AniSkywalker: Check for random packets sent to the server. If a player is sending packets they aren’t supposed to or that aren’t a part of the normal protocol, chances are they are using mods.

Vanilla doesn’t randomly say, “Hey! I like making up fake packets and sending them to the server to see if they do something.” Rather, it’s usually a mod trying to see if the server counterpart is there. This seems like a good idea, Although forge does send things to identify mods it does have, so those logging in with a modded client will get kicked, even though I believe forge disables them automatically. I imagine this would only be a problem with SpongeVanilla? AniSkywalker: In fact, one idea I’ve heard of is that a server can store records of where players got killed and where they died, so that if a killer gets banned for cheating, all those they killed after being flagged can have that stat corrected (automatically) This is actually quite a good idea, It is worth noting that if you get killed near the start of the game, you’re stats would still be messed up because you are denied any kills you might have got. It would also be worth giving them a notification that those kills were removed and cleaning up the non active deaths when the notification is sent. I don’t know much about anti-cheat though. Download fm 2014 keygen torrent full.

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Detecting Packets is a fools errand is what is trying to say, and he’s absolutely right. The idea that packets somehow contain extra information that gleams some magical light isn’t true at all. (Good, or any worthwhile clients) won’t sent magical bytes that somehow are different.

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They’re using the normal protocol. The difference? They’re playing to the maximum a skill level possibly can be. Also why look at the packets? Let’s use the events provided to us. They give us the information needed, again the packets won’t hold some magical information. Even then this isn’t going to work all the time.

I mean there’s just a lot of stuff you can’t accurately check without hurting legitimate players (The lag back you mentioned). Sure giving people points help, but you still will have a small overlap margin.

It’s just going to happen you have to accept this because remember they don’t send magical information that points them out. The point is you can’t try to detect everything.

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So you shouldn’t. (Which it sounds like your planning on it). However the idea of waves isn’t a bad one. Though you may find better storage with PostgreSQL 9.4 JSONB columns. That way you can index on specific fields in the JSON, and have nice relational queries. With the actual values in the json. I was referring to the link posted.

To respond to the main post: It’s quite the idea, but it can be difficult to work with - as aforementioned by other posters, the hacked client can pretend to be a normal client pretty well, and its hard to differentiate the two. I remember an old (?) project that was floating around some forums at some point (sponge or bukkit, can’t remember which), which collected statistics from as many servers as possible, and used that to decide if a client was hacked or not. Whatever system is put into place, it would have to be quite an advanced one.

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