Article View: alt.games.diablo
Article #383Re: Diablo: How they COULD have stopped cheaters -- HACK THIS
From: Pas... FraggyBalls
Date: Tue, 28 Jan 1997 00:00
Date: Tue, 28 Jan 1997 00:00
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1862 bytes
In article <5cgqmo$h...@chronicle.concentric.net>, boomer*@cris.com* (MikeM) wrote: >>Pas...@Globalserve.net (FraggyBalls) wrote: > >much better (and simpler idea)... when logging in, have the server >check the s/w to see if it's been tampered with. > >For example.. as my character develops, an algorithym creates an >encripted checksum. When I log in, the same algorithym on the host >looks at my stats, etc and generates a checksum. > >If the checksums don't match.. then I'm not allowed to log in (or only >log into special 'cheaters' arena). > Its actually fairly difficult to tamper with the savegame files, which is what this solution protects againsts. What's easier is poking values into the program's global variables while the game is running. Having the critical stats on the server, combined with double-entry (or more extensive accounting protections) of variables, makes it much more difficult to tamper with characters You can use MS CryptoAPI for the network messages. You can encrypt memory variables (map 1 byte across 8 bytes of memory, with non data elements acting as validation bits (computed based on values of other stats)) The point is the security could be much better. Force hackers to decompile and understand the assembler program flow.
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From: Pas...@Globalserve.net (FraggyBalls) Subject: Re: Diablo: How they COULD have stopped cheaters -- HACK THIS Date: 1997/01/28 Message-ID: <5cl2dc$asq@titan.globalserve.net> X-Deja-AN: 212739482 references: <32e67266.1620229@news.ntr.net> <854166571snx@hkchan.pc.my> <5cgbj4$9j@titan.globalserve.net> <5cgqmo$h49@chronicle.concentric.net> organization: Globalserve Communications Inc. newsgroups: comp.sys.ibm.pc.games.rpg,alt.games.diablo MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 7bit