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anti-cheat-server

anti-cheat-server

Expert server-side anti-cheat — server-side validation, client integrity, anomaly detection, cheat vectors and response/escalation systems for online games.

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name: anti-cheat-server description: Expert server-side anti-cheat — server-side validation, client integrity, anomaly detection, cheat vectors and response/escalation systems for online games.

Anti-Cheat (Server) — Deep Engineering Guide

The server is the only place that can prove cheating. Client-side checks lie; server-side checks, telemetry and escalation decide. This skill covers server-side validation, client integrity/attestation, anomaly detection, a cheat-vector catalog and the ban/escalation pipeline.

1. The Core Principle

Server authority is the anti-cheat. A correctly authoritative server (see authoritative-server) already prevents the biggest cheats by construction (teleport, item duplication, god-mode) — because the client never sets state. Everything else (aim helpers, wallhacks) must be caught by validation + anomaly detection.

authority kills:  teleport, dupe, god-mode, speedhack (partially)
validation kills: speedhack (velocity bounds), aim-bot burst abuse, script-driven input
anomaly detects:  wallhack (firing through walls), impossible awareness

2. Server-Side Validation (The First Line)

Applied to every input command, every tick:

CheckBlocks
Δpos ≤ speed·dt + tolerancespeedhack, teleport
Δrot ≤ turnRate·dtturn-hack
Shot requires line-of-sight at rewind timewallhack, wallbang
Cooldown/ammo/resources enforcedcooldown/dupe
Ability effects checked server-sidegod-mode mods
Server recomputes damageDP Shots

Details in server-side-validation.md. Cheap, always-on, deterministic — never optional per player.

3. Client Integrity (Attestation Layer)

Client sends periodic integrity attestation — the server probes what the client could have done:

  • Hardware-attested (where platform supports): signed reads of memory maps / module lists (kernel-mode providers; but keep it optional, privacy-careful).
  • Client-reports with server cross-check (always): the client reports its own executable checksum, module list, command line. The server compares across sessions and flags drift (a modified client ≠ same checksum as its siblings).
  • Rate: attest at join + every 30–60 s + on load (minimum intrusion).

Design goal: raise cost to cheat, not to make cheating impossible (impossible). § client-integrity.

4. Anomaly Detection (Server-Only Telemetry)

Never trust a client's "I saw the enemy." Use server state as ground truth to find behavioral impossibilities:

AnomalySignal
Precognitive dodgeplayer dodges an un-visible attack (enemy not in LOS/awareness)
Aim-lockcrosshair on target skulls beyond human speed/smoothness bands
Impossible reactionreaction latency below human floor over a window
Wall-sighted killskill where shooter had no LOS in 100% of the input window
Input impossiblemouse delta > driver max / button sequence impossibly fast

Scored via confidence accumulation (see anomaly-detection.md) — single incidents are noise; patterns are evidence.

5. The Cheat Vector Catalog

CheatSurvives authority?Detection
Aimbotyes (input position)trajectory/aim-lock stats
Triggerbotyesfire-delay missing + hit ratio
WallhackyesLOS-based kill/fire analysis
ESPyesreaction/predictive movement diffs
SpeedhackpartialΔpos/Δrot checks
Dupe/pickupnoauthority
Memory-write modspartialintegrity attestation + drift
Input macronoskewed command shape

Catalog drives the detection rules — keep it in a doc (this is the "known adversary" register).

6. Response & Escalation

The server never decides alone (fair-trial rule): escalate to a central anti-cheat service with evidence:

server flags player (confidence + evidence packet)
  → central service reviews (auto-rules + optional human review)
  → verdict: CLEAR / SANCTION(ban, shadowban, MMR reset) / ESCALATE
ResponseWhen
score adjustment (MMR rollback)low-confidence, borderline
shadowban (sever pool)suspected-but-unproven — the best "kill the cheating economy" tool
temporary banmid-confidence repeat
permanent banhigh-confidence + repeated

Shadowban = send suspected cheaters only with other suspected cheaters (they ruin each other's lobbies, never the clean pool). See response-and-escalation.md.

7. The Evidence Packet

Every flag carries an audit trail (seen by the review human or auto-rule):

struct Evidence {
    metadata;      // session, region, build
    suspiciousSeqs; // the raw inputs/wire records that fired
    anomalyScores; // per-vector confidence
    telemetry refs
}

Be deterministic & tamper-evident: the raw wire data (immutable) IS the artifact; don't reconstruct "what happened" later.

8. False Positive & Fair-Trial Design

  • Human floor: never auto-game over on a single high-confidence spike.
  • Reviewer must be able to replay the suspicious window (deterministic re-sim from wire data).
  • Appeal path: a player can request review; the artifact is the wire log (not the client's say).
  • Budget: 99% of flags should be right — the anomaly thresholds tune to that, not to "catch everyone".

9. Metrics & Ownership

MetricWatch
cheat rate / 10k matchestrend
flag→verdict latencytriage
false-positive ratethe most important anti-ban-health metric
shadowban pool sizepool health
appeal success ratefairness audit

10. References

  • references/server-side-validation.md — Δpos/Δrot, LOS, cooldowns, ability verification, determinism
  • references/client-integrity.md — attestation, checksums, drift detection, platform attestation, optionality
  • references/anomaly-detection.md — telemetry signals, confidence scoring, statistical vs ML
  • references/cheat-vectors.md — the catalog, each cheat + detection surfaction
  • references/response-and-escalation.md — bans, shadowban, MMR rollback, review pipeline
  • references/evidence-and-audit.md — artifacts, replay, determinism, appeals, tamper-evidence
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