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Change-Speed Detectation
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Staff_Stanic
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Dimension Shard

Post: #1
Change-Speed Detectation
Hello guys!
I think that I'm not the only one that have problems with irregular players using Change-Speed...
I already saw a lot of scripts to detect this, but never anyone appeared to be security or useful.

Soo... Is possible create a script to detect Change-Speed? How the algorithm should detect irregularity? What Sphere's devs can do to improve our chances to make a good script?
(This post was last modified: 03-17-2014 05:53 AM by Staff_Stanic.)
03-06-2014 12:29 PM
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Awaken
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Post: #2
RE: Change-Speed Detectation
The actual problem if... the scripts and the trigger @UserExWalkLimit, "works" if the player abuse of speedhack, but if player use in certain moments, without abuse (example: when last hit at the enemy) , the trigger can´t detect him.

It´s a hard headache the speedhack :/

If any know more information is welcome Big Grin
(This post was last modified: 03-07-2014 01:36 AM by Awaken.)
03-07-2014 01:35 AM
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Feeh
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Post: #3
RE: Change-Speed Detectation
The client/server protocol does have an specific way to check if the client is speedhacking. Talking about packets, each step is followed by a random number that should be generated by sphere and sent back to the server to validate the step. When the player log in the server send six of these random numbers to the client, and when the client is about to send the last one the server resend six new numbers to the client only if the last walk packet time is sent AFTER the next update time.
I was not able to reproduce this system using sphere some time ago, but I made it for RunUO.

I can give more information about it if anyone find it usefull

Feeh/Epila - Nightly releases / SphereWiki / Github Issues / Sphere's GitHub
(This post was last modified: 03-09-2014 01:50 AM by Feeh.)
03-07-2014 03:25 AM
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Staff_Stanic
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Dimension Shard

Post: #4
RE: Change-Speed Detectation
(03-07-2014 03:25 AM)Feeh Wrote:  The client/server protocol does have an specific way to check if the client is speedhacking. Talking about packets, each step is followed by a random number that should be generated by sphere and sent back to the server to validate the step. When the player log in the server send six of these random numbers to the client, and when the client is about to send the last one the server resend six new numbers to the client only if the last walk packet time is sent AFTER the next update time.
I was not able to reproduce this system using sphere some time ago, but I made it for RunUO.

I can give more information about it if anyone find it usefull
Aww! This is great thing. Tell me more Big Grin
How do you detected this numbers in RunUO?

Devs, can you say something about this? Tongue
(This post was last modified: 03-08-2014 01:02 PM by Staff_Stanic.)
03-08-2014 01:00 PM
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Feeh
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Post: #5
RE: Change-Speed Detectation
You will have to hook the walk packets and extract the walk key and seq from them and send the keys to the client
RunUO does not come with this by default (nor POL), it does use another technique to detect fastwalk (which seems to be very accurate)

Contact me and I can help you to port the script from my RunUO to Sphere. It contains a lot of details you should be aware of to not harm the non-speedhackers on the server

Feeh/Epila - Nightly releases / SphereWiki / Github Issues / Sphere's GitHub
(This post was last modified: 03-09-2014 06:19 AM by Feeh.)
03-09-2014 02:27 AM
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Awaken
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Post: #6
RE: Change-Speed Detectation
Any news?
Some information for the community for speed change detection?
03-11-2014 09:15 PM
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Staff_Stanic
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Dimension Shard

Post: #7
RE: Change-Speed Detectation
(03-11-2014 09:15 PM)Awaken Wrote:  Any news?
Some information for the community for speed change detection?
Yesterday I developed a script that checks for each 100ms the distance that the player walk between this delay. For normals players the max distance is 5 tiles. Until this moment any player was detected with 6 or more tiles, but I'll continue trying to improve this algoritm. The biggest problem is that the minimum timing that can be done in Sphere for each interaction is 100ms (using timerd function), if was possible something like 1ms would be nice.
I don't think that this is the best method to check with a player is using Change-Speed.

I'm talking with Feeh to learn more about what he said...
03-12-2014 01:36 PM
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XuN
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Post: #8
RE: Change-Speed Detectation
We all will thank him if he shares here what he knows about.
03-12-2014 05:49 PM
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Awaken
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Post: #9
RE: Change-Speed Detectation
Any news? information? SOMETHING!

This is me whit packets and the speedhack
[Image: wall-hit-o.gif]
03-14-2014 10:34 PM
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darksun84
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Post: #10
RE: Change-Speed Detectation
I'll just check with the boys down at the crime lab, they've got four more detectives working on the case. They got us working in shifts!

From Great Leboswky
03-15-2014 12:44 AM
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