NotSomething0 / Valkyrie

Open source FiveM anticheat

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Valkyrie Anti-cheat

An open source FiveM Anti-cheat, helping keep your server free of cheaters. No sketchy obfuscated files and runtime reloadable modules that keep you in control, Valkyrie aims to be your solution in preventing cheaters from wreaking havoc on your server.

Disclaimer

  • No Anti-cheat is a silver bullet, especially not the paid versions, notice how most claim 99% protection against cheaters ๐Ÿ˜•. You as the server owner/developer should be taking an active role in preventing the exploitation of resources on your server because nothing is a substitute for good programming practices.

  • The main branch is pushed to regularly and may include breaking changes! Only code downloaded from the releases section is considered to be stable.

Getting started

  1. Ensure you have a non modified and up-to-date version of the cfx-server-data chat resource, Valkyrie uses the registerMessageHook export for message filtering, which is not available in older or some modified versions of the resource.

  2. Download the most recent version from the releases section on GitHub ("Valkyrie-version.zip")

  3. Extract the contents from the zip file into resources/Valkyrie

  4. Open your server.cfg file, and add the following, making sure ensure Valkyrie is added after the config file execution.

  • exec @Valkyrie/config.cfg
  • exec @Valkyrie/permission.cfg
  • ensure Valkyrie
  1. Save the server.cfg file then start your server

  2. You're done, you've installed Valkyrie! Now move on to the configuration portion of this README

Resource Configuration:

Note ๐Ÿ—’๏ธ: These settings can be updated during runtime using the vac:sync command or by restarting the resource

General (main/internal) settings

LOG_LEVEL {
  1 = info
  2 = trace
  3 = warn
}
ConVar Default Description Parameter
vac:internal:contact_link "" Set the contact link or string for banned players to appeal or contact administration string
vac:internal:log_level 1 Sets the level of detail for server logs LOG_LEVEL number
vac:main:super_jump_check false Checks all players uisng IS_PLAYER_USING_SUPER_JUMP unless the "vac:superjump" permission has been granted bool
vac:main:god_mode_check false Checks all players using GET_PLAYER_INVINCIBLE unless the "vac:invincibility" permission has been granted bool

Entity Creation settings

Best Practice ๐Ÿ“ˆ: It is recommed to use entity lockdown (sv_entityLockdown) and your own server side creation logic for better protection. A future implementation of Valkyrie may include a rudimentary example that can be used as a guide for server owners/developers.

ConVar Default Description Parameter
vac:entity:validate_entities false Perform entity validation via the entityCreating event bool
vac:entity:blocked_models [] List of model names to parse through array

Particle creation

ConVar Default Description Parameter(s)
vac:ptfx:prohibit_particles false Enable particle filtration bool
vac:ptfx:prohibited_particles { assetName": [], "effectName": []} List of PTFX asset & effect names to prohibit

If my understanding is correct the assetName is the parent "directory" (for lack of a better term) for the effectName so prohibiting the assetName will completely block any effects from that directory. This needs more testing.....

Connection options

ConVar Default Description Parameter(s)
vac:connect:check_username_content false Should Valkyrie check username for prohibited content bool
vac:connect:prohibited_username_content [] List of strings to check for in a connecting players username list

Command options

ConVar Default Description Parameter(s)
vac:cmd:requestPermission true Allow players to request permission for a specific bypass bool

Permissions

Note ๐Ÿ—’๏ธ: These settings can be updated during runtime using the vac:sync command or by restarting the resource.

Access Control Entries

Object Description
vac:ultraviolet Bypass everything! Users will not be added to the PlayerCache registery and are seen as "invisible" to the resource
vac:explosion Bypass explosion checks

Events

Event Name Description Parameter(s)
__vac_internal:initialize Used to reload a specific module or the entire module stack string

FAQ

Q. Why is feature x, y, z not implemented, but it is in other Anti-cheats?

TL;DR: Certain popular detection methods rely solely on the client having accurate data basic software security practices teach us to never rely on the client and is why certain features are "missing". If you believe a feature is missing and could be built into the Anti-cheat without relying on the client, don't hesitate to open an issue on GitHub describing implementation details!

"Injection detection" (Prohibited variable detection)

Injected code on the client, usually written in a Lua source file utilizes the FiveM Lua ScRT, to gain access to GTA5 and FiveM native functions. Since the Lua runtime not specific to FiveM has a global environment table where all variables and their values are stored, this allows for checks on prohibited variables to be ran as shown below.

local PROHIBITED_VARIABLES <const> = {'Dopamine', 'LynxEvo', 'WarMenu'}

function checkVariables()
  for i = 1, #PROHIBITED_VARIABLES do
    local variable = PROHIBITED_VARIABLES[i]

    if (_G[variable] ~= nil) then
      TriggerServerEvent('anticheat:banMe')
    end
  end
end

This however can be easily bypassed, simply by setting the variable we want to hide to nil in the global envrionment table. This process could be easily automated as shown below.

local MY_VARIABLES <const> = {'Dopamine', 'Dopamine.openMenu'}

function hideVariables()
  for i = 1, #MY_VARIABLES do
    _G[MY_VARIABLES[i]] = nil
  end
end

This also comes with the downside of modifying all resource manifest files to include a reference to this check (client_script @anticheat/check.lua). Although a small addition it has the potentional to break certain resources and depending on the resources requirements can cause false positive.

Detect/Prevent connections with a VPN/Proxy

  1. Valkyrie already purposefully skips over the IP addres of any player when saving identifiers. IP's are generally not static and have the chance of changing at any point making them unreliable for long term identification.

  2. Most people using a proxy (including myself) don't have any bad intentions in mind and may just want to hide their network activity as an overall strategy to protect their online privacy.

  3. Certain circumstances may require the use of a proxy just to join your server! This can range from geographical restrictions to government censorship and without knowing the circumstances of all connecting players scrutinizing them for using a proxy doesn't seem fair.

Blocking NUI DevTools.

FiveM uses CEF (Chromium Embedded Framework) an embedded version of Chrome which "offers an asynchronous, performant way of creating in-game UI." CEF like Chrome comes with access to DevTools commonly found by pressing F12 or "Inspect Element" in your browser, for a while now users have been waiting to block access to these tools to protect their assets from getting "dumped" or to detect "malicious" individuals. But as is outlined in this post it's rather easy to bypass.

Optical character recognition (OCR)

You've probably seen this advertised by other Anti-cheats are their "AI" detection system but more than likely they're just using tesseract.....

Abnormal Key Detection

Third party software for capturing gameplay for example Nvidia's ShadowPlay or SteelSeries Moments is very commonly used among players with the capture button(s) usually being assigned to what some server owners deem to be abnormal keys......

Q. What is Entity Lockdown

One of the many features offered by FiveM through state awareness mode aka OneSync, entity lockdown allows for the creation of objects, vehicles and peds solely by the server. This completely prevents events like mass spawning of entities however, you'll need to update all of your resources to support server side entity creation. You can find more information on the FiveM docs

Q. Dynamic Permission

Resource creators may have legitimate use cases for wanting to make a player invinciple temporarily or permanetly, thankfully the FiveM permission system is dynamic so we can add these permissions to players during runtime. Valkyrie makes this very easy to implement using the addPermission and removePermission exports respectfully, an example implementation can be seen below.

RegisterNetEvent('server:hospital:inpatient', function(data)
  if exports["Valkyrie"]:addPermission(source, 'vac:godmode') then
    SetPlayerInvincible(source, true)
  end

  -- event code
end)

RegisterNetEvent('server:hospital:outpatient', function(data)
  -- Remove player enhancements before removing permission
  SetPlayerInvincible(source, false)
  
  if exports["Valkyrie"]:removePermission(source, 'vac:godmode') then
    -- Permission successfully removed 
  end

  -- event code
end)

Road Map

[]: Add Grafana Loki as the prefered logging system
[]: Vulnerability scanner

Support

Note: To maintain compatibility support will only be provided to those using the latest recommend or above server artifacts.

Please open an issue on GitHub if you need help securing your server, want to report a critical security concern, or you're facing an issue with the resource.

GPL v3

About

Open source FiveM anticheat

License:GNU General Public License v3.0


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Language:Lua 100.0%