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Get rid of player fire rate suspicion
This was super primitive & jank, and caused false positives. Will replace with a polished system later on.
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@ -137,26 +137,6 @@ static void pcAttackNpcs(CNSocket *sock, CNPacketData *data) {
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Player *plr = PlayerManager::getPlayer(sock);
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auto targets = (int32_t*)data->trailers;
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// rapid fire anti-cheat
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// TODO: move this out of here, when generalizing packet frequency validation
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time_t currTime = getTime();
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if (currTime - plr->lastShot < plr->fireRate * 80)
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plr->suspicionRating += plr->fireRate * 100 + plr->lastShot - currTime; // gain suspicion for rapid firing
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else if (currTime - plr->lastShot < plr->fireRate * 180 && plr->suspicionRating > 0)
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plr->suspicionRating += plr->fireRate * 100 + plr->lastShot - currTime; // lose suspicion for delayed firing
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plr->lastShot = currTime;
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if (pkt->iNPCCnt > 3) // 3+ targets should never be possible
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plr->suspicionRating += 10000;
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if (plr->suspicionRating > 10000) { // kill the socket when the player is too suspicious
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sock->kill();
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CNShardServer::_killConnection(sock);
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return;
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}
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/*
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* IMPORTANT: This validates memory safety in addition to preventing
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* ordinary cheating. If the client sends a very large number of trailing
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@ -581,21 +561,6 @@ static void projectileHit(CNSocket* sock, CNPacketData* data) {
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return;
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}
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// rapid fire anti-cheat
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time_t currTime = getTime();
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if (currTime - plr->lastShot < plr->fireRate * 80)
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plr->suspicionRating += plr->fireRate * 100 + plr->lastShot - currTime; // gain suspicion for rapid firing
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else if (currTime - plr->lastShot < plr->fireRate * 180 && plr->suspicionRating > 0)
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plr->suspicionRating += plr->fireRate * 100 + plr->lastShot - currTime; // lose suspicion for delayed firing
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plr->lastShot = currTime;
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if (plr->suspicionRating > 10000) { // kill the socket when the player is too suspicious
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sock->kill();
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CNShardServer::_killConnection(sock);
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return;
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}
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/*
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* initialize response struct
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* rocket style hit doesn't work properly, so we're always sending this one
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@ -78,8 +78,6 @@ struct Player : public Entity, public ICombatant {
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uint64_t iFirstUseFlag[2] = {};
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time_t lastHeartbeat = 0;
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int suspicionRating = 0;
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time_t lastShot = 0;
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std::vector<sItemBase> buyback = {};
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Player() { kind = EntityKind::PLAYER; }
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