If someone cheat, gm get message on the middle of the screen , and then you need to ban handly yes
what happen if there are a lot of cheaters? how can gm view their names?
Got this
error: patch failed: src/server/game/Entities/Player/Player.cpp:616
error: src/server/game/Entities/Player/Player.cpp: patch does not apply
error: patch failed: src/server/game/World/World.h:309
error: src/server/game/World/World.h: patch does not apply
plus a couple of whitespace errors
…/anticheat.patch:40: trailing whitespace.
AnticheatMgr::AnticheatMgr()
…/anticheat.patch:74: trailing whitespace.
…/anticheat.patch:135: trailing whitespace.
…/anticheat.patch:140: trailing whitespace.
…/anticheat.patch:159: trailing whitespace.
float z_diff = fabs(ground_Z - z);
Check if your local repository is clean. Try “git apply --reject --whitespace=fix” and then fix the rejects manually (search for .rej files). Or just wait for the patch update on manuel’s repo or somewhere else.
they tipe “.anticheat global” which displays the top cheaters. Once they get banned they don’t show in the list anymore, so the GMs can proceed.
Repo updated.
manuel can you tell us what changes/fixes you made. I kind of liked more the patch version instead of the git one. One could see the changes.
manuel I don’t know if you already have fixed it, but if a druid goes underwater, shapeshift and has the glyph to go faster your anticheat detects speedhacking
What Anonimo says is true.
Is there any way to diff it from the origin? I mean like manuel why you dont you create seperate branch , so everyone can diff from master and create patch for their own repo? That will be much easier /emoticons/default_smile.png. Cause it will spare alot of times
anyone have a new and working patch?
thanks signfinder for diff file, and thanks manuel for the AC.
gonna try it now.
Last diff patch from Maanuel’s repo. To do diff by urself:
[CODE]git clone git://github.com/TrinityCore/TrinityCore.git
cd TrinityCore
git reset --hard bf6140055811d5ca8928 [bf6140055811d5ca8928 → last hash commit from maanuels repo]
git branch anticheat
git checkout anticheat
git pull git://github.com/maanuel/Anticheat.git
git checkout master
git diff master anticheat > anticheat.patch[/CODE]
Forgot to say: THX Maanuel /emoticons/default_wink.png hope this will be soon in main repo.
Dear manuel-please make an audible notification (about cheater) for game masters, along with the words on the screen. Very uncomfortable all the time to look at the screen
Thanks to soluiton: I forgot that you can push and merge from other remote /emoticons/default_tongue.png. Anyways, it was easier if manueel made 2 branches, 1 master and other anticheat, so you only need to pull the whole repo, and diff /emoticons/default_smile.png
manuel’s passive anticheat patch for TrinityCore 11119 revision (https://github.com/TrinityCore/TrinityCore/commit/22c9246d97c1eb939ea389294ae01460c277a72d)
to apply run command:
patch -p1 <passive_anticheat_for_tc_11119.diff
in TrinityCore directory
hmm a little suggestion for some improvement :
is it possible to:
-
add check with player latency.
-
add check to zone, in this case : battleground should can be ignored.
-
add check to player on transport.
thanks manuel for nice AC.
Tranport is ready check i think, i dont understand why you want to avoid BG’s? Since cheaters cheating in there specially /emoticons/default_smile.png.
About latency, i think it is possible to add something like: If you got more then 1k ms or something the reports are reduced by x% . Just a idea
manuel’s passive anticheat patch for TrinityCore 11129 revision (https://github.com/TrinityCore/TrinityCore/commit/8d5ebded8ca3f4a78ed1733cfd72545688e387db)
to apply run command:
patch -p1 <passive_anticheat_for_tc_11129.diff
in TrinityCore directory
I don’t think transport check is there yet Rusfigher, because i found plenty times that the player is on transport (deeprun tram(train), ship(SotA and others ship transport).
Latency checking is quite essential i think.
I suggesting check on battleground, mainly because the “false warning” on SOTA( yes i think this part also not needed if we can manage to put latency check and transport check )
most of the case i found on my server are like that.
btw is it me only or others have same problem like me if console spam the “alarm”(when i say spam not ordinary spam but one full screen spam of alarms /emoticons/default_laugh.png), server tends to spike alot?