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java - 如何保护客户端反作弊

转载 作者:搜寻专家 更新时间:2023-10-30 20:01:14 25 4
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首先,

我想表明我知道从客户端发送的任何信息都不可信任,因为它可能被欺骗。我对通过默默无闻的安全方法阻止 99.9% 的潜在作弊者以及实时检测确实绕过安全措施的程序的能力感兴趣。

我对此有一些想法,包括通过允许客户端根据服务器的请求(通过 TCP)进行扫描来验证它正在保护的游戏以及任何潜在的作弊应用程序的文件和内存校验和,两者都是为了检测内存注入(inject)作弊和/或作弊内存占用。因此,旁路攻击者必须监听在 SSL 上发送给它的所有 TCP 信息,然后通过反汇编加密/解密函数来解密消息以了解它想要什么。同样,客户端本身可能会 self 改变,并允许它根据需要随机添加/删除功能(但由服务器保留),这样作弊就很难学会如何绕过它。这可能毫无意义?

我只发现这对更有经验的人来说有点困难,所以我对其他可能难以绕过的方法持开放态度。

我只对可能的实现感兴趣,而不是客户端反作弊是不可能的,我只是想让它变得非常非常困难。

添加了 minecraft 和 java 标签,它是针对 Minecraft 的,我知道社区足够大,有人可能会打败我的系统,但我希望通过使用不断的更新和改变,我可以通过聪明才智打败他们毅力。

编辑:我找到这篇文章:How to prevent cheating in our (multiplayer) games?我正在添加他的建议,以免重复,因为我正在寻找比显而易见的更多的想法(而且我不确定他是否不可绕过)

1) Open all other processes, and hook their WriteProcessMemory functions so that they can't write to the memory in your game's process. Done right this one step will block 90% of all cheats and cheat engines.

2) Do the same thing, hooking the various mouse and keyboard emulation functions. This will prevent a lot of aimbots and other types of automation bots.

3) Hook into the VirtualProtectEx/VirtualAllocEx/etc functions in your game's own process and monitor which modules are changing protection levels or allocating new memory chunks. You have to be crafty with this in order to prevent it from being too CPU intensive when your game does a lot of allocations, but it can be done.

4) Hook into the LoadLibrary functions and monitor any DLLs that are being loaded dynamically, to prevent DLL injection.

5) Use some lightweight polymorphic encoding on your game connections.

6) Use some anti-debugging techniques to prevent debuggers from attaching to your processes. Google anti-debugging and you should be able to find lots of stuff.

7) Use a custom proprietary PE packer to prevent useful disassembly of your game.

8) Hook into your OpenGL or Direct3D functions and methods that deal with transparency and alpha blending.

9) If using shaders, checksum your shaders and the shader constant values.

10) Use additional occlusion culling techniques on player characters to prevent them from being rendered at all when the line of sight to them is blocked by other geometry. It may or may not help with your performance also, but it will prevent many wallhacks.

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