Always send RequestClientZoneChange_Struct to client: Gate spell or Translocate To Bind Point spell
SummonPC, // In-zone GMMove() always: Call of the Hero spell or some other type of in zone only summons
EvacToSafeCoords
} ZoneMode;
Add:
Code:
typedef enum {
MQWarp,
MQZone,
MQGate,
MQGhost
} CheatTypes;
After:
Code:
void AI_Init();
void AI_Start(int32 iMoveDelay = 0);
void AI_Stop();
void Trader_ShowItems();
void Trader_EndTrader();
void Trader_StartTrader();
int8 WithCustomer();
bool CheckCheat();
Add:
Code:
void CheatDetected(CheatTypes Cheat);
bool WarpDetection(bool CTimer, float Distance);
.\zone\client.cpp
Change (Insert Red Lines):
Code:
bool Client::CheckCheat(){
float dx=cheat_x-x_pos;
float dy=cheat_y-y_pos;
float result=sqrtf((dx*dx)+(dy*dy));
return result>(RuleR(Zone, MQWarpDetectorDistance)); //Lieka: Integrated into Rules System; default value is 30, this allows for beyond GM speed without lag.
__________________
Daxum
Former ServerOp - Vallon Zek / Tallon Zek Emu Server - Legit / Guild PvP - (2007 - 2011 RIP)
Last edited by KLS; 07-26-2008 at 01:48 AM..
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03-28-2008, 05:24 PM
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Developer
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Join Date: Oct 2004
Location: THE ATL (wut wut)
Posts: 325
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.\zone\client_packet.cpp
After:
Code:
void Client::Handle_Connect_OP_UpdateAA(const EQApplicationPacket *app) {
SendAATable();
}
Add:
Code:
bool Client::WarpDetection(bool CTimer, float distance)
{
float last_distance;
if (threshold_timer.GetRemainingTime() < 1 && ((RuleR(Zone, MQWarpThresholdTimer)) != -1)) { //Null: If the timer is done, reset threshold, then reset timer //Lieka: Integrated into Rules System.
warp_threshold = (RuleR(Zone, MQWarpLagThreshold)); //Lieka: Integrated warp_threshold value into Rules System. Original Value was 140.
threshold_timer.Start((RuleR(Zone, MQWarpThresholdTimer)), false); //Lieka: Integrated timer duration value into the Rules System. Original Value was 90000 (90 seconds).
}
if ((CTimer))
return false;
else
{
//Null Edit: made warp detector fire only when the sum of all the warps in a period of time are greater than a threshold
//this makes the warp detector more lax on small warps, but still drops the hammer on the big ones.
if (distance>140.0f) {
last_distance = (distance-140.0f);
warp_threshold -= last_distance;
last_warp_distance = last_distance;
}
return (warp_threshold < 0); //Null: If the threshold is met, hit them with the hammer
}
}
void Client::CheatDetected(CheatTypes CheatType)
{ //[Paddy] ToDo: Break warp down for special zones. Some zones have special teleportation pads or bad .map files which can trigger the detector without a legit zone request.
switch (CheatType)
{
case MQWarp://Some zones have serious issues, turning off warp flags for these zones.
if(!((zone->GetZoneID()==2)/*qeynos2*/ || (zone->GetZoneID()==9)/*freportw*/|| (zone->GetZoneID()==10)/*freporte*/ || (zone->GetZoneID()==34)/*nro*/ || (zone->GetZoneID()==24)/*erudin*/ || (zone->GetZoneID()==75)/*Paineel*/ || (zone->GetZoneID()==62)/*Felwitheb*/) && (RuleB(Zone, EnableMQWarpDetector) && ((status < RuleI(Zone, MQWarpExemptStatus) || (RuleI(Zone, MQWarpExemptStatus)) == -1)))) //Lieka: Exempt these zones from the MQWarp detector (This may be depricated now, but these zones were problems in the past)
{
Message(13, "Your account has been reported for hacking.");
database.SetMQDetectionFlag(this->account_name,this->name, "/MQWarp", zone->GetShortName());
SetMana(0); //Lieka: Remove all mana from player.
SetHP(5); //Lieka: Set player's hitpoints to 5.
BuffFadeAll(); //Lieka: Wipe all of player's buffs.
SpellFinished((RuleI(Zone, MQWarpDetectionSpellID)), this); //Lieka: Integrated into Rules System. Spell to cast on players Default: 757 (Resurrection Effects).
worldserver.SendEmoteMessage(0,0,0,13,"<MQWarp Detector>. %s was just caught warping in %s. Come get your free kill!",this->GetName(),zone->GetLongName());
warp_threshold = 1; //Null: bringing the detector back up to one to avoid chain detections.
}
break;
case MQZone:
if(!( (zone->GetZoneID()==31)/*sola*/ || (zone->GetZoneID()==32)/*solb*/ || (zone->GetZoneID()==25)/*nek*/ || (zone->GetZoneID()==27)/*lava*/ ) && (RuleB(Zone, EnableMQZoneDetector))&& ((status < RuleI(Zone, MQZoneExemptStatus) || (RuleI(Zone, MQZoneExemptStatus)) == -1)))) //Lieka: Exempt these zones from the MQZone detector (This may be depricated now, but were problems in the past)
{
Message(13, "Your account has been reported for hacking.");
database.SetMQDetectionFlag(this->account_name,this->name, "/MQZone", zone->GetShortName());
SetMana(0); //Lieka: Remove all mana from player.
SetHP(5); //Lieka: Set player's hitpoints to 5.
BuffFadeAll(); //Lieka: Wipe all of player's buffs.
AddBuff(this,(RuleI(Zone, MQZoneDetectionSpell)),30); //Lieka: Integrated into Rules System. Add (de)buff on player for 30 ticks. Default: 757 (Resurrection Effects).
worldserver.SendEmoteMessage(0,0,0,13,"<MQZone Detector>. %s as just caught using Macroquest to /Zone to %s. Come get your free kill!",this->GetName(),zone->GetLongName()); //Lieka: Broadcast to the server that the MQZone detector has caught a cheater.
}
break;
case MQGate:
if (RuleB(Zone, EnableMQGateDetector)&& ((status < RuleI(Zone, MQGateExemptStatus) || (RuleI(Zone, MQGateExemptStatus)) == -1))) {
Message(13, "Your account has been reported for hacking.");
database.SetMQDetectionFlag(this->account_name,this->name, "/MQGate", zone->GetShortName());
this->SetZone(this->GetZoneID()); //Lieka: Prevent the player from zoning, place him back in the zone where he tried to originally /gate.
SetMana(0); //Lieka: Remove all mana from player.
SetHP(5); //Lieka: Set player's hitpoints to 5.
BuffFadeAll(); //Lieka: Wipe all of player's buffs.
AddBuff(this,(RuleI(Zone, MQGateDetectionSpell)),30); //Lieka: Integrated into Rules System. Add (de)buff on player for 30 ticks. Default: 757 (Resurrection Effects).
worldserver.SendEmoteMessage(0,0,0,13,"<MQGate Detector>. %s was just caught using Macroquest to /Gate to %s. Come get your free kill!",this->GetName(),zone->GetLongName()); //Lieka: Broadcast to the server that the MQGate Detector has caught a cheater.
}
break;
case MQGhost: //Lieka: Not currently implemented, but the framework is in place - just needs detection scenarios identified
if (RuleB(Zone, EnableMQGhostDetector) && ((status < RuleI(Zone, MQGhostExemptStatus) || (RuleI(Zone, MQGhostExemptStatus)) == -1))) {
Message(13, "Your account has been reported for hacking.");
database.SetMQDetectionFlag(this->account_name,this->name, "/MQGhost", zone->GetShortName());
SetMana(0); //Lieka: Remove all mana from player.
SetHP(5); //Lieka: Set player's hitpoints to 5.
BuffFadeAll(); //Lieka: Wipe all of player's buffs.
SpellFinished((RuleI(Zone, MQGhostDetectionSpellID)), this); //Lieka: Integrated into Rules System. Spell to cast on players Default: 757 (Resurrection Effects).
worldserver.SendEmoteMessage(0,0,0,13,"<MQGhost Detector>. %s was just caught using Macroquest to /Ghost to %s. Come get your free kill!",this->GetName(),zone->GetLongName()); //Lieka: Broadcast to the server that the MQGate Detector has caught a cheater.
}
break;
}
}
Change (Insert Red Lines):
Code:
dist = sqrt(dist);
/*[Paddy] Cutting out the Z-Axis check. Not necessary and prevents long falls from triggering */
//tmp = z_pos - ppu->z_pos;
//dist += tmp*tmp;
/* Begin Cheat Detection*/
if ((this->cheat_timer.GetRemainingTime())>1 && (this->cheat_timer.Enabled())) //Lieka: Check to see if the cheat (exemption) timer is active - this is for debugging
{
//Spell timer is currently active
//worldserver.SendEmoteMessage(0,0,0,13,"Timer is Active. %d True: %s",this->cheat_timer.GetRemainingTime(), (this->cheat_timer.GetRemainingTime()>1)? "true" : "false"); //Leika Edit: Enable this to get debug messages.
}
else //Timer has elapsed or hasn't started, let's do a Warp Check
{
if ((WarpDetection(false, dist)) && (((admin <= RuleI(Zone, MQWarpExemptStatus)) || (RuleI(Zone, MQWarpExemptStatus) == -1))) //Exempt from warp detection if admin level is > Rule:Zone:MQWarpExemptStatus
{
printf("Warping Detected by %S Acct: %s Distance: %f.", GetName(), AccountName(), GetLWDistance());
CheatDetected(MQWarp); //Lieka: Execute MQWarp function on offending player
}
}
//Lieka End Edit
Change (Insert Red Lines):
Code:
void Client::Handle_OP_GMSummon(const EQApplicationPacket *app)
{
if (app->size != sizeof(GMSummon_Struct)) {
cout << "Wrong size on OP_GMSummon. Got: " << app->size << ", Expected: " << sizeof(GMSummon_Struct) << endl;
return;
}
this->cheat_timer.Start(5000, false); //Lieka: Exempt in-zone GM Summons from triggering MQWarp detector
OPGMSummon(app);
return;
}
After:
Code:
x_pos = m_pp.x;
y_pos = m_pp.y;
z_pos = m_pp.z;
heading = m_pp.heading;
race = m_pp.race;
base_race = m_pp.race;
gender = m_pp.gender;
base_gender = m_pp.gender;
deity = m_pp.deity;//FYI: DEITY_AGNOSTIC = 396; still valid?
haircolor = m_pp.haircolor;
beardcolor = m_pp.beardcolor;
eyecolor1 = m_pp.eyecolor1;
eyecolor2 = m_pp.eyecolor2;
hairstyle = m_pp.hairstyle;
luclinface = m_pp.face;
// vesuvias - appearence fix
beard = m_pp.beard;
Add:
Code:
this->cheat_timer.Start(2500,false); //Lieka: Prevent tripping the MQWarp detector when logging in after LD - basically gives a grace period for large position changes.
After:
Code:
case SE_InvisVsUndead:
{
invisible_undead = true;
break;
}
case SE_InvisVsAnimals:
{
invisible_animals = true;
break;
}
}
}
}
Add:
Code:
this->cheat_timer.Start(2500,false); //Lieka: Prevent tripping the MQWarp detector when arriving in a new zone.
__________________
Daxum
Former ServerOp - Vallon Zek / Tallon Zek Emu Server - Legit / Guild PvP - (2007 - 2011 RIP)
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03-28-2008, 05:27 PM
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Developer
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Join Date: Oct 2004
Location: THE ATL (wut wut)
Posts: 325
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.\zone\client_process.cpp
Change (Insert Red Lines):
Code:
if (ra->action == 1) {
this->cheat_timer.Start(3500, false); //[Paddy] Allow getting rezzed without triggering
cout << "Player " << this->name << " got a " << (int16)spells[ra->spellid].base[0] << "% Rezz" << endl;
this->BuffFadeAll();
SetMana(0);
SetHP(GetMaxHP()/5);
EQApplicationPacket* outapp = app->Copy();
outapp->SetOpcode(OP_RezzComplete);
Change (Insert Red Lines):
Code:
void Client::OPGMSummon(const EQApplicationPacket *app)
{
GMSummon_Struct* gms = (GMSummon_Struct*) app->pBuffer;
Mob* st = entity_list.GetMob(gms->charname);
if(st && st->IsCorpse())
{
st->CastToCorpse()->Summon(this, false);
}
else
{
if(admin < 80)
{
return;
}
if(st)
{
this->cheat_timer.Start(3500, false);//[Paddy] Allow PC's to be summoned without triggering Warp Detection
Message(0, "Local: Summoning %s to %i, %i, %i", gms->charname, gms->x, gms->y, gms->z);
if (st->IsClient() && (st->CastToClient()->GetAnon() != 1 || this->Admin() >= st->CastToClient()->Admin()))
st->CastToClient()->MovePC((float)gms->x, (float)gms->y, (float)gms->z, this->GetHeading(), 2, true);
else
st->GMMove(this->GetX(), this->GetY(), this->GetZ(),this->GetHeading());
}
else
{
int8 tmp = gms->charname[strlen(gms->charname)-1];
if (!worldserver.Connected())
{
Message(0, "Error: World server disconnected");
}
else if (tmp < '0' || tmp > '9') // dont send to world if it's not a player's name
{
ServerPacket* pack = new ServerPacket(ServerOP_ZonePlayer, sizeof(ServerZonePlayer_Struct));
ServerZonePlayer_Struct* szp = (ServerZonePlayer_Struct*) pack->pBuffer;
strcpy(szp->adminname, this->GetName());
szp->adminrank = this->Admin();
strcpy(szp->name, gms->charname);
strcpy(szp->zone, zone->GetShortName());
szp->x_pos = (float)gms->x;
szp->y_pos = (float)gms->y;
szp->z_pos = (float)gms->z;
szp->ignorerestrictions = 2;
worldserver.SendPacket(pack);
safe_delete(pack);
}
else {
//all options have been exhausted
//summon our target...
this->cheat_timer.Start(3500, false); //Lieka: Don't want to trip the MQWarp detector here either.
if(GetTarget() && GetTarget()->IsCorpse()){
GetTarget()->CastToCorpse()->Summon(this, false);
}
}
}
}
}
.\zone\command.cpp
Change (Insert Red Lines):
Code:
else if (t->IsClient())
{
if(c->Admin() < 150)
{
c->Message(0, "You may not summon a player.");
return;
}
t->CastToClient()->cheat_timer.Start(3500,false); //Lieka: Prevent Zone-to-Zone GM Summons from triggering the MQZone and MQWarp detectors.
c->Message(0, "Summoning player %s to %1.1f, %1.1f, %1.1f", t->GetName(), c->GetX(), c->GetY(), c->GetZ());
t->CastToClient()->MovePC(zone->GetZoneID(), c->GetX(), c->GetY(), c->GetZ(), c->GetHeading(), 2, GMSummon);
}
}
Change (Insert Red Lines):
Code:
if (sep->IsNumber(2) || sep->IsNumber(3) || sep->IsNumber(4)){
//zone to specific coords
c->CastToClient()->cheat_timer.Start(3500,false); //Lieka: Not sure why we put this here... should be an admin if you are zoning to special coordinates by this point.
c->MovePC(zoneid, atof(sep->arg[2]), atof(sep->arg[3]), atof(sep->arg[4]), 0.0f, 0);
}
else {
//zone to safe coords
c->cheat_timer.Start(3500,false); //Lieka: Should only hit this spot if your status is high enough to #zone, but prevent it from triggering the detector anyway.
c->MovePC(zoneid, 0.0f, 0.0f, 0.0f, 0.0f, 0, ZoneToSafeCoords);
}
}
.\zone.mob.h
After:
Code:
inline int16 GetRace() const { return race; }
inline int8 GetGender() const { return gender; }
inline int8 GetTexture() const { return texture; }
inline int8 GetHelmTexture() const { return helmtexture; }
inline int8 GetClass() const { return class_; }
inline uint8 GetLevel() const { return level; }
inline const char* GetName() const { return name; }
Add:
Code:
float GetLWDistance() { return last_warp_distance; } //Null: these are used to return the values to #showstats
float GetWarpThreshold() { return warp_threshold; } //this one too
Change (Insert Red Lines):
Code:
bool fix_pathing;
Timer cheat_timer; //Lieka: Timer used to check for movement exemptions/client-based, unsolicited zone exemptions
Timer threshold_timer; //Null: threshold timer
float warp_threshold; //Null: threshold for warp detector
float last_warp_distance; //Null: last distance logged as a warp, used for logs and #showstats
inline float GetCWPX() const { return(cur_wp_x); }
inline float GetCWPY() const { return(cur_wp_y); }
inline float GetCWPZ() const { return(cur_wp_z); }
.\zone\mob.cpp
Change (Insert Red Lines):
Code:
attack_timer(2000),
attack_dw_timer(2000),
ranged_timer(2000),
tic_timer(6000),
mana_timer(2000),
spellend_timer(0),
cheat_timer(0), //Lieka: Timer for MQ Detector exemptions
stunned_timer(0),
bardsong_timer(6000),
threshold_timer(0), //Lieka: Timer to allow exemptions MQWarp related to lag
#ifdef FLEE_HP_RATIO
flee_timer(FLEE_CHECK_TIMER),
#endif
bindwound_timer(10000)
// mezzed_timer(0)
{
targeted = false;
logpos = false;
tar_ndx=0;
tar_vector=0;
tar_vx=0;
tar_vy=0;
tar_vz=0;
tarx=0;
tary=0;
tarz=0;
AI_Init();
SetMoving(false);
moved=false;
warp_threshold = 140; //Null: set the threshold on creation of mob instance
last_warp_distance = 0; //Null: set this one to zero also just because.
_egnode = NULL;
adverrorinfo = 0;
name[0]=0;
clean_name[0]=0;
lastname[0]=0;
Change (Insert Red Lines):
Code:
logging_enabled = false;
isgrouped = false;
_appearance = eaStanding;
pRunAnimSpeed = 0;
// guildeqid = GUILD_NONE;
spellend_timer.Disable();
cheat_timer.Disable();
bardsong_timer.Disable();
bardsong = 0;
bardsong_target_id = 0;
casting_spell_id = 0;
target = 0;
Change (Insert Red Lines):
Code:
void Mob::ShowStats(Client* client) {
client->Message(0, "Name: %s %s", GetName(), lastname);
client->Message(0, " Level: %i MaxHP: %i CurHP: %i AC: %i Class: %i", GetLevel(), GetMaxHP(), GetHP(), GetAC(), GetClass());
client->Message(0, " MaxMana: %i CurMana: %i ATK: %i Size: %1.1f", GetMaxMana(), GetMana(), GetATK(), GetSize());
client->Message(0, " STR: %i STA: %i DEX: %i AGI: %i INT: %i WIS: %i CHA: %i", GetSTR(), GetSTA(), GetDEX(), GetAGI(), GetINT(), GetWIS(), GetCHA());
client->Message(0, " MR: %i PR: %i FR: %i CR: %i DR: %i", GetMR(), GetPR(), GetFR(), GetCR(), GetDR());
client->Message(0, " Race: %i BaseRace: %i Texture: %i HelmTexture: %i Gender: %i BaseGender: %i", GetRace(), GetBaseRace(), GetTexture(), GetHelmTexture(), GetGender(), GetBaseGender());
client->Message(0, " Last Warp Distance: %f Threshold Remaining: %f", GetLWDistance(), GetWarpThreshold()); //Null: added this to check players last warp distance for debuging.
if (client->Admin() >= 100) {
client->Message(0, " EntityID: %i PetID: %i OwnerID: %i AIControlled: %i", this->GetID(), this->GetPetID(), this->GetOwnerID(), this->IsAIControlled());
if (this->IsClient()) {
client->Message(0, " CharID: %i PetID: %i", this->CastToClient()->CharacterID(), this->GetPetID());
client->Message(0, " Endurance: %i, Max Endurance %i",client->GetEndurance(), client->GetMaxEndurance());
}
Change (Insert Red Lines):
Code:
if (target->IsClient()) {
target->CastToClient()->cheat_timer.Start(3500,false); //Lieka: Prevent Mob Summons from tripping hack detector.
target->CastToClient()->MovePC(zone->GetZoneID(), x_pos, y_pos, z_pos, target->GetHeading(), 0, SummonPC);
}
else
GetHateTop()->GMMove(x_pos, y_pos, z_pos, target->GetHeading());
return true;
}
return false;
}
__________________
Daxum
Former ServerOp - Vallon Zek / Tallon Zek Emu Server - Legit / Guild PvP - (2007 - 2011 RIP)
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03-28-2008, 05:30 PM
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Developer
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Join Date: Oct 2004
Location: THE ATL (wut wut)
Posts: 325
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.\zone\spdat.h
After:
Code:
int GetMinLevel(int16 spell_id);
int CalcBuffDuration_formula(int level, int formula, int duration);
sint32 CalculatePoisonCounters(int16 spell_id);
sint32 CalculateDiseaseCounters(int16 spell_id);
sint32 CalculateCurseCounters(int16 spell_id);
bool IsDiscipline(int16 spell_id);
bool IsResurrectionEffects(int16 spell_id);
bool IsRuneSpell(int16 spell_id);
bool IsMagicRuneSpell(int16 spell_id);
Add:
Code:
bool IsShadowStepSpell(int16 spell_id);
bool IsSuccorSpell(int16 spell_id);
bool IsTeleportSpell(int16 spell_id);
bool IsGateSpell(int16 spell_id);
.\zone\spdat.cpp
After:
Code:
bool IsRuneSpell(int16 spell_id) {
bool Result = false;
if(IsValidSpell(spell_id)) {
for(int i = 0; i < EFFECT_COUNT; i++) {
if(spells[spell_id].effectid[i] == SE_Rune) {
Result = true;
break;
}
}
}
return Result;
}
Add:
Code:
bool IsShadowStepSpell(int16 spell_id) {
if (IsEffectInSpell(spell_id, SE_ShadowStep)){
return true;
}
else {
return false;
}
}
bool IsSuccorSpell(int16 spell_id) {
if (IsEffectInSpell(spell_id, SE_Succor)){
return true;
}
else {
return false;
}
}
bool IsTeleportSpell(int16 spell_id) {
if (IsEffectInSpell(spell_id, SE_Teleport)){
return true;
}
else {
return false;
}
}
bool IsGateSpell(int16 spell_id) {
if (IsEffectInSpell(spell_id, SE_Gate)){
return true;
}
else {
return false;
}
}
.\zone\spell_effects.cpp
Change (Insert Red Lines):
Code:
case SE_SummonPC:
{
if(IsClient()){
CastToClient()->cheat_timer.Start(3500, false); //Lieka: Exempt spells the "SummonPC" effect from triggering the MQWarp detector.
CastToClient()->MovePC(zone->GetZoneID(), caster->GetX(), caster->GetY(), caster->GetZ(), caster->GetHeading(), 2, SummonPC);
Message(15, "You have been summoned!");
} else {
caster->Message(13, "This spell can only be cast on players.");
}
break;
}
.\zone\spells.cpp
Change (Insert Red Lines):
Code:
if(bard_song_mode)
{
if(IsClient())
{
this->CastToClient()->CheckSongSkillIncrease(spell_id);
//Lieka start Edit: Fixing Warp Detector triggered for Bard Songs
if ((IsGateSpell(spell_id)) ||//Lieka Edit Begin: Checking effects within the spell, rather than hardcoding Spell IDs.
(IsTeleportSpell(spell_id)) ||
(IsSuccorSpell(spell_id)) ||
(IsShadowStepSpell(spell_id)) ||
(IsGateSpell(spell_id)))
{
this->cheat_timer.Start(2000,false); //Lieka: Exempt above effects from setting off MQWarp detector due to intrazone movement generated from the bard song effects
}
//Lieka end edit.
}
// go again in 6 seconds
//this is handled with bardsong_timer
// DoCastSpell(casting_spell_id, casting_spell_targetid, casting_spell_slot, 6000, casting_spell_mana);
mlog(SPELLS__CASTING, "Bard song %d should be started", spell_id);
}
else
After:
Code:
else
{
if(IsClient())
{
Client *c = CastToClient();
SendSpellBarEnable(spell_id);
// this causes the delayed refresh of the spell bar gems
c->MemorizeSpell(slot, spell_id, memSpellSpellbar);
// this tells the client that casting may happen again
SetMana(GetMana());
// skills
if(slot < MAX_PP_MEMSPELL)
{
c->CheckIncreaseSkill(spells[spell_id].skill);
// increased chance of gaining channel skill if you regained concentration
c->CheckIncreaseSkill(CHANNELING, regain_conc ? 5 : 0);
c->CheckSpecializeIncrease(spell_id);
}
Add:
Code:
if ((IsGateSpell(spell_id)) ||//Lieka Edit Begin: Checking effects within the spell, rather than hardcoding Spell IDs.
(IsTeleportSpell(spell_id)) ||
(IsSuccorSpell(spell_id)) ||
(IsShadowStepSpell(spell_id)) ||
(IsGateSpell(spell_id)))
{
c->cheat_timer.Start(2000,false); //Lieka: Exempt above effects from setting off MQWarp detector due to intrazone movement generated from the spell effects
}
After:
Code:
if // Bind Sight line of spells
(
spell_id == 500 || // bind sight
spell_id == 407 // cast sight
)
{
action->target = GetID();
}
else
{
action->target = spelltar->GetID();
}
action->level = caster_level; // caster level, for animation only
action->type = 231; // 231 means a spell
action->spell = spell_id;
action->sequence = (int32) (GetHeading() * 2); // just some random number
action->instrument_mod = GetInstrumentMod(spell_id);
action->buff_unknown = 0;
Add:
Code:
//Lieka start Edit: Fixing Warp Detector triggered by spells cast on the player.
if ((IsGateSpell(spell_id)) ||//Lieka Edit Begin: Checking effects within the spell, rather than hardcoding Spell IDs.
(IsTeleportSpell(spell_id)) ||
(IsSuccorSpell(spell_id)) ||
(IsShadowStepSpell(spell_id)) ||
(IsGateSpell(spell_id)))
{
spelltar->cheat_timer.Start(2000,false); //Lieka: Exempt above effects from setting off MQWarp detector due to intrazone movement generated from the spell effects
}
//Lieka end edit.
.\zone\zone.h
Change:
Code:
ZonePoint* GetClosestZonePoint(float x, float y, float z, int32 to, float max_distance = 40000.0f);
To:
Code:
ZonePoint* GetClosestZonePoint(float x, float y, float z, int32 to, float max_distance = 40000.0f, Client* client = NULL);
.\zone\zone.cpp
Change:
Code:
ZonePoint* Zone::GetClosestZonePoint(float x, float y, float z, int32 to, float max_distance) {
To:
Code:
ZonePoint* Zone::GetClosestZonePoint(float x, float y, float z, int32 to, float max_distance, Client* client) {
Change (Insert Red Lines):
Code:
if(closest_dist>(200.0f*200.0f) && closest_dist<max_distance2)
{
client->CheatDetected(MQZone); //[Paddy] Someone is trying to use /zone
LogFile->write(EQEMuLog::Status, "WARNING: Closest zone point for zone id %d is %f, you might need to update your zone_points table if you dont arrive at the right spot.",to,closest_dist);
LogFile->write(EQEMuLog::Status, "<Real Zone Points>. %f x %f y %fz ",x,y,z);
//worldserver.SendEmoteMessage(0,0,0,13,"<Real Zone Points>. %f x %f y %fz ",x,y,z);
closest_zp = NULL; //Lieka: Prevent the zone request from happening.
}
if(closest_dist > max_distance2)
closest_zp = NULL;
if(!closest_zp)
closest_zp = GetClosestZonePointWithoutZone(x,y,z);
return closest_zp;
}
__________________
Daxum
Former ServerOp - Vallon Zek / Tallon Zek Emu Server - Legit / Guild PvP - (2007 - 2011 RIP)
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03-28-2008, 05:32 PM
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Developer
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Join Date: Oct 2004
Location: THE ATL (wut wut)
Posts: 325
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.\zone\zoning.cpp
After:
Code:
case ZoneToSafeCoords:
//going to safe coords, but client dosent know where?
//assume it is this zone for now.
Add:
Code:
cheat_timer.Start(35000,false); //Lieka: Allow Zone/Evac to Safe Coords without triggering MQWarp detector.
After:
Add:
Code:
cheat_timer.Start(35000,false); //Lieka: Allow Inter-Zone GM Summons without triggering MQZone detectors.
After:
Code:
case ZoneSolicited: //we told the client to zone somewhere, so we know where they are going.
Add:
Code:
cheat_timer.Start(3500,false); //Lieka: Allow Server Forced Zoning without triggering MQZone detector.
After:
Code:
case ZoneUnsolicited: //client came up with this on its own.
zone_point = zone->GetClosestZonePointWithoutZone(GetX(), GetY(), GetZ(), ZONEPOINT_NOZONE_RANGE);
if(zone_point) {
//we found a zone point, which is a reasonable distance away
//assume that is the one were going with.
Add:
Code:
cheat_timer.Start(3500,false); //Lieka: Allow Zone normal zoning without triggering MQZone detector.
After:
Code:
} else {
//unable to find a zone point... is there anything else
//that can be a valid un-zolicited zone request?
Add:
Code:
this->CheatDetected(MQZone); //Lieka: Bring down the hammer, they are trying to zone without meeting any of the above criteria.
After:
Code:
if(zone_mode == ZoneUnsolicited) {
zone_point = zone->GetClosestZonePoint(GetX(), GetY(), GetZ(), target_zone_id, ZONEPOINT_ZONE_RANGE);
//if we didnt get a zone point, or its to a different zone,
//then we assume this is invalid.
if(!zone_point || zone_point->target_zone_id != target_zone_id) {
Message(13, "Invalid unsolicited zone request.");
LogFile->write(EQEMuLog::Error, "Zoning %s: Invalid unsolicited zone request to zone id '%d'.", GetName(), target_zone_id);
Add:
Code:
if ((this->cheat_timer.GetRemainingTime())<1 || (!this->cheat_timer.Enabled())){ //Lieka: Disable MQGate Detector if timer is active.
this->CheatDetected(MQGate);
}
Change (Insert Red Lines):
Code:
[color=red] //for now, there are no other cases...
//could not find a valid reason for them to be zoning, stop it.
this->CheatDetected(MQZone); //Lieka: Bring down the hammer, we don't let hackers off that easily...
Message(13, "Invalid unsolicited zone request.");
LogFile->write(EQEMuLog::Error, "Zoning %s: Invalid unsolicited zone request to zone id '%s'. Not near a zone point.", GetName(), target_zone_name);
SendZoneCancel(zc);
return;
Change (Insert Red Lines):
Code:
//enforce min status and level
if (!ignorerestrictions && (Admin() < minstatus || GetLevel() < minlevel)) {
this->cheat_timer.Start(3500,false); //Lieka: Don't set off warp detector for when a player is moved to the safe-spot for trying to access a zone without the appropriate level or status requirements (i.e. zoning into FearPlane at level 30, etc)
myerror = ZONE_ERROR_NOEXPERIENCE;
}
if(!ignorerestrictions && flag_needed[0] != '\0') {
//the flag needed string is not empty, meaning a flag is required.
if(Admin() < minStatusToIgnoreZoneFlags && !HasZoneFlag(target_zone_id)) {
this->cheat_timer.Start(3500,false); //Lieka: Don't set off warp detector for when a player is moved to the safe-spot for trying to access a zone without the appropriate flag.
Message(13, "You must have the flag %s to enter this zone.");
myerror = ZONE_ERROR_NOEXPERIENCE;
}
}
After:
Code:
void Client::SendZoneCancel(ZoneChange_Struct *zc) {
//effectively zone them right back to where they were
//unless we find a better way to stop the zoning process.
EQApplicationPacket *outapp;
Add:
Code:
cheat_timer.Start(3500,false); //Lieka: Disable MQ Warp & MQ Gate Detector when zoning fails. (not high enough level, etc)
After:
Code:
void Client::SendZoneError(ZoneChange_Struct *zc, sint8 err) {
LogFile->write(EQEMuLog::Error, "Zone %i is not available because target wasn't found or character insufficent level", zc->zoneID);
Add:
Code:
cheat_timer.Start(3500,false);//Lieka: Disable /Warp & /Gate Detector when zoning fails. (not high enough level, etc)
Change (insert red lines):
Code:
switch(zm) {
case EvacToSafeCoords:
this->cheat_timer.Start(2500,false);// Null: added a timers to this location because sometimes the ones in the other locations of code were not doing the job
case ZoneToSafeCoords:
this->cheat_timer.Start(2500,false);
x = zone->safe_x();
y = zone->safe_y();
z = zone->safe_z();
heading = heading;
break;
case GMSummon:
this->cheat_timer.Start(2500,false);
zonesummon_x = x_pos = x;
zonesummon_y = y_pos = y;
zonesummon_z = z_pos = z;
heading = heading;
zonesummon_id = zoneID;
zonesummon_ignorerestrictions = 1;
break;
case ZoneSolicited:
this->cheat_timer.Start(2500,false);
zonesummon_x = x;
zonesummon_y = y;
zonesummon_z = z;
heading = heading;
zonesummon_id = zoneID;
zonesummon_ignorerestrictions = ignorerestrictions;
break;
case GateToBindPoint:
this->cheat_timer.Start(2500,false);
x = x_pos = m_pp.binds[0].x;
y = y_pos = m_pp.binds[0].y;
z = z_pos = m_pp.binds[0].z;
heading = m_pp.binds[0].heading;
break;
case ZoneToBindPoint:
this->cheat_timer.Start(2500,false);
x = x_pos = m_pp.binds[0].x;
y = y_pos = m_pp.binds[0].y;
z = z_pos = m_pp.binds[0].z;
heading = m_pp.binds[0].heading;
zonesummon_ignorerestrictions = 1;
LogFile->write(EQEMuLog::Debug, "Player %s has died and will be zoned to bind point in zone: %s at LOC x=%f, y=%f, z=%f, heading=%f", GetName(), pZoneName, m_pp.binds[0].x, m_pp.binds[0].y, m_pp.binds[0].z, m_pp.binds[0].heading);
break;
case SummonPC:
this->cheat_timer.Start(2500,false);
zonesummon_x = x_pos = x;
zonesummon_y = y_pos = y;
zonesummon_z = z_pos = z;
heading = heading;
break;
default:
LogFile->write(EQEMuLog::Error, "Client::ZonePC() received a reguest to perform an unsupported client zone operation.");
ReadyToZone = false;
break;
}
__________________
Daxum
Former ServerOp - Vallon Zek / Tallon Zek Emu Server - Legit / Guild PvP - (2007 - 2011 RIP)
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03-28-2008, 05:36 PM
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Developer
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Join Date: Oct 2004
Location: THE ATL (wut wut)
Posts: 325
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REQUIRED SQL:
Code:
ALTER TABLE `hackers`
ADD COLUMN `zone` TEXT AFTER `hacked`;
ADD COLUMN `date` TIMESTAMP NOT NULL DEFAULT CURRENT_TIMESTAMP AFTER `zone`;
Code:
insert into rule_values values (0, Zone:EnableMQWarpDetector, False);
insert into rule_values values (0, Zone:EnableMQZoneDetector, False);
insert into rule_values values (0, Zone:EnableMQGateDetector, False);
insert into rule_values values (0, Zone:EnableMQGhostDetector, False);
insert into rule_values values (0, Zone:MQWarpExemptStatus, 50);
insert into rule_values values (0, Zone:MQGateExemptStatus, 50);
insert into rule_values values (0, Zone:MQZoneExemptStatus, 50);
insert into rule_values values (0, Zone:MQGateExemptStatus, 50);
insert into rule_values values (0, Zone:MQWarpDetectorDistance, 30);
insert into rule_values values (0, Zone:MQWarpLagThreshold, 140);
insert into rule_values values (0, Zone:MQWarpThresholdTimer, 90000);
insert into rule_values values (0, Zone:MQWarpDetectionSpellID, 757);
insert into rule_values values (0, Zone:MQGateDetectionSpellID, 757);
insert into rule_values values (0, Zone:MQZoneDetectionSpellID, 757);
insert into rule_values values (0, Zone:MQGhostDetectionSpellID, 757);
There are 15 new rules created as a result of this addition. Here is a breakdown of each:
Zone:EnableMQWarpDetector //Lieka: Enable the MQWarp Detector. Set to False to disable this feature.
Zone:EnableMQZoneDetector //Lieka: Enable the MQZone Detector. Set to False to disable this feature.
Zone:EnableMQGateDetector //Lieka: Enable the MQGate Detector. Set to False to disable this feature.
Zone:EnableMQGhostDetector //Lieka: Enable the MQGhost Detector. Set to False to disable this feature.
Zone:MQWarpExemptStatus //Lieka: Required account status to exempt the MQWarpDetector. Set to -1 to disable this feature.
Zone:MQZoneExemptStatus //Lieka: Required account status to exempt the MQWarpDetector. Set to -1 to disable this feature.
Zone:MQGateExemptStatus //Lieka: Required account status to exempt the MQWarpDetector. Set to -1 to disable this feature.
Zone:MQGhostExemptStatus //Lieka: Required account status to exempt the MQWarpDetector. Set to -1 to disable this feature.
Zone:MQWarpDetectorDistance //Lieka: Distance a player must travel between client to server location updates before a warp is registered. 30 allows for beyond GM speed without lag.
Zone:MQWarpLagThreshold //Lieka: Distance beyond the Zone:MQWarpDetectorDistance that a player must travel within the MQWarpThresholdTimer amount of time before tripping the MQWarp detector. Set to 0 to disable this feature.
Zone:MQWarpThresholdTimer //Lieka: Amount of time before the warp_threshold resets to the Zone:MQWarpLagThreshold value. Default: 90000 (900 seconds
Zone:MQWarpDetectionSpellID //Lieka: Which spell ID will be cast on players that incur the hammer of the MQ Detector. This spell will be actually cast don't pick a resistible spell. Default: 757 (Resurrection Effects)
Zone:MQZoneDetectionSpellID //Lieka: Which spell ID debuff will be cast on players that incur the hammer of the MQGateDetector. This spell will be added as a debuff while zoning. Default: 757 (Resurrection Effects)
Zone:MQGateDetectionSpellID //Lieka: Which spell ID debuff will be cast on players that incur the hammer of the MQGateDetector. This spell will be added as a debuff while zoning. Default: 757 (Resurrection Effects)
Zone:MQGhostDetectionSpellID //Lieka: Which spell ID will be cast on players that incur the hammer of the MQGhostDetector. This spell will be actually cast don't pick a resistible spell. Default: 757 (Resurrection Effects)
__________________
Daxum
Former ServerOp - Vallon Zek / Tallon Zek Emu Server - Legit / Guild PvP - (2007 - 2011 RIP)
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03-29-2008, 12:42 PM
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Sarnak
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Join Date: Dec 2006
Posts: 68
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Awsome man, thank you for the wonderful contribution to the emu community!
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03-29-2008, 02:51 PM
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Administrator
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Join Date: Sep 2006
Posts: 1,348
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Yeah, thank you much. This is very much needed, I'm gonna let it sit on PEQ for a bit and see what CD thinks about it before moving it to official source. If there's a situation where false positives happen a lot I'd just like to resolve it before it gets put in is all.
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03-31-2008, 01:54 AM
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Dragon
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Join Date: May 2006
Location: Cincinnati, OH
Posts: 689
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Absolutely brilliant! Always such quality from you
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04-02-2008, 06:51 AM
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AX Classic Developer
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Join Date: May 2006
Location: filler
Posts: 2,049
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I moved part of this to another forum (Development:: Development) as "MQWarp/MQZone/MQGate Detector Discussion".
This forum is intended for submissions only, so I tried to split up the thread as best I could - use the new thread for discussion.
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11-24-2011, 12:50 AM
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Sarnak
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Join Date: Dec 2007
Posts: 60
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Thread necroing, sorry -- Wondering if there was a way to implement punishment via perl script, or debuff ?
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