Anti-Cheat Measures in MTG Commander Game Engine
This document outlines the anti-cheat mechanisms implemented in the MTG Commander game engine to ensure fair gameplay in multiplayer sessions.
Overview
Preventing cheating is essential for maintaining a fair and enjoyable multiplayer experience. The MTG Commander game engine implements several layers of anti-cheat measures to detect and prevent various forms of cheating.
Types of Cheating Addressed
- Client Modification: Tampering with the game client to gain advantages
- Memory Manipulation: Directly modifying game memory to alter game state
- Network Manipulation: Intercepting and modifying network traffic
- Information Exposure: Accessing hidden information (opponent's hands, library order)
- Automation/Botting: Using automated tools to play the game
Implementation Approach
Server Authority Model
The game uses a server-authoritative model where critical game state and rules enforcement happens on the server:
#![allow(unused)] fn main() { // Server-side validation of player actions fn validate_play_card_action( mut commands: Commands, mut server: ResMut<RepliconServer>, mut play_events: EventReader<PlayCardEvent>, game_states: Query<&GameState>, players: Query<(Entity, &Player, &Hand)>, ) { for event in play_events.read() { let client_id = event.client_id; let card_id = event.card_id; // Find the player entity for this client if let Some((player_entity, player, hand)) = players .iter() .find(|(_, player, _)| player.client_id == client_id) { // Verify the player actually has this card in hand if !hand.cards.contains(&card_id) { // Log potential cheating attempt warn!("Potential cheat detected: Client {} attempted to play card {} not in hand", client_id, card_id); // Send cheat detection notification server.send_message(client_id, CheatWarning { reason: "Attempted to play card not in hand".to_string() }); // Skip processing this invalid action continue; } // Continue with normal processing if validation passes // ... } } } }
Client-Side Integrity Checks
The client includes integrity verification to detect tampering:
#![allow(unused)] fn main() { // Client-side integrity check system fn verify_client_integrity( mut integrity_state: ResMut<IntegrityState>, mut client: ResMut<RepliconClient>, ) { // Perform integrity checks let checksum = calculate_code_checksum(); // If checksum doesn't match expected value if checksum != integrity_state.expected_checksum { // Report integrity failure to server client.send_message(IntegrityFailure { reason: "Client code integrity check failed".to_string(), details: format!("Expected: {}, Got: {}", integrity_state.expected_checksum, checksum), }); // Set integrity failure state integrity_state.integrity_failed = true; } } }
Network Traffic Validation
All network traffic is validated for consistency and authenticity:
#![allow(unused)] fn main() { // Server-side network traffic validation fn validate_network_messages( mut server: ResMut<RepliconServer>, mut message_events: EventReader<NetworkMessageEvent>, client_states: Query<&ClientState>, ) { for event in message_events.read() { // Verify message sequence is correct (no missing messages) if let Ok(client_state) = client_states.get(event.client_entity) { if event.sequence_number != client_state.next_expected_sequence { // Potential replay or injection attack warn!("Sequence mismatch for client {}: Expected {}, got {}", event.client_id, client_state.next_expected_sequence, event.sequence_number); // Take appropriate action (request resync, disconnect, etc.) // ... } } // Verify message signature if using signed messages if !verify_message_signature(&event.message, &event.signature) { // Message tampering detected warn!("Invalid message signature from client {}", event.client_id); // Take appropriate action // ... } } } }
Detection and Response
Anomaly Detection
The system monitors for statistical anomalies and suspicious patterns:
- Unusual timing between actions
- Statistically improbable sequences of draws or plays
- Impossible knowledge of hidden information
Response to Detected Cheating
When potential cheating is detected, the system can respond in several ways:
- Warning: For minor or first offenses
- Game Termination: Ending the current game
- Temporary Ban: Restricting access for a period
- Permanent Ban: Blocking the user entirely
- Silent Monitoring: Continuing to monitor without immediate action
Testing Anti-Cheat Measures
Testing the anti-cheat system involves:
- Simulated Attacks: Attempting various cheating methods in a controlled environment
- Penetration Testing: Having security experts attempt to bypass protections
- False Positive Analysis: Ensuring legitimate players aren't falsely flagged
For detailed testing procedures, see the Security Testing Strategy.
Future Enhancements
Planned improvements to the anti-cheat system include:
- Machine learning-based anomaly detection
- Enhanced client-side protection against memory editing
- Improved server-side validation of complex game states
- Community reporting and review system
This documentation will be updated as anti-cheat measures evolve.