Package fr.neatmonster.nocheatplus.checks.moving

Source Code of fr.neatmonster.nocheatplus.checks.moving.MorePackets

package fr.neatmonster.nocheatplus.checks.moving;

import java.util.ArrayList;
import java.util.List;

import org.bukkit.Location;
import org.bukkit.entity.Player;

import fr.neatmonster.nocheatplus.actions.ParameterName;
import fr.neatmonster.nocheatplus.checks.Check;
import fr.neatmonster.nocheatplus.checks.CheckType;
import fr.neatmonster.nocheatplus.checks.ViolationData;
import fr.neatmonster.nocheatplus.net.NetStatic;
import fr.neatmonster.nocheatplus.utilities.PlayerLocation;
import fr.neatmonster.nocheatplus.utilities.StringUtil;

/**
* The MorePackets check will try to identify players that send more than the usual
* amount of move-packets to the server to be able to move faster than normal, without getting caught by the other
* checks (flying/running).
*/
public class MorePackets extends Check {
 
  private final List<String> tags = new ArrayList<String>();
 
    /**
     * Instantiates a new more packets check.
     */
    public MorePackets() {
        super(CheckType.MOVING_MOREPACKETS);
    }

  /**
   * Check for speeding by sending too many packets. We assume 22 packets per
   * second to be legitimate, while 20 would be ideal. See
   * PlayerData.morePacketsFreq for the monitored amount of time and the
   * resolution. See NetStatic for the actual check code.
   *
   * @param player
   *            the player
   * @param from
   *            the from
   * @param to
   *            the to
   * @return the location
   */
    public Location check(final Player player, final PlayerLocation from, final PlayerLocation to, final MovingData data, final MovingConfig cc) {
      // Take time once, first:
      final long time = System.currentTimeMillis();
     
//      if (from.isSamePos(to)) {
//        // Ignore moves with "just look" for now.
//        // TODO: Extra ActionFrequency for "just look" + use to burn, maybe also check individually.
//        return null;
//      }
     
      // Ensure we have a set-back location.
        if (!data.hasMorePacketsSetBack()){
          // TODO: Check if other set-back is appropriate or if to set/reset on other events.
          if (data.hasSetBack()) {
            data.setMorePacketsSetBack(data.getSetBack(to));
          }
          else {
            data.setMorePacketsSetBack(from);
          }
        }
       
        // Check for a violation of the set limits.
        tags.clear();
        final double violation = NetStatic.morePacketsCheck(data.morePacketsFreq, time, 1f, cc.morePacketsEPSMax, cc.morePacketsEPSIdeal, data.morePacketsBurstFreq, cc.morePacketsBurstPackets, cc.morePacketsBurstDirect, cc.morePacketsBurstEPM, tags);
       
        // Process violation result.
        if (violation > 0.0) {
         
            // Increment violation level.
            data.morePacketsVL = violation; // TODO: Accumulate somehow [e.g. always += 1, decrease with continuous moving without violation]?
           
            // Violation handling.
            final ViolationData vd = new ViolationData(this, player, data.morePacketsVL, violation, cc.morePacketsActions);
            if (cc.debug || vd.needsParameters()) {
              vd.setParameter(ParameterName.PACKETS, Integer.toString(new Double(violation).intValue()));
              vd.setParameter(ParameterName.TAGS, StringUtil.join(tags, "+"));
            }
            if (executeActions(vd)) {
              // Set to cancel the move.
              return data.getMorePacketsSetBack();
            }
        }
        else {
          // Update the set-back location. (CHANGED to only update, if not a violation.)
          // (Might update whenever newTo == null)
          data.setMorePacketsSetBack(from);
        }
       
        // No set-back.
        return null;
       
    }
   
}
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