On high player populations deadlocks seem to be caused when you use the .anticheat global gm cmds. SaveAllPlayer is just not necessary or needed in this module which would cause the possible deadlock issues. Its already set to save the player's anticheat data statistics ever minute already. This save all is not need.
This is a unqiue one. the light path leading to the circle centeral area seems to be false hitting for ignore z axis and tele plane, this is really the best solution I can come up with, since the map id is the whole instance and the zone and area id is the same, we lock it down to wmo area table entry by Tripple. Doing any form of ignore z-axis or telepane would not benefit the player due to with the mechanics dealing with the battle with the observer
put in world conf if you want the anticheat to dump into its own file instead of the server.log:
Appender.Anticheat=2,4,15,anticheat.log,a
Logger.anticheat.module=4, Anticheat
Change up existing Logger.module in world conf:
Logger.module=4, Console Server
Included a latency check if player has bad latency which should nerf out the false hits with ignore control. Set all anticheat cmds to false for console use due to using the gm cmds on a console did nothing.
Once Ingame warngings and report in chat min is met, this will throttle to alert the gms every other count, Example so with 5 being the default, u will get a message alert for every 5 violations.
Inspired and approved by project nemesis devs
Co-Authored-By: Sven <36102838+sven295@users.noreply.github.com>
Co-Authored-By: Jinnaix <37972361+jinnaix@users.noreply.github.com>
Mind Controling a victim in a duel then using teleport hack to either set up the the opponent or exploit for own personal gain. Both Players will be flagged for cheating, Alerts sent out. Let the GM's sort it out.
Thanks to @jackpozi for more further code review on the tc counterpart of the module that is also brought over to this module.
Co-Authored-By: Giacomo Pozzoni <giacomopoz@gmail.com>