Forks: Difference between revisions

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== Forks and anti-cheat==
== Forks and anti-cheat==


Custom MTA builds and forked projects will face some challenges relating to anti-cheat (AC). This is due to custom builds performing in ways that the anti-cheat module does not expect.
(from https://wiki.multitheftauto.com/wiki/Anti-cheat_support_for_custom_builds)
<br />The anti-cheat and netcode components (netc.dll, net.dll, FairplayKD.sys) are, unlike MTA itself, closed-source, and therefore without informing yourself it would be hard to overcome the challenges.
 
Custom MTA builds and forked projects will face some challenges relating to anti-cheat (AC). This is due to custom builds performing in ways that the anti-cheat module does not expect. The anti-cheat and netcode components (netc.dll, net.dll, FairplayKD.sys) are, unlike MTA itself, closed-source, and therefore without informing yourself it would be hard to overcome the challenges.


AC is generally unsupported for forked projects and may be dropped entirely in the future. This means that you generally ''cannot'' rely on the MTA anti-cheat for your fork. '''We strongly advise that you write and implement your own AC.'''
AC is generally unsupported for forked projects and may be dropped entirely in the future. This means that you generally ''cannot'' rely on the MTA anti-cheat for your fork. '''We strongly advise that you write and implement your own AC.'''

Revision as of 08:21, 3 February 2020

[[{{{image}}}|link=|]] Note: Information on this page does not apply to the official builds of MTA.

Multi Theft Auto is open-source software, freely available on GitHub multitheftauto/mtasa-blue. Anyone is free to fork the project as long as they abide by the terms of our license, The GNU General Public License v3.

You can find explanations of the GNU GPL v3 here: choosealicense.com and tldrlegal.com. Our license takes precedence, but this generally means that you must:

  • state significant changes made to the software
  • disclose the source code
  • share your code under the same license
  • include the original copyright notice

If you are working on a fork, we ask that you include a link to your homepage and where we can find the source code. This allows us to keep up to date on projects and even introduce improvements to the vast majority of MTA players. Adding your Discord name is not compulsory, but if you ask for development help on our GitHub, forum or Discord, it helps us know what project you are from and that you are abiding by the license.

List of forked projects

Forks and anti-cheat

(from https://wiki.multitheftauto.com/wiki/Anti-cheat_support_for_custom_builds)

Custom MTA builds and forked projects will face some challenges relating to anti-cheat (AC). This is due to custom builds performing in ways that the anti-cheat module does not expect. The anti-cheat and netcode components (netc.dll, net.dll, FairplayKD.sys) are, unlike MTA itself, closed-source, and therefore without informing yourself it would be hard to overcome the challenges.

AC is generally unsupported for forked projects and may be dropped entirely in the future. This means that you generally cannot rely on the MTA anti-cheat for your fork. We strongly advise that you write and implement your own AC.

If you cannot build your own AC, here are steps you can follow to get the most out of our (unsupported) AC:

AC features missing in custom builds

  • No detection of changes to gta_sa code section
  • No detection of changes to certain gta_sa variables
  • SetElementData not protected against external changes
  • No detection against various Lua injection methods
  • Much fewer AC heuristics and protection of internals
  • Continuous updates for all patched methods and vulnerabilities to write cheats based on aren't guaranteed (occasionally, they are cherry-picked; one of the reasons why updating netc.dll to the latest offered version is beneficial)
  • MTA modules aren't checked for modifications or remote hooking/memory writing
  • and much more

Generally, most of what will work are some signature-based detections. No heuristics, patched methods, and patched vulnerabilities. Signature-based detections are the weakest kind, and the mainstream anti-cheat tackles the actual problem rather than being signature-based.