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Tybobobo Cheater
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Joined: 24 May 2016 Posts: 25
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Posted: Wed May 25, 2016 5:54 pm Post subject: Game Security - Cheat Engine : How can it be done? |
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It is a bit ironically I ask this here, hehe.
I am wondering if anyone have experience; or know of information and knowledge related to protecting your game from cheating using CE. More specifically; protecting a multiplayer game where you have a server and client.
Such as data that should be kept private in server; data that can safely remain with client in order to prevent cheating.
I know this is very very vague and depends heavily on the type of game, so a more general solution and approaches are welcome
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hhhuut Grandmaster Cheater
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Joined: 08 Feb 2015 Posts: 607
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Posted: Wed May 25, 2016 6:41 pm Post subject: |
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You could save and manage all the values on the server and not the client.
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atom0s Moderator
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Joined: 25 Jan 2006 Posts: 8577 Location: 127.0.0.1
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Posted: Wed May 25, 2016 7:40 pm Post subject: |
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In a multiplayer environment, your best bet is to never trust any data from the client. Have a request based protocol where the client requests an action be performed and the server handles if its allowed or not etc.
Client sided prediction can help reduce the stress on the server such as if a Lv2 character tries to equip a Lv4 item, just have the client check and block the equip attempt. But still have validation on the server for any type of gear changes etc.
Other than that, you are not going to protect your game from hackers. It's an endless battle you won't win.
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Bizzo How do I cheat?
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Joined: 28 Oct 2016 Posts: 0
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Posted: Sun Nov 27, 2016 2:31 am Post subject: |
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hhhuut wrote: | You could save and manage all the values on the server and not the client. |
The downside of doing that is much more server load and in-game lags.
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Dark Byte Site Admin
Reputation: 467
Joined: 09 May 2003 Posts: 25700 Location: The netherlands
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Posted: Mon Jan 09, 2017 3:16 pm Post subject: |
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You could always store your important variables in SGX memory (6th gen intel core) It's encrypted memory that only gets decrypted when accessed. And if you put the accessing code in similar memory it's pretty hard to modify)
You have to be best buddies with Intel to get a key though
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STN I post too much
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Joined: 09 Nov 2005 Posts: 2676
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Posted: Mon Jan 09, 2017 4:43 pm Post subject: |
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Or use easyanticheat. Very hard to beat that
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TurboGrafx Newbie cheater
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Joined: 27 May 2015 Posts: 15
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Posted: Wed Feb 15, 2017 8:59 am Post subject: |
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In all honesty...
I have read threw dynamic link libraries '.dll' and have noticed that someone managed to run a detection for cheat engines dynamic link libraries 'File names example "myDLL.dll"', My first response was the obvious
"I could just rename every file and recompile" and bypass this detection. But only those whom know what they are doing could bypass this.
But even a cheat engine detection is no good as I could make a simple console application to run my cheats/hacks.
//----------------------------------------------
Just saying, Figured I'd point out some stuff.
Building a library the same as the guy did would really help your library for whatever you are doing. I would just create a second library for other cheating detections as well.
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pellik Advanced Cheater
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Joined: 14 Jun 2013 Posts: 93
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Posted: Tue Mar 07, 2017 8:42 am Post subject: |
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The protection methods that I've had the most erhm... success? with are ones that don't trigger any obvious detection event. Instead they do things like subtly desync the client or send a cheating notice to the server to be acted on later. Of course, you have to make the right circumstances for these to be effective and difficult to find/reverse.
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