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    [Help] Banned on behalf of game developer
    Old 25th March 2020, 11:56 AM #1

    Erik9631

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    [Help] Banned on behalf of game developer


    Hello.
    I have been running my cheats on rust for almost a week now. I believe that the software is not detected since I have not triggered an automated EAC ban yet.

    However yesterday I got a temporarily 3 day EAC ban with the following message
    "You have been banned on behalf of the game developer".
    There was no reason stated or anything to that regard.

    Could anyone tell me what is it that I should avoid doing, or what do you think that I was doing which could have caused this?

    Does rust have something like an "Overwatch system" in CSGO, where you get spectated if you get reported many times or something to that regard?

    Thanks for the help in advance.


    Last edited by Erik9631; 25th March 2020 at 12:06 PM. Reason: Missing prefix

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    Old 25th March 2020, 12:23 PM #2

    iraizo

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    Old 25th March 2020, 12:58 PM #3

    GDPR_Anonymous

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    Most people (myself included) believe these 3 day bans are automated and placed on your account by Cerberus.

    Whenever a violation is logged, EAC get a copy sent to them:

    Code:

    public static void Log(BasePlayer ply, AntiHackType type, string message) {     if (ConVar.AntiHack.debuglevel > 1)     {         global::AntiHack.LogToConsole(ply, type, message);     }     global::AntiHack.LogToEAC(ply, type, message); }  private static void LogToEAC(BasePlayer ply, AntiHackType type, string message) {     if (ConVar.AntiHack.reporting && EACServer.eacScout != null)     {         EACServer.eacScout.SendInvalidPlayerStateReport(ply.UserIDString, InvalidPlayerStateReportCategory.PlayerReportExploiting, type + ": " + message);     } }  public void SendInvalidPlayerStateReport(string PlayerGUID, InvalidPlayerStateReportCategory ReportCategory, string Report) {     NativeScout.SendInvalidPlayerStateReport(PlayerGUID, ReportCategory, Report); }  public static void SendInvalidPlayerStateReport(string PlayerGUID, InvalidPlayerStateReportCategory ReportCategory, string Report) {     if (NativeScout.Instance != IntPtr.Zero)     {         NativeScout.dotSendInvalidPlayerStateReport(NativeScout.Instance, PlayerGUID, (uint)ReportCategory, Report);     } }

    Just like client-side EAC functions, these filter down to EAC's native DLL. If you want to disable this logging on your own server, replace eac_server.dll with a native module that exports CreateScout, returning 0. This will let the server run as normal but disable EAC logging, FP do however have some extra exception logging you might want to disable if working on exploits.

    As well as violations they also log some combat stuff as seen below.

    Code:

    if (EACServer.playerTracker != null) {     using (TimeWarning.New("LogPlayerShooting", 0))     {         UnityEngine.Vector3 networkPosition = player.GetNetworkPosition();         UnityEngine.Quaternion networkRotation = player.GetNetworkRotation();         global::Item item = this.GetItem();         int weaponID = (item != null) ? item.info.itemid : 0;         EasyAntiCheat.Server.Hydra.Client client = EACServer.GetClient(player.net.connection);         PlayerUseWeapon eventParams = default(PlayerUseWeapon);         eventParams.Position = new EasyAntiCheat.Server.Cerberus.Vector3(networkPosition.x, networkPosition.y, networkPosition.z);         eventParams.ViewRotation = new EasyAntiCheat.Server.Cerberus.Quaternion(networkRotation.w, networkRotation.x, networkRotation.y, networkRotation.z);         eventParams.WeaponID = weaponID;         EACServer.playerTracker.LogPlayerUseWeapon(client, eventParams);     } }

    They also log revives

    Code:

    if (EACServer.playerTracker != null && this.net.connection != null && source != null && source.net.connection != null) {     using (TimeWarning.New("playerTracker.LogPlayerRevive", 0))     {         EasyAntiCheat.Server.Hydra.Client client = EACServer.GetClient(this.net.connection);         EasyAntiCheat.Server.Hydra.Client client2 = EACServer.GetClient(source.net.connection);         EACServer.playerTracker.LogPlayerRevive(client, client2);     } }

    And when you damage another player

    Code:

    if (EACServer.playerTracker != null && info.Initiator != null && info.Initiator is global::BasePlayer) {     global::BasePlayer basePlayer = info.Initiator.ToPlayer();     if (this.net.connection != null && basePlayer.net.connection != null)     {         EasyAntiCheat.Server.Hydra.Client client = EACServer.GetClient(this.net.connection);         EasyAntiCheat.Server.Hydra.Client client2 = EACServer.GetClient(basePlayer.net.connection);         PlayerTakeDamage eventParams = default(PlayerTakeDamage);         eventParams.DamageTaken = (int)info.damageTypes.Total();         eventParams.HitBoneID = (int)info.HitBone;         eventParams.WeaponID = 0;         eventParams.DamageFlags = (info.isHeadshot ? PlayerTakeDamageFlags.PlayerTakeDamageCriticalHit : PlayerTakeDamageFlags.PlayerTakeDamageNormalHit);         if (info.Weapon != null)         {             global::Item item = info.Weapon.GetItem();             if (item != null)             {                 eventParams.WeaponID = item.info.itemid;             }         }         UnityEngine.Vector3 position = basePlayer.eyes.position;         UnityEngine.Quaternion rotation = basePlayer.eyes.rotation;         UnityEngine.Vector3 position2 = this.eyes.position;         UnityEngine.Quaternion rotation2 = this.eyes.rotation;         eventParams.AttackerPosition = new EasyAntiCheat.Server.Cerberus.Vector3(position.x, position.y, position.z);         eventParams.AttackerViewRotation = new EasyAntiCheat.Server.Cerberus.Quaternion(rotation.w, rotation.x, rotation.y, rotation.z);         eventParams.VictimPosition = new EasyAntiCheat.Server.Cerberus.Vector3(position2.x, position2.y, position2.z);         eventParams.VictimViewRotation = new EasyAntiCheat.Server.Cerberus.Quaternion(rotation2.w, rotation2.x, rotation2.y, rotation2.z);         EACServer.playerTracker.LogPlayerTakeDamage(client, client2, eventParams);     } }

    Worth noting that itemid is not to be confused with Item'd UID. Item ID is an identifier for the type, e.g. Assault Rifle, and not the instance.

    All of this data is likely fed into machine learning and never touched by humans. Just try cause as little violations as possible and only hit shots that would be possible playing legit. Also if you are playing with legits, don't revive them, will probably end up landing them an association ban.

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    Old 25th March 2020, 01:15 PM #4

    Erik9631

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    Quote:

    Originally Posted by R00ted View Post

    Most people (myself included) believe these 3 day bans are automated and placed on your account by Cerberus.

    Whenever a violation is logged, EAC get a copy sent to them:

    Code:

    public static void Log(BasePlayer ply, AntiHackType type, string message) {     if (ConVar.AntiHack.debuglevel > 1)     {         global::AntiHack.LogToConsole(ply, type, message);     }     global::AntiHack.LogToEAC(ply, type, message); }  private static void LogToEAC(BasePlayer ply, AntiHackType type, string message) {     if (ConVar.AntiHack.reporting && EACServer.eacScout != null)     {         EACServer.eacScout.SendInvalidPlayerStateReport(ply.UserIDString, InvalidPlayerStateReportCategory.PlayerReportExploiting, type + ": " + message);     } }  public void SendInvalidPlayerStateReport(string PlayerGUID, InvalidPlayerStateReportCategory ReportCategory, string Report) {     NativeScout.SendInvalidPlayerStateReport(PlayerGUID, ReportCategory, Report); }  public static void SendInvalidPlayerStateReport(string PlayerGUID, InvalidPlayerStateReportCategory ReportCategory, string Report) {     if (NativeScout.Instance != IntPtr.Zero)     {         NativeScout.dotSendInvalidPlayerStateReport(NativeScout.Instance, PlayerGUID, (uint)ReportCategory, Report);     } }

    Just like client-side EAC functions, these filter down to EAC's native DLL. If you want to disable this logging on your own server, replace eac_server.dll with a native module that exports CreateScout, returning 0. This will let the server run as normal but disable EAC logging, FP do however have some extra exception logging you might want to disable if working on exploits.

    As well as violations they also log some combat stuff as seen below.

    Code:

    if (EACServer.playerTracker != null) {     using (TimeWarning.New("LogPlayerShooting", 0))     {         UnityEngine.Vector3 networkPosition = player.GetNetworkPosition();         UnityEngine.Quaternion networkRotation = player.GetNetworkRotation();         global::Item item = this.GetItem();         int weaponID = (item != null) ? item.info.itemid : 0;         EasyAntiCheat.Server.Hydra.Client client = EACServer.GetClient(player.net.connection);         PlayerUseWeapon eventParams = default(PlayerUseWeapon);         eventParams.Position = new EasyAntiCheat.Server.Cerberus.Vector3(networkPosition.x, networkPosition.y, networkPosition.z);         eventParams.ViewRotation = new EasyAntiCheat.Server.Cerberus.Quaternion(networkRotation.w, networkRotation.x, networkRotation.y, networkRotation.z);         eventParams.WeaponID = weaponID;         EACServer.playerTracker.LogPlayerUseWeapon(client, eventParams);     } }

    They also log revives

    Code:

    if (EACServer.playerTracker != null && this.net.connection != null && source != null && source.net.connection != null) {     using (TimeWarning.New("playerTracker.LogPlayerRevive", 0))     {         EasyAntiCheat.Server.Hydra.Client client = EACServer.GetClient(this.net.connection);         EasyAntiCheat.Server.Hydra.Client client2 = EACServer.GetClient(source.net.connection);         EACServer.playerTracker.LogPlayerRevive(client, client2);     } }

    And when you damage another player

    Code:

    if (EACServer.playerTracker != null && info.Initiator != null && info.Initiator is global::BasePlayer) {     global::BasePlayer basePlayer = info.Initiator.ToPlayer();     if (this.net.connection != null && basePlayer.net.connection != null)     {         EasyAntiCheat.Server.Hydra.Client client = EACServer.GetClient(this.net.connection);         EasyAntiCheat.Server.Hydra.Client client2 = EACServer.GetClient(basePlayer.net.connection);         PlayerTakeDamage eventParams = default(PlayerTakeDamage);         eventParams.DamageTaken = (int)info.damageTypes.Total();         eventParams.HitBoneID = (int)info.HitBone;         eventParams.WeaponID = 0;         eventParams.DamageFlags = (info.isHeadshot ? PlayerTakeDamageFlags.PlayerTakeDamageCriticalHit : PlayerTakeDamageFlags.PlayerTakeDamageNormalHit);         if (info.Weapon != null)         {             global::Item item = info.Weapon.GetItem();             if (item != null)             {                 eventParams.WeaponID = item.info.itemid;             }         }         UnityEngine.Vector3 position = basePlayer.eyes.position;         UnityEngine.Quaternion rotation = basePlayer.eyes.rotation;         UnityEngine.Vector3 position2 = this.eyes.position;         UnityEngine.Quaternion rotation2 = this.eyes.rotation;         eventParams.AttackerPosition = new EasyAntiCheat.Server.Cerberus.Vector3(position.x, position.y, position.z);         eventParams.AttackerViewRotation = new EasyAntiCheat.Server.Cerberus.Quaternion(rotation.w, rotation.x, rotation.y, rotation.z);         eventParams.VictimPosition = new EasyAntiCheat.Server.Cerberus.Vector3(position2.x, position2.y, position2.z);         eventParams.VictimViewRotation = new EasyAntiCheat.Server.Cerberus.Quaternion(rotation2.w, rotation2.x, rotation2.y, rotation2.z);         EACServer.playerTracker.LogPlayerTakeDamage(client, client2, eventParams);     } }

    Worth noting that itemid is not to be confused with Item'd UID. Item ID is an identifier for the type, e.g. Assault Rifle, and not the instance.

    All of this data is likely fed into machine learning and never touched by humans. Just try cause as little violations as possible and only hit shots that would be possible playing legit. Also if you are playing with legits, don't revive them, will probably end up landing them an association ban.

    Hmm, that is very interesting.
    Thanks a lot I think I know what could be the root cause of this problem.

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    Old 25th March 2020, 01:21 PM #5

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