I am implementing a basic (just for kiddies) anti-cheat for my game. I've included a timestamp to each of my movement packets and do sanity checks on server side for the time difference between those packets.
I've also included a packet that sends a timestamp every 5 seconds based on process speed. But it seems like this is a problem when the PC lags.
So what should I use to check if the process time is faster due to "speed hack"?
My current loop speed check on client:
this_time = clock();
time_counter += (double)(this_time - last_time);
last_time = this_time;
if (time_counter > (double)(5 * CLOCKS_PER_SEC))
{
time_counter -= (double)(5 * CLOCKS_PER_SEC);
milliseconds ms = duration_cast<milliseconds>(system_clock::now().time_since_epoch());
uint64_t curtime = ms.count();
if (state == WALK) {
// send the CURTIME to server
}
}
// other game loop function
The code above works fine if the clients PC doesn't lag maybe because of RAM or CPU issues. They might be running too many applications.
Server side code for reference: (GoLang)
// pktData[3:] packet containing the CURTIME from client
var speed = pickUint64(pktData, 3)
var speedDiff = speed - lastSpeed
if lastSpeed == 0 {
speedDiff = 5000
}
lastSpeed = speed
if speedDiff < 5000 /* 5000 millisec or 5 sec */ {
c.hackDetect("speed hack") // hack detect when speed is faster than the 5 second send loop in client
}