[quake3] non-cheatable game
~tw3k!
tw3k.net at gmail.com
Tue May 15 00:58:00 EDT 2007
man in the middle attack?
On May 14, 2007, at 11:51 PM, Theorem wrote:
> I disagree. This is exactly the DRM problem, at some point in time
> you're going to have to present it to the user, that's the whole
> point.
>
> The definition of cheating I use is "to deceive or influence by
> fraud".
>
> This can be done many, many ways, software is one attack vector,
> hardware is yet another. This is why "if you can touch it, you can
> hack it" is a security mantra. M. Hobbs eludes to this with
> "..indiscriminate physical access".
>
> Even assuming your software IS foolproof you rely on the hardware
> to make it happen, which is tainted the instant anyone has physical
> access. You're missing a large point here because you trust the
> hardware. Regardless if it "would be difficult to do" to hack your
> game in hardware I have no doubt it could be done. If not to
> inject code/control characters, then to make a physical robot move
> the mouse,press keys, etc all for the user's enjoyment.
>
> As a further aside, if you have root access you'll always be able
> to get at the memory addresses of whatever is running. Using an OS
> that doesn't allow you to do that is a slippery slope and you no
> longer own this device.
>
> As an academic exercise I'm sure you can improve the security of
> the system to an acceptable level, but you will never be able to
> make the game non-cheatable.
>
> Have fun :),
> Theorem
>
> David Jackson wrote:
>> This is untrue, on many levels. It is a software engineering
>> problem; admittedly, a very hefty one, but it can be done.
>> At it's very core, you have to be able to protect your program
>> code and program data. A good start would be to -not- use
>> dynamically-linked libraries.
>> David Jackson
>> On May 14, 2007, at 2:03 PM, Mike Hobbs wrote:
>>> I don't mean to throw cold water on your research and I don't
>>> know what your proposed approach is, but I'm 99.999% certain that
>>> it is impossible to absolutely prevent cheating on any system
>>> that the cheater has indiscriminate physical access to. (As an
>>> aside, this is one reason why DRM will never be effective on
>>> consumer devices.) Access to the source code makes it very easy
>>> to cheat, but even without access to the code, a hacker with a
>>> decompiler can do a lot. Even if you encrypt the binary and all
>>> messages into and out of it, the secret will have to be decoded
>>> and into the client's memory at some point. A hacker can then
>>> inject whatever he wants at that point.
>>>
>>> From a different perspective, it is possible for a server to ban
>>> a client that it "suspects" is cheating, but there is no way to
>>> absolutely prevent it in the first place.
>>>
>>> - Mike
Forest
http://tw3k.net
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