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Building Anticheat and capturing players data [DEBUGGER/ASM]

 
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sherwood
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PostPosted: Thu Mar 01, 2012 4:06 pm    Post subject: Building Anticheat and capturing players data [DEBUGGER/ASM] Reply with quote

Hello guys. First of my posts, so glad to be in this community!

Actually I am trying to build some primitive anticheat on a primitive game written in C, that is checking player's bullets and kicking the client out of game. I have seen done it by some guy already, which does not want to share any of knowledge...

I could find the bullet values on my client side, but not on server's side, like they immediatelly disappear [which is nothing strange, as i think, but i never done something like this so i am not sure where to start or how to get the incoming values from clients.]
Tried to find player's name on server, which I think may be an array with all the informations needed in near addresses, but there are tons of changing values and noone seems to be the bullet one. And also looked on the stack, where are also tons of changing values.

So, to the point, suggest me please where to dig and how these things are captured, or if there is some power of debuggers those provide actually this thing I need. Comparing values and kicking player would not be that hard if I got what to compare Rolling Eyes
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atom0s
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PostPosted: Thu Mar 01, 2012 5:32 pm    Post subject: Reply with quote

You are better off hooking the servers functions and handling things yourself, or filtering for specific events to be happening. Similar to how projects like SourceMod for Steam games are. Using read/write memory stuff alone will be resource heavy and lack much needed expansion space for changes you want to make to the system later.

If you hook the functions and have full control of them you can easily add/change things at any time then.

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sherwood
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PostPosted: Fri Mar 02, 2012 5:52 am    Post subject: Reply with quote

Actually yes, I should find some function that gets executed when someone shoots, but how to I have no clue, never hooked anything Razz
But I thought that this function can be found via memory breakpoint on stack while i shoot, but still unsucessfully :/

The problem is the server has all the clients functions and cheat commands and so on...., so they made game first and then cut it and made dedicated server, but still kept thousands of functions of normal game client... And I have totally chaos to get through thousands of functions that one is server side.
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Dark Byte
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PostPosted: Fri Mar 02, 2012 7:23 am    Post subject: Reply with quote

Do you have the sourcecode to both the client and the server? (So you don't have to use a debugger to find stuff)

Anyhow, from what I understand this game was made without network usage in mind and that got later patched in. In these cases it's better to just take the game idea and existing resources (like graphics and sound) and just recreate the game from scratch and incorporate the network usage from the start.

Else this is will become a neverending cycle of patch/hack/patch/hack/...

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sherwood
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PostPosted: Fri Mar 02, 2012 7:38 am    Post subject: Reply with quote

Well, i dont have source codes, actually this game is singleplayer/multiplayer shooter, it was made with network, but it has a lot of bugs, it is true, most of them i patched, but now trying to make some anticheat, to compare clients values.
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sherwood
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PostPosted: Wed Mar 07, 2012 1:47 pm    Post subject: Reply with quote

I also would like to catch the message that is send by clients on server. I know that some guy done his own command, like if you write in normal chat console -function, it gives you private message reply [which is not problem, I just cant get the function on server side, that checks the incoming messages]. I am trying to find some stored text, but server is like it does not save any incoming messages by client.

How do you guys hook these functions? Please suggest me, I think that there must be some universal solution that I dont know Razz [im just not able to catch non-saved values in memory]
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