Hi, first of all i am new here and newbie at development/C/c++/ industry... ~_~...
just want to ask about the structure of a so called game guard..
how does it works...
what will be needed to create this kind of program...
i need to try to block 1 hack program entering a specified game..
i hope you give me a tip...
please please... i need this for my school project.. ~_~
What have you tried so far?
Originally Posted by danpueblo
hi, honestly nothing so far. im starting at scratch.. currently looking for basic structure of the game guard...
> newbie at development/C/c++/ industry
> i need to try to block 1 hack program entering a specified game..
> i need this for my school project
These do not make any sense together.
Unless you know the name of the game, and the name of the invader, and exactly how both of them work, then this involves some pretty intense programming (not newbie stuff).
Even with perfect information, I don't see this being a particularly trivial thing to do, unless the game/invader are similarly trivial.
Agreed. If I didn't know any better, I'd suggest it's more likely a person would lie about their motives, instead trying to hack GameGuard, rather than learning to create their own implementation when they don't seem to possess the skills to even produce a game in the first place.
Originally Posted by Salem
Anyway, all I remember about GameGuard is first of all it starts by downloading pre-generated md5 hashes for the game files (each release), and comparing them with the player's files (to see if they've been modified obviously). It also blocks alt+tab key combination and possibly reports it. I assume it downloads definitions to check against running processes and memory (much like anti-virus except anti-cheat). I would assume it trampolines commonly used injection methods, hacks (wallhacks, etc.), and reports them back to the server. The thing about GameGuard is it's lazy, it's not built-in where it can have full access to client information/tests and even if it did, the server would have to do a ton of work to have even pseudo anti-hack protection, which would be quite a difficult feat for any MMO servers (vs. 10-30 person RPG/FPS servers, or board-games, etc). Oh, and there's this back and forth thing where even if the anti-cheat monitors something, the cheat can go down to lower level functions to get past it, and the anti-cheat could go even lower, and the cheat could go lower to a root0 rootkit, and the anti-cheat has little chance unless it's a public cheat that doesn't update often. I could compile an operating system with my own built in hacks, and anti-cheat would know nothing.
Then theres pixel reading.. which is slow, but common and your anti-cheat can't ban for that, if it can even detect it since cheaters run their games in virtual boxes. Some anti-cheaters will try to determine if a person is a bot by their mouse movement / API calls.
Yawn, I'm tired.. and my ubuntu sound is messed up..