Solutions for preventing hackers.
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Glowingice
ElPatron
6 posters
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Solutions for preventing hackers.
Hello, I am a CAEU player, and altough I am no expert in programing/game developing/antihacking software I have witnessed some conversations between experts on the subject. Altough that doesn't make me feel qualified to talk about it, some ideas are interesting.
*MD5 Hash*
Simply put, it is an unidirectional algorithm so gamefiles could be checked for changes effeciently even if hackers left the files with the same size. A check on certain files during startup would prevent knifemodders etc.
*Changes in game files*
This idea came up from my own mind. I played a beta game for some time and in the official beta forums there was a discussion about hackers. Some said they have seen them, altough rarely, while most of the players reported no evident hacking on the game.
Later on, it was discovered that since the game was a beta, there were so many changes in the game files so frequently, that it was nearly impossible to code a efficient hack and make it last.
That gave me the idea of changing some files frequently. The changes would be made so that they would have no impact on the game, but would "patch" areas to prevent hacking. If the hack tools did not find the correct memory adresses to load, the hack would not perform correctly.
After each patch, hackers can develop and release new hacks in a matter of hours, and those will last for a pretty long time.
Now imagine seeing your hacks get outdated in a few hours. It would require hackers to develop and release them in time, just to wait for the next "patch" to check the changes made and develop a new hack again.
*Open for discussion*
I have heard experts talking about "free move" or something. Not sure if that's what is wrong with the game or if should be implemented.
Heard that it would stop speed and fly hacks by removing/implementing it (not sure). Anyone with more experience than me in this subject could clarify it better.
*MD5 Hash*
Simply put, it is an unidirectional algorithm so gamefiles could be checked for changes effeciently even if hackers left the files with the same size. A check on certain files during startup would prevent knifemodders etc.
*Changes in game files*
This idea came up from my own mind. I played a beta game for some time and in the official beta forums there was a discussion about hackers. Some said they have seen them, altough rarely, while most of the players reported no evident hacking on the game.
Later on, it was discovered that since the game was a beta, there were so many changes in the game files so frequently, that it was nearly impossible to code a efficient hack and make it last.
That gave me the idea of changing some files frequently. The changes would be made so that they would have no impact on the game, but would "patch" areas to prevent hacking. If the hack tools did not find the correct memory adresses to load, the hack would not perform correctly.
After each patch, hackers can develop and release new hacks in a matter of hours, and those will last for a pretty long time.
Now imagine seeing your hacks get outdated in a few hours. It would require hackers to develop and release them in time, just to wait for the next "patch" to check the changes made and develop a new hack again.
*Open for discussion*
I have heard experts talking about "free move" or something. Not sure if that's what is wrong with the game or if should be implemented.
Heard that it would stop speed and fly hacks by removing/implementing it (not sure). Anyone with more experience than me in this subject could clarify it better.
ElPatron- New FFCA Member
- Posts : 4
Join date : 2010-10-30
Re: Solutions for preventing hackers.
You = smart :O
I don't understand this so I say +1
I don't understand this so I say +1
Glowingice- Full FFCA Member
- Posts : 17
Join date : 2010-10-30
Re: Solutions for preventing hackers.
The second one might not be so easily doable. It could disable non injected hacks/.rez mods, but it would also inconvienice the player base still.
First one simplified:
Basically, the server/client checks to make sure all your CA files are normal and unmodified.
First one simplified:
Basically, the server/client checks to make sure all your CA files are normal and unmodified.
(MI6) lolpierandom- Representative
- Posts : 162
Join date : 2010-10-16
Age : 27
Location : On the internet
Re: Solutions for preventing hackers.
elpatron deserves cookie, but the 2nd one might piss-off some players.
Zirrick- Ambassador
- Posts : 202
Join date : 2010-10-16
Re: Solutions for preventing hackers.
These measures + dome over every map to prevent flyhackers from flying too high + an AC that scans for hacks when you start up CA and right before you close CA = Hack-free environment that lasts more than 1 day after every patch,
mrfarhan- Good Forumer
- Posts : 351
Join date : 2010-10-02
Re: Solutions for preventing hackers.
aww leave the fly hackers, they provide fun target practice.
But no they just need to implement a ceiling, that if they cross they die (much like falling through the map), a dome is too complex.
But no they just need to implement a ceiling, that if they cross they die (much like falling through the map), a dome is too complex.
Zirrick- Ambassador
- Posts : 202
Join date : 2010-10-16
Re: Solutions for preventing hackers.
but dome = simpsons movie
mrfarhan- Good Forumer
- Posts : 351
Join date : 2010-10-02
Re: Solutions for preventing hackers.
Hm, there have been some misunderstandings here.
A simple server check won't do. Hackers will always find a way around.
But MD5 is not very vulnerable. Even if you let the files virtually unchanged (except with the modifications, obviously) the string cannot be replicated. Some hosting sites (can't give an example, saw one this week with this measure, but don't remember) give you the string so that you can see that the file has not been replaced/modified.
About the second one: hackers are inconvenent. Having to patch a few bits whenever you start up is not.
Also, even if players find it annoying, hackers will feel it multiplied by thousands.
A simple server check won't do. Hackers will always find a way around.
But MD5 is not very vulnerable. Even if you let the files virtually unchanged (except with the modifications, obviously) the string cannot be replicated. Some hosting sites (can't give an example, saw one this week with this measure, but don't remember) give you the string so that you can see that the file has not been replaced/modified.
About the second one: hackers are inconvenent. Having to patch a few bits whenever you start up is not.
Also, even if players find it annoying, hackers will feel it multiplied by thousands.
ElPatron- New FFCA Member
- Posts : 4
Join date : 2010-10-30
Re: Solutions for preventing hackers.
The algorithm idea [MD5] and the constant in game files hm.
Sounds like what Nexon should do if they're not making a server sided anticheat.
Sounds like what Nexon should do if they're not making a server sided anticheat.
mrfarhan- Good Forumer
- Posts : 351
Join date : 2010-10-02
Re: Solutions for preventing hackers.
They at least could do the [MD5] hash. Just push for that one first.
Klypto- New FFCA Member
- Posts : 6
Join date : 2010-11-01
Re: Solutions for preventing hackers.
I heard that that was what Nexon did in the last hackshield update.
They introduced a cshell.c or smth to detect changes in program files.
They introduced a cshell.c or smth to detect changes in program files.
mrfarhan- Good Forumer
- Posts : 351
Join date : 2010-10-02
Re: Solutions for preventing hackers.
mrfarhan wrote:I heard that that was what Nexon did in the last hackshield update.
They introduced a cshell.c or smth to detect changes in program files.
Yes, but we have no real tech details.
By my logic, checking changes in files (that certainly can be covered to some extent) would be slower than just checking a string, but I might be wrong.
Simply put, if Nexon is doing MD5 checks, it's all good.
ElPatron- New FFCA Member
- Posts : 4
Join date : 2010-10-30
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