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version: "1.0.0" name: input-provenance description: "Discipline for labeling where input telemetry came from and what it actually measures before using it in behavioral detectors, replay analysis, or enforcement. Client-uploaded fields are adver" metadata: type: game-security source: awesome-game-security/wiki topics: [anti-cheat, game-hacking]


Input Provenance

Discipline for labeling where input telemetry came from and what it actually measures before using it in behavioral detectors, replay analysis, or enforcement. Client-uploaded fields are adversarial; server authority improves trust but does not eliminate clock, replication, schema, or game-logic errors.

Observation coverage

ObservationCan establishRemains separate
Raw input on clientValues reported through that local pathHuman intent, collector integrity, game interpretation
Client-uploaded fieldsWhat the protocol supplied to the receiverHardware origin and completeness
Server-observed stateState recorded at that server stageEvery input sample and rendered view
Replication replay or videoContent the capture path retainedOmitted states, transforms, original timing
Callback/provider eventObservation within that channel's scopeCoverage of other operations or the whole host

Server storage does not turn a client-supplied field into an independently measured fact; movement pipelines may combine, correct, or smooth data.

Trust labels

For each telemetry field record:

LabelMeaning
Server-observedMeasured or derived on authoritative server state
Server-derivedComputed from trusted server inputs
Client-reportedUploaded by client; treat as untrusted until validated
ReconstructedInterpolated or inferred from partial samples

Separate server tick records from raw-device or sub-tick coverage—tick logs alone do not establish HID polling granularity.

Measurement prerequisites

Before measuring reaction time, time-to-lock, or aim trajectories:

  • Declare coordinate spaces (device-relative, normalized absolute, viewport pixels, view-angle degrees); pixel metrics require supported pixel data or documented conversion.
  • Record origin, units, sample rate, aggregation, and validation per field.
  • Use the highest reliable timestamp precision supported by input, engine, transport, and clock sync.
  • Distinguish world, replicated, replay, and displayed visibility when defining target-visibility intervals.

Replay fidelity

Server-side replay reconstruction must:

  • Preserve missing intervals, transformations, and interpolation uncertainty.
  • Reconstruct only the sampled trajectory supported by recorded data.
  • Pair with [[research-rigor]] time/ordering checks before interpreting trajectories or latency distributions.

Mobile puzzle backends such as [[blastscale]] issue level seeds and replay submitted moves through a deterministic board engine before a chain-of-responsibility pipeline validates timing, score bounds, and move sequences—treat replayed server state as server-derived, not client-reported scoring.

Missing-event discipline

Before interpreting absent callbacks, ETW events, or input samples as evasion:

  • Record provider enablement, collector continuity, schema compatibility, observation window, and buffer-loss statistics—empty output may reflect collection failure.
  • Treat undocumented cross-subsystem effects as unverified unless supported for the actual build and provider.
  • Losing one callback channel (e.g. ObRegisterCallbacks handle operations) does not prove all independent evidence sources are unavailable.

Behavioral features remain hypotheses until provenance, units, and collector coverage are documented.

Related

[[ai-aimbot-detection]] · [[blastscale]] · [[hardware-input-injection]] · [[research-rigor]] · [[overviews/anti-cheat]] · [[overviews/game-hacking]]

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