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Anti-hacking using maths


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#41 Yourself

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Posted 14 July 2012 - 02:00 PM

Would you like if i crack your games or applications and release the source code for every one?, I think not.


I don't think I'd actually care. Seriously, what difference would it make? Now people can modify it, so what? Are you worried that someone might modify it and make it better? If so why didn't you make it better in the first place?
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#42 Debels

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Posted 14 July 2012 - 02:05 PM

Would you like if i crack your games or applications and release the source code for every one?, I think not.


I don't think I'd actually care. Seriously, what difference would it make? Now people can modify it, so what? Are you worried that someone might modify it and make it better? If so why didn't you make it better in the first place?


No, I'm not worried about anything of that :P, Just that i don't like people doing this, if they want the code to improve it or such, they can ask for it, not steal it >.<

Note: That's the first version of the Anti-Hack System based on pure GML, the next version (which I'm currently working on), will be C++ based with more Anti-Hacking things :)

Edited by Debels, 14 July 2012 - 02:07 PM.

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#43 exilus95

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Posted 19 August 2012 - 10:30 AM

How about you xor it then use the first post's method, then when unpacking use the anti method and then xor it.

Was this a good suggestion or no ?


if the game is online, server data for example : HP = 100 in server saved, if the client HP is not same the server HP detect hack and kick the player out of the server, using the server to check the client variables, that server always having match the variable (i mean important for people hacking) with client so can detect the hackers. Is that work?
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#44 Debels

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Posted 19 August 2012 - 07:54 PM


How about you xor it then use the first post's method, then when unpacking use the anti method and then xor it.

Was this a good suggestion or no ?


if the game is online, server data for example : HP = 100 in server saved, if the client HP is not same the server HP detect hack and kick the player out of the server, using the server to check the client variables, that server always having match the variable (i mean important for people hacking) with client so can detect the hackers. Is that work?


Well, Your technique is good, just that some times the server and client don't have the same data when you didn't hack it, for example data lost.

So i would recommend keeping a count that when reaches a number for example 3 he gets kicked and banned or just kick him the first time, but a lot of people could be banned accidentally in the suggestion you putted :P

Edited by Debels, 19 August 2012 - 07:55 PM.

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#45 exilus95

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Posted 20 August 2012 - 12:52 AM



How about you xor it then use the first post's method, then when unpacking use the anti method and then xor it.

Was this a good suggestion or no ?


if the game is online, server data for example : HP = 100 in server saved, if the client HP is not same the server HP detect hack and kick the player out of the server, using the server to check the client variables, that server always having match the variable (i mean important for people hacking) with client so can detect the hackers. Is that work?


Well, Your technique is good, just that some times the server and client don't have the same data when you didn't hack it, for example data lost.

So i would recommend keeping a count that when reaches a number for example 3 he gets kicked and banned or just kick him the first time, but a lot of people could be banned accidentally in the suggestion you putted :P


let see, server still doing his job, and client also ,client should be using the second variable to collect the main variable(player will hacking),for example: 1st variable (for gaming),2rd variable(collect the 1st) and the 2rd variable should be using other way to protect it like make all the alphables turn them into number like (a-z it mean 1-26number)example<<<. and when the server is lost data,waiting reconnect so after reconnect tell the server variable i have saved (2rd variable),when server get the 2rd variable, in server turn the variable into the words and get the variable match with server, if not match(kick his butt).

second way is server control everything like, client send msg to server say, exilus4 go (3,4) inside the server the player name exilus4 will go to (3,4), client:player get 100$ at position of (5,6),so inside the server name exilus4 will do the action(get 100$ at position of (5,6).)<<< i dun know that works or not,becouse if the game more than 10k+ will server become lag? i dun know that i never try it before(becouse i never had 10k player inside my game =.=0).
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#46 Debels

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Posted 20 August 2012 - 12:59 AM

let see, server still doing his job, and client also ,client should be using the second variable to collect the main variable(player will hacking),for example: 1st variable (for gaming),2rd variable(collect the 1st) and the 2rd variable should be using other way to protect it like make all the alphables turn them into number like (a-z it mean 1-26number)example<<<. and when the server is lost data,waiting reconnect so after reconnect tell the server variable i have saved (2rd variable),when server get the 2rd variable, in server turn the variable into the words and get the variable match with server, if not match(kick his butt).

second way is server control everything like, client send msg to server say, exilus4 go (3,4) inside the server the player name exilus4 will go to (3,4), client:player get 100$ at position of (5,6),so inside the server name exilus4 will do the action(get 100$ at position of (5,6).)<<< i dun know that works or not,becouse if the game more than 10k+ will server become lag? i dun know that i never try it before(becouse i never had 10k player inside my game =.=0).


Well thats what i do in my games and so far no lag at all (Had 100 users online at once testing, i know its not much yet its good for testing).

And i just made a system that keeps track of the users that are black listed for example: exilus4 randomly got $1 million, then I keep track of his HWID (Hardware Identification) and his IP also to patch the bug easily.

I will soon make a Server and Client example with full security. (Of course like all example at the first time it might have some bugs or glitches that i will fix).
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#47 exilus95

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Posted 20 August 2012 - 01:53 AM

oh that nice i pretty sure your project will finish soon and become a famouse game :)
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#48 Debels

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Posted 20 August 2012 - 04:11 AM

oh that nice i pretty sure your project will finish soon and become a famouse game :)


Thanks :), The thing is that i dedicated like 2 months learning Anti-Hacking, So i can find the solution of a hacking problem quite fast, because till the moment all the hacks that i know off i can patch them :D

If someone is interested in learning some Game Anti-Hacking, Please Post your message here or Send me a Private Message and i will answer ASAP.

Note i will release a Game Protection Website within my Gaming Central, explaining how to patch hacks people talk request (like asking how to stop some hack) :)
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#49 exilus95

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Posted 21 August 2012 - 03:17 PM


oh that nice i pretty sure your project will finish soon and become a famouse game :)


Thanks :), The thing is that i dedicated like 2 months learning Anti-Hacking, So i can find the solution of a hacking problem quite fast, because till the moment all the hacks that i know off i can patch them :D

If someone is interested in learning some Game Anti-Hacking, Please Post your message here or Send me a Private Message and i will answer ASAP.

Note i will release a Game Protection Website within my Gaming Central, explaining how to patch hacks people talk request (like asking how to stop some hack) :)

That sounds great so i would like to 'visit ' your website, and one more question, if you using the 39dll, so i wanted to ask something. so 39.dll is the dll for online that means server/client,the another i think to protect the data hacking,so client set byte 1 = get money 100 from position(1,1) same as server so when the client click the money at position(1,1) then send byte 1 to server , server has recive, then send a byte 2 to answer[byte 2 = add money 100 to the player] ,client recive the byte 2 same also inside the client byte 2 set is get 100money. it that easy an fast to protecting and decrease the delay of sending command to client?if you cant clearly understand what im talking about please look down.


Setting the Byte command
byte 1 = get money 100 at (1,1)
byte 2 = get money 100

Server
recive byte 1 from the player Exilus4
send back the byte 2 to Exilus4

Client
send byte 1 to server
recive byte 2 from server, and do the action

Is that great for Online function? i mean this way is easy to command something between the client and server

About Protecting Data(Anti hack)
The most important to protect is the byte, becouse everything is under the byte command and the command, and also the command in server or client.
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#50 Debels

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Posted 21 August 2012 - 03:41 PM

That sounds great so i would like to 'visit ' your website, and one more question, if you using the 39dll, so i wanted to ask something. so 39.dll is the dll for online that means server/client,the another i think to protect the data hacking,so client set byte 1 = get money 100 from position(1,1) same as server so when the client click the money at position(1,1) then send byte 1 to server , server has recive, then send a byte 2 to answer[byte 2 = add money 100 to the player] ,client recive the byte 2 same also inside the client byte 2 set is get 100money. it that easy an fast to protecting and decrease the delay of sending command to client?if you cant clearly understand what im talking about please look down.


Setting the Byte command
byte 1 = get money 100 at (1,1)
byte 2 = get money 100

Server
recive byte 1 from the player Exilus4
send back the byte 2 to Exilus4

Client
send byte 1 to server
recive byte 2 from server, and do the action

Is that great for Online function? i mean this way is easy to command something between the client and server

About Protecting Data(Anti hack)
The most important to protect is the byte, becouse everything is under the byte command and the command, and also the command in server or client.

Well basically, Anything is hackeable, but the difference is how complex it is to crack it, so in the example you mentioned above to make it secure the server has to find the source of that 100 money he got, for example: Where did he get it?, So its better that the client sends a command to the server that Exilus4 wants to grab money thats next to him, then the server checks if theres such money next to him and if there is then it will add the money server side and send the amount to the client so the client adds it.

Another recommendation is having 2 base encryption passwords for example:
The password for Client to Server is "CDG21370HJNHN!$@#*(JHMFJT"
The password for Server to Client is "GHJG^&*^&BGHBMe4546GJHG"

Be sure to constantly change the password, lets say each update in both client and server.
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