GrimAnticheat / Grim

Fully async, multithreaded, predictive, open source, 3.01 reach, 1.005 timer, 0.01% speed, 99.99% antikb, "bypassable" 1.8-1.20 anticheat.
GNU General Public License v3.0
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Velocity circumvents with packet cancellation. #1382

Open ghost opened 6 months ago

ghost commented 6 months ago

Describe the bypass and how to replicate it

The first thing I can do is just walk, I can hardly hit, and that's it. Video: https://workupload.com/file/ZMdPBJP49fF

Grim version

Grim Anticheat 2.3.59

Server version

[08:11:32 INFO]: This server is running PandaSpigot version git-PandaSpigot-116 (MC: 1.8.8) (Implementing API version 1.8.8-R0.1-SNAPSHOT) (Git: 4d92553) [08:11:32 INFO]: Checking version, please wait... [08:11:33 INFO]: You are running the latest version

Plugins

[08:11:26 INFO]: Plugins (19): Hibernate, WorldEdit, FlamePearls, PlaceholderAPI, ViaVersion, HolographicDisplays, CustomJoinItems, Multiverse-Core, ProtocolLib, WorldGuard, ViaRewind, MiniMOTD, LuckPerms, GrimAC, DeluxeMenus, Duels, TAB, LibertyBans, MessageFilter

z7087 commented 6 months ago

图片

Regomy commented 6 months ago

图片

Hello dear z7087! Let's have a little discussion. Is it even possible to fix this? Why is it worth fixing? I don't know if it's possible, but look for yourself, the person sees me moving, but he doesn't roll away, in modes where you can be thrown without taking heavy damage it's basically nofall, i.e. turn it on, run away from the edge and turn it off. It can also strike at intervals, which is also not very pleasant. Didn't you write transactionOrder? Or is it not working?

Translated with DeepL.com (free version)

z7087 commented 6 months ago

I'm not the author of the TransactionOrder check, see https://github.com/GrimAnticheat/Grim/pull/1057 About the front of your question https://github.com/GrimAnticheat/Grim/issues/1105#issuecomment-1653676511

0-x-2-2 commented 6 months ago

This is intentional and what would happen for a legit player if their ping spikes.

EclipsesDev commented 6 months ago

😅

ManInMyVan commented 6 months ago

The only problem with this is you can't get out of that state (unless you switch servers) without it flagging alot (BadPacketsN and TransactionOrder especially), and not sending transactions (with grim) is basically like enabling blink; you can't do anything.

Regomy commented 6 months ago

The only problem with this is you can't get out of that state (unless you switch servers) without it flagging alot (BadPacketsN and TransactionOrder especially), and not sending transactions (with grim) is basically like enabling blink; you can't do anything.

the players get a very big advantage. If it can't be fixed, why isn't it on intave? I'm sorry if I misunderstood you, as you may have noticed, I use a translator that translates verbatim. As mentioned above, you can easily exit combos, not fall on the abyss modes and strike at the player (not always)

ManInMyVan commented 6 months ago

The only problem with this is you can't get out of that state (unless you switch servers) without it flagging alot (BadPacketsN and TransactionOrder especially), and not sending transactions (with grim) is basically like enabling blink; you can't do anything.

the players get a very big advantage. If it can't be fixed, why isn't it on intave? I'm sorry if I misunderstood you, as you may have noticed, I use a translator that translates verbatim. As mentioned above, you can easily exit combos, not fall on the abyss modes and strike at the player (not always)

I meant you can't send another transaction, which is (to my knowledge) required to interact with/place/break blocks, use items, etc. I think it's using the rotations at the time velocity was enabled to determine if you fail reach, which is why one attack succeeded, but most didn't. The reason this won't be fixed is because grim enforces vanilla rules, not what's likely to happen, and this is exactly what would happen if you had a lag spike.

Regomy commented 6 months ago

The only problem with this is you can't get out of that state (unless you switch servers) without it flagging alot (BadPacketsN and TransactionOrder especially), and not sending transactions (with grim) is basically like enabling blink; you can't do anything.

the players get a very big advantage. If it can't be fixed, why isn't it on intave? I'm sorry if I misunderstood you, as you may have noticed, I use a translator that translates verbatim. As mentioned above, you can easily exit combos, not fall on the abyss modes and strike at the player (not always)

I meant you can't send another transaction, which is (to my knowledge) required to interact with/place/break blocks, use items, etc. I think it's using the rotations at the time velocity was enabled to determine if you fail reach, which is why one attack succeeded, but most didn't. The reason this won't be fixed is because grim enforces vanilla rules, not what's likely to happen, and this is exactly what would happen if you had a lag spike.

False positives when there are for example w+tap, hit with shifter. And in vanilla there is NO such thing!!!! W+TAP DOESN'T GET YANKED FOR W+TAP IN VANILLA!!!