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CheatDetector 0.5.2.1


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Originally Posted by dyn*:

 

Will this plugin work without Metabans? I am only using PBBans right now.

This plugin has nothing to do with metabans. So to answer your question: You do not need metans to use CD.
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Originally Posted by propbndr*:

 

Sorry in advance if this has already been answered. If it has, I cannot find it. How can a novice user tell if this plugin is operating? I have it operational but, when joining the server I can see no indication that it ran a check on me.

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Originally Posted by grizzlybeer*:

 

Sorry in advance if this has already been answered. If it has, I cannot find it. How can a novice user tell if this plugin is operating? I have it operational but, when joining the server I can see no indication that it ran a check on me.

using the default options (debug level 1) you will only see messages for (at least) suspicious players. if there are none -> no msgs

you can set the debug level to 2 (5. Debug -> Debug Level (0-5)). then you will see one message for every new player on your server like this:

 

[15:09:18 34] CD - marutXXXX: 0%

...

this indicates that the plugin is working

 

 

Hi,

 

Would it be possible to add either the player EA GUID or PB GUID to the logging?

It would be greatly appreciated, as it is time consuming looking up PB GUIDs.

I normally manually look up players with

 

Thanks for the great work, this plugin really helps a lot towards running a cleaner server.

 

PS: Just one comment: It does look to me (with double XP events/Metro/TDM players etc) as if SPM is too strict. I do see a lot of legit players having a suspicious stat of high SPM.

i can provide the option to customize the log messages or generally add more info in the next update. so YES :-)

for now you can use ACI history to find the pbguid

http://history.anticheatinc.com/bf3/

 

i will also take a closer look at the spm, though i cant say what is best there now

 

PS: my procon host messed up my connection permissions (i guess) so i cant reach the db since a week. this further delays stuff :-( sorry

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Originally Posted by propbndr*:

 

using the default options (debug level 1) you will only see messages for (at least) suspicious players. if there are none -> no msgs

you can set the debug level to 2 (5. Debug -> Debug Level (0-5)). then you will see one message for every new player on your server like this:

 

 

 

this indicates that the plugin is working

Thanks, it turns out that the layer was running plugins in sandbox and preventing CD from working. Disabling layer sandbox fixed that problem.
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Originally Posted by grizzlybeer*:

 

any news on when this plugin will use the battlelog cache plugin?

Working on it. I have it in an alpha stage running. Gonna continue when I get home

 

Expect a release this weekend if all goes well :-)

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Originally Posted by kcuestag*:

 

Working on it. I have it in an alpha stage running. Gonna continue when I get home

 

Expect a release this weekend if all goes well :-)

That's awesome, looking forward to it!
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Originally Posted by IAF-SDS*:

 

any news on when this plugin will use the battlelog cache plugin?

Do you realize that the Cheat Detector plugin has probably the least load on battlelog, and it will work BETTER for you if it doesn't use cached stats?

 

Cheat Detector only makes 1 stats request every 30 seconds.

 

CD = 1 stat every 30 secs which means .033 stat request every second x 20 seconds = 0.67 stat request every 20 seconds

 

 

 

Throttling for battlelog happens if you exceed 15 requests every 20 seconds.

 

This plugin only uses 0.67 request or less than 1 request every 20 seconds.

 

In other words, Im not sure you will get any benefit from cached stats with Cheat Detector because of it's already insignificant request rate and because cached stats would prevent Cheat Detector from working until the next day or longer when it obtained cached stats again.

 

Grizzly may correct me if Im wrong, but what's the point of caching Cheat Detector stats when those same stats won't be useful between the time it collected them and the next time it updates the cached stats again? If it didn't ban a player when the stats were collected, then those same stats when stored are useless for Cheat Detector.

 

Example to illustrate:

 

• Hacker X connects with 3 out of 4 required suspicious stats, but CD does not ban since it needs 4 suspicious stats.

• Stats are cached (stored), but they are useless in this cached state because they will only yield the same result from when it first collected them, and this results in CD not acting to ban.

• Hacker X connects again some hours later, but now his stats qualify for the 4 out of 4 suspicious stats. However, Cheat Detector will NOT ban him, because it is relying on cached stats which it will not update until the next day. So for now, the cheater who would have been banned is running around with immunity until Cheat Detector updates its stats the next day or longer.

• Hacker X connects the next day, and this time 4 out of 4 required suspicious stats are obtained from battlelog (via cached stats or directly).

• Now CD will ban, but at least one day late.

 

In the example above, Cheat Detector was actually prohibited from acting to ban a hacker because it had to wait 24 hours or longer to get updated cached stats. In fact, it's possible because it was prevented from acting by having to wait a day or longer to get the next cached stats, by the time the hacker comes back again in the future, he may have intentionally reduced his stats to avoid detection where CD could have caught him during the time it had to wait to get cached stats. I realize it's a timing issue, because he would have to connect again to be scanned for current real time stats normally, but at least if he connects more than once per day it would have a chance to catch him with real time stats.

 

I guess the benefit (perhaps at the detriment described above) in using cached stats is that it won't have to get stats for the same clean players if they connect more than once to your server every day. But in reality, even these requests are so insignificant that it probably doesn't provide any noticeable benefit if you use CD with cached stats.

 

I mostly see detriment in using cached stats for Cheat Detector, because we all know that a hacker running full hacks will sky rocket his stats every hour or so, and if you use stats only collected every 24 hours or longer, you will fail to catch him in a timely manner.

 

Just pointing this out because this plugin is AWESOME and if you're not using it because it's not using cached stats, that's a mistake.

 

My admins joke around in our admins forum and say this plugin has almost put them out of work, because it does such an amazing job at catching hackers.

 

 

Grizzly, please add an option to enable and disable the use of cached stats for Cheat Detector so the guys who want to use cached stats can, and if others prefer real time stats instead, they would still be able to use such real time stats.

 

Thanks for your awesome Cheat Detector Grizzly! It is one of my favorite plugins.

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Originally Posted by kcuestag*:

 

IAF SDS, I've seen the debug monitor of CheaDetector claiming it exceeded Battlelog's request limit a few times. It doesn't happen too often, but it does happen.

 

Battlelog Cache won't make this plugin much better, but it will help I think, although Battlelog CAche would really help plugins like true balancer.

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Originally Posted by IAF-SDS*:

 

Yeah I agree cache will help balancers more.

 

Im really surprised you've seen CD exceed BL's limit when it only uses 0.67 or less than 1 request every 20 seconds. I wonder if something else was going on to cause it because I can't see how CD would by itself exceed anything with such a low request rate.

 

I bet Grizzly will add cache for you and others with the option to enable and disable using it.

 

But for sure, use Cheat Detector with or without cache because it is awesome.

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Originally Posted by kcuestag*:

 

Honestly I'm sure CD exceeded BL's limit because of other plugins like True Balancer BF3, not because of CD it's self. :tongue:

 

And yes, this plugin is awesome, I didn't know about it until few days ago and I really like it, no more worrying about cheaters on the server while I'm away from home.

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Originally Posted by PapaCharlie9*:

 

If CD is the only plugin doing BL requests, you are right. If any other plugin makes BL requests from the same IP address, though, everyone benefits from using BC, not the least Battlelog itself. If IL just did a full weapon stats fetch 5 seconds ago, you don't want CD to do it again, trust me.

 

Even if Battlelog Cache has inarguable negative impact on all plugins, it is still worthwhile, because the alternative is that DICE shuts down public access to stats. We're trying to cooperate with DICE in helping them manage their server load by reducing our own contribution to it.

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Originally Posted by grizzlybeer*:

 

PLUGIN HAS BEEN UPDATED TO VERSION 0.3

 

0.3

-NEW: You can now use Battlelog Cache to reduce traffic. (0. Ban Method and Whitelist and BattlelogCache -> Use BattlelogCache if available)

-FIX: The Output on certain debug levels have been adjusted to be not so spamming.

-FIX: 2 Typos in Weapon Names have been fixed (M1911 Tactical) which caused this weapon to not be analyzed for k/h and k/m.

-FIX: Under certain circumtances endless ingame notification could happen. This is now fixed.

-FIX: When a player is banned (TBan and Ban) a Kick will make sure the player is gone.

-FIX: Added placeholders %pbguid% and %eaguid% to the messages.

-FIX: Increased the max TBan time to 100 years (was 1 year), but you might as well use permanent there :-)

-FIX: Several internal code improvements.

 

Thx for all the ideas :-)

 

If you spot any bugs, please report them here.

 

The basic mechanism works like this.

THX again PapaCharlie :-) This was really helpful
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Originally Posted by IAF-SDS*:

 

Great, thank you Grizzly!

 

How do the following new placeholders work?

 

-FIX: Added placeholders %pbguid% and %eaguid% to the messages.

 

Is this to add someone's GUID to the reason field? Just wondering why we would when the GUID is already logged with the ban.

 

 

Also, there's no longer a packages folder in the current version of ProCon.

 

Is it okay to ignore the packages folder in your download?

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Originally Posted by grizzlybeer*:

 

Huge thanks man!!! Gonna give this a try, expect a donation soon!

that is very nice :-)

 

Great, thank you Grizzly!

 

How do the following new placeholders work?

 

-FIX: Added placeholders %pbguid% and %eaguid% to the messages.

 

Is this to add someone's GUID to the reason field? Just wondering why we would when the GUID is already logged with the ban.

yes. you can use the placeholders in all messages (kick, tban, ban, notify) if you want.

a user here asked for it very nicely :-)

 

Also, there's no longer a packages folder in the current version of ProCon.

 

Is it okay to ignore the packages folder in your download?

yes, you can ignore that folder. it has no effect on the plugin. its just for the package system. which is now gone as i understand
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  • 1 month later...

Originally Posted by zloyactivist*:

 

Dear grizzlybeer, hello!

This plugin checks only at the entrance to the players on the server?

Continues to check players during gameplay?

Let's say that a normal player statistics, and he uses cheats for a short time.

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Originally Posted by grizzlybeer*:

 

in the current version players are checked once when they enter the server.

 

in one of the next versions there will be a "live protection" to check the stats of the players in that particular round

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Originally Posted by LumPenPacK*:

 

in the current version players are checked once when they enter the server.

 

in one of the next versions there will be a "live protection" to check the stats of the players in that particular round

That sounds great!
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  • 3 weeks later...
  • 1 month later...

Originally Posted by grizzlybeer*:

 

CHEAT DETECTOR HAS BEEN UPDTED TO VERSION 0.4

0.4

 

  • NEW: Live Check: CheatDetector will now monitor the players on your server for headshots per kills and kills per minute. Cheating is considered >91% HS/K or >8 KPM with more than 20 kills. A check is made every 5 minutes. Whitelist and messages apply here too. (0. Ban Method and Whitelist and BattlelogCache -> Enable Live Check)
  • NEW: Stream Players to 247FairPlay.com: If enabled CheatDetector will contact http://www.247fairplay.com/cheatdetector.php every 30 minutes to add the players on your server to a database (the plugin will not be blocked by this and errors (for example: you cant reach 247fairplay.com) wont show up in the log. its "fire and forget"). This DB will be used to do stats checks and various other checks. If a cheater is detected, he will be banned through the MetaBans Account @CheatDetector (http://metabans.com/CheatDetector).
  • FIX: Stats Check: Weapons with more headshots than kills (except shotguns, rockets and the like) and more than 20 kills will be treated as IMPOSSIBLE (=cheating).
  • NEW: Settings: Enable Live Check.
  • NEW: Settings: Enable Stats Check.
  • NEW: Settings: Stream Players to 247FairPlay.com
  • NEW: Settings: Exclude Non-ReservedSlots/ServerVIPs: will automatically remove players from the plugins whitelist that are not in your ReservedSlots List
  • FIX: Several internal code improvements.

Live Check

From version 0.4 CheatDetector features a Live Protection.

Every 5 minutes all players (except players in the whitelist) will be checked for their headshots per kills (hs/k) and kills per minute (kpm) during their time on your server.

A player is considered cheating if he has > 91% hs/k or > 8 kpm with at least 20 kills. This is basically (average over all weapons) the same limit CheatDetector uses for Stats Check.

Note that Live Check does not distinguish between weapons or vehicles. (This is not reported by the game server)

 

Example:

 

[16:15:02] CD - LiveCheck SUSPECTED CHEATING OMonkeyOoOoOo kills: 30 hs: 30 time: 9,59 hs/k: 100% kpm: 3,12

 

If 0. Enable Live Check is set to "Yes" these 2 players will be kicked (or banned, depending on your settings).

For the message displayed to the kicked player %suspiciousstat% will be replaced with "too many hs/k or k/min (CD - LiveCheck)" instead of a certain weapon.

This will protect your server from cheaters with clean (or resetted) stats. You can see the checks for non-cheaters on debug level >=3.

 

Stream players to 247FairPlay.com

http://www.247FairPlay.com is a website providing stats, forum and ban appeal for my server and my bans.

Since version 0.4 you can stream the players on your server to a database at 247FairPlay.com. This DB will be used to check the players in addition to the CheatDetector plugin on your server. The plugin will not be blocked by this and errors (for example: you cant reach 247fairplay.com) wont show up in the log. its "fire and forget".

If enabled CheatDetector will contact 247FairPlay.com every 30 minutes. You can see the requests on debug level >=3.

These checks include extended stats check, linked accounts, history check to name just a few (note that some of these features are still in development)

Detected cheater will be banned through the metabans.com account @CheatDetector (http://metabans.com/CheatDetector)

 

How do you make use of these checks? Simple: install metabans plugin and follow @CheatDetector to enforce the bans on the detected cheaters. Depending on the usage (and several more restrictions), it might take some time to get checks done.

 

You will find further information about the new CheatDetector features in the CheatDetector thread at Procon forums, at 247FairPlay.com forum or here as it develops :-)

 

Please let me know what you think about the new features and CheatDetector's operation in general

 

Attached Files:

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