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Article #383

Re: Diablo: How they COULD have stopped cheaters -- HACK THIS

#383
From: Pas... FraggyBalls
Date: Tue, 28 Jan 1997 00:00
31 lines
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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References: <32e67266.1620229@news.ntr.net> <854166571snx@hkchan.pc.my> <5cgbj4$9j@titan.globalserve.net> <5cgqmo$h49@chronicle.concentric.net>

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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>
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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
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