Anticheat idea

What if, like web browsers, every connection and even reconnection to a server would prompt the program to download freshly generated, just for this session code (think of it like an obfuscated javascript file from websites) that handles the vital game components like movement, shooting, handling the networking etc. All generated with every single join?
Before the cheater is able to figure out which part of the code is which the match is over and you would have to download another one.
This would just mean each client handles, sends packets, processes game frames just ever so slightly differently every game

What would be the potential problems with this assuming of course such a system would be possible to write?

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  1. 2 years ago
    Anonymous

    Have the ability to enroll in community college this year and apply for FAFSA (student aid) but I'm thinking I should take a year to save more money first since I'm still scraping. What's do you/g/uys think?

    • 2 years ago
      Anonymous

      this is now a FAFSA thread. for web scrapers.

      um, it depends bro, fafsa is free. just take some courses to learn some shit and accelerate ur degree path. get those useless credits out

      • 2 years ago
        Anonymous

        I'm getting my AAS degree in information technology or something and they said it'll be somewhere between 3-5k for it which for me right now is a lot. I make 16 doing security guard work but I was kinda shitty about saving which I'm trying to improve. I feel like I take a year to save and grind next summer I'll be ready to jump into everything. I don't wanna stop in the middle because I ran out of casheesh ya know?

    • 2 years ago
      Anonymous

      If your parents make combined less than like $100k or you are over 24 and make less than $40k, you will probably get a cash refund every semester
      t. takes 1 class at community college and gets a $400 check every semester from pell grant alone

      • 2 years ago
        Anonymous

        Yeah I make I think around 25-30k a year. And since my dad passed it's just me my mom and sister. Sister is taking off for uni, and I'm gonna do the CC route but if I can get refunded that would be really cool

        • 2 years ago
          Anonymous

          and by refunded I mean the pell grant covers my tuition in excess of some amount, which they send to me, not back to the government.

        • 2 years ago
          Anonymous

          your state might have need based grants also. the american opportunity tax credit is 2500 if you have 4000 of qualifying expenses, if grants cover all your school you can usually profit by claiming enough as taxable income for 4k of tuition to have been paid for by you as a qualifying expense. this is 100% legal and there's even a guide on it from the IRS.

  2. 2 years ago
    Anonymous

    frick this shit. make cheat detection serber sided. I wont run your proprietary code.

    I dont get why morons on minecraft can't make a good anticheat. For things like elytra too, their checks all sucks. Elytra gravity, player movement etc should all be re-created server side depending of packets received, and if a packet we receive doesnt make sense, we just drop it/change it to fit normal player behavior.

    But noo, no one does this and flyhack bypass #473892 makes it through.

    • 2 years ago
      Anonymous

      >make cheat detection serber sided
      We already figured out how to make near perfect antiESP with proper player occlusion but even top anticheat games like Valorant seem to frick it up.
      The problem is with aiming since the more aggressive you go the more false positives you can have. And you can never confidently say someone could be cheating or if it was just lucj with server-sided.
      It's just more logical to have more things be done on the clientside.

      • 2 years ago
        Anonymous

        the only things that should be done clientside is input loop sending all inputs to the server and rendering state reported by the server on screen

        • 2 years ago
          Anonymous

          >games 10 years ago
          >here's some cheat codes bro!

          >games now
          >don't you dare cheating even in non-competitive games, fricker!

          >server
          No, frick off. I'm not gonna play your game as a service bullshit unless I can host my own server.

          • 2 years ago
            Anonymous

            I'm not sure what caused your brain damage, but you do realize that all multiplayer games run on the server, right?
            >inb4 too braindead to realize that singleplayer does not need anticheat in the first place because noone cares
            overall, 3/10 bait, made me respond

    • 2 years ago
      Anonymous

      remote code execution by design sounds like a terrible idea. It could also likely be very easily circumvented because there is no way to actually trust the client is running the actual code and not just automatically de-obfuscating and identifying memory addresses automatically and handling any anti-cheat stuff like making sure the correct class hashes are sent back..

      The only way to completely prevent cheating is to handle everything server side. Even then people will still be able to run bots and automate game play... so people will always find a way to cheat.

  3. 2 years ago
    Anonymous

    The server is not going to be able to generate highly unique code because it's not like a human is writing it and patterns will emerge and be exploitable.

    Plus cheating does not require access to the game, a thing people often forget. The end game of aimbotting is putting a camera in front of a computer screen and having mouse/keyboard events be sent into the computer to have it just aimbot in that way. This sort of thing is viable and can be done and there is no way to stop it, it just is quite a bit harder to do than purely software based approaches where you have access to much more information about the game.

    • 2 years ago
      Anonymous

      >The end game of aimbotting
      What's the point, with such a setup it'll still be super easy to tell by human mouse movements mismatching AI movements or being too slow for your own good OR being faster than human reaction times making them easy to spot

      • 2 years ago
        Anonymous

        It's incredibly hard to tell these days as people have gotten so good but the hardware has as well with 390hz monitors, insanely lightweight mice with 8000hz sensors etc. The input delay is near nothing but the mindset and skills of players has gotten so good as well.

      • 2 years ago
        Anonymous

        Perhaps for some obvious aimbots sure, but you can always intentionally handicap aimbots to be just a bit annoying but not easily seen as cheating for some nefarious purposes.

        In OldSchool Runescape for example the arms race of botting has gone quite far, bots now emulate human mouse movements with all sorts of curvey paths and random variation to make the inputs seem more organic, as well as doing things at a reasonable speed to make it quite hard to detect.
        Of course that's not quite the same as cheating in say a FPS game since in a FPS your goal is probably to annoy enemy player which means you do probably have to be better than them, but it can still probably be annoying enough to just spam bots that match the skills of pro-level players.

    • 2 years ago
      Anonymous

      Aimbots are the least harmful cheats so they don't really matter.
      Maphacks and wallhacks are what get people really frustrated; there's no way to compete with something that has more information. At least aimbots can be flanked.

      • 2 years ago
        Anonymous

        I thought aimbots were the most harmful cheats?
        >win every firefight
        >get info just as well as wallhacks (watch how subroza played CSGO)
        >undetectable on LAN even with an admin standing behind you
        >will soon just require a HDMI splitter
        Idk what maphacks are but wallhacks can be screwed server-side, with optimal player occlusion (server doesnt send any info on the player until the moment you see him)

        • 2 years ago
          Anonymous

          Simple game mechanics are easy to cheat on and it is terrible for the players

          Aimbot - just move the crosshair on player head and shoot. Primitive but maximum effect

          >Idk what maphacks are but wallhacks can be screwed server-side, with optimal player occlusion (server doesnt send any info on the player until the moment you see him)
          Yes you can probably mitigate some things. In the past it used to be nice that you can hear someone in the distant but you wouldn't be 100% sure. With a cheat the position can just be marked on the map so they would have to at least limit this.
          There is no real point to show movements on the other side of the map though.

  4. 2 years ago
    Anonymous

    well, maybe if the games you're playing weren't so repetitive, there wouldn't be a way to "automate things" or use aimbot.

    To prevent autogays, push updates on some serbers where its just gonna spawn in some fake players randomly out of sight to catch the aimbotters. Once the ban wave goes trough, disable the check and re-enable it a few months later, so that mod makers cant patch it

    • 2 years ago
      Anonymous

      Maybe the worst made blatant aimbots would do that. Most people toggle and use subtle cheats.

  5. 2 years ago
    Anonymous

    hyperion is not an anticheat but it does similar things upon every build of the game

    • 2 years ago
      Anonymous

      someone good interview about anticheats (the interviewer is fricking cringe and brown though)

      • 2 years ago
        Anonymous

        >someone
        somewhat(

      • 2 years ago
        Anonymous

        thats ok most of IQfy is cringe and brown too

        • 2 years ago
          Anonymous

          >and brown too
          is it really

    • 2 years ago
      Anonymous

      It took longer than I expected to use the MOVfuscator

      • 2 years ago
        Anonymous

        doesn't movfuscator have an insane performance hit? i doubt they pasted it

  6. 2 years ago
    Anonymous

    i've actually thought about the exact same thing. The problem is i think its too hard to obfuscate your vital game components to the point where you cant write some sort of pattern to re-detect things.

    Also at the end of the day, even if you could do this, cheaters would just move to writing cheats based solely on input / output of the game client. So basically record the screen, use AI to detect say an enemy player, and then calculate whatever mouse input is required to move the crosshair to the players head & shoot.

  7. 2 years ago
    Anonymous

    I think it would be pretty simple to build a pattern detector to find the relevant state in memory. At some point you have to store things like position coordinates in memory somewhere, and you could just move your character around a little and see what portions of the state correlate. It would definitely be a challenge for cheat devs, but they love a good challenge.

    The bigger challenge is how you would build such a code obfuscation system. This isn't easy. You'd need to do it at the compiler level, which means you'd need to do fresh builds per connection per player. And games can have very long build times. Unreal engine uses a distributed build system to parallelize it and it still can take very long. And then the question of how you would shuffle the abstract syntax tree to hide the game state seems difficult and I'm not aware of any existing tooling that does something like that. Especially when you consider the code still needs to be performant.

  8. 2 years ago
    Anonymous

    Just run the game on a server and force everyone to stream it on their thin clients

    • 2 years ago
      Anonymous

      >thin clients
      you wish, the true hell coming is zero clients

      • 2 years ago
        Anonymous

        doesn't stop cheats

        Except there are cheats that essentially function on this model:

        a "bot" VM is fed a stream of the Host screenbuffer, and uses a NN-trained image recognition to tell virtual inputs to the host to lock your crosshair to likely targets faster that a human can lock into targets.

        such bots exist and escape detection by anticheats including Vanguard because it actually takes advantage of the Windows Hypervisor platform and Razer drivers. even if you could remote-play streamed vanguard, the aimbot will still work because all it needs is to "look" at your screen and move your mouse.

        they're crazy expensive though and not available in the open web, and can only be purchased if you have a referral.

        they have bots trained for most multiplayer fps games and MMOs and if your desired MMO isn't supported, it'll only take them a week to train it.

    • 2 years ago
      Anonymous

      This.
      The ultimate solution agaisnt cheating, global low latency ISP like Starlink and Cloud Gaming (gaas).

    • 2 years ago
      Anonymous

      Except there are cheats that essentially function on this model:

      a "bot" VM is fed a stream of the Host screenbuffer, and uses a NN-trained image recognition to tell virtual inputs to the host to lock your crosshair to likely targets faster that a human can lock into targets.

      such bots exist and escape detection by anticheats including Vanguard because it actually takes advantage of the Windows Hypervisor platform and Razer drivers. even if you could remote-play streamed vanguard, the aimbot will still work because all it needs is to "look" at your screen and move your mouse.

      they're crazy expensive though and not available in the open web, and can only be purchased if you have a referral.

      they have bots trained for most multiplayer fps games and MMOs and if your desired MMO isn't supported, it'll only take them a week to train it.

      • 2 years ago
        Anonymous

        if thats what cheaters have to resort to, then anticheats have won

        • 2 years ago
          Anonymous

          >resort to
          anon, these things are so lightweight they'll run on toaster laptops that can't even run the games themselves, but can still cheat in them through remote play

          These types of cheats have been around since 2011 that I know of.

          And while they're crazy expensive compared to a typical bot, they're not THAT expensive.

          • 2 years ago
            Anonymous

            You can, since the VM uses the Hypervisor platform and Windows now has those enabled by default and because of how performant Hyper-v is it runs completely in the background without a single host process to expose it and with negligible resource load.

            Cheaters won

            It's kind of crazy how every Windows advancement allowed circumvention and performance techniques that predated and pre-empted the anti-cheats;

            Secure boot started to become a thing? They figured out new signed drivers.
            Hyper-v became a thing? Switch VMs to that from VMware so it can run under the Hypervisor to be completely invisible to the "host" OS

            >Cheaters won
            *Remotely attests you.*

            TPM cannot detect these and run just fine under these systems.
            And according to their forums they've already tested these in the Lenovo Z13 that comes with and uses Microsoft's Pluton security chip and bypasses everything and remains undetected.

          • 2 years ago
            Anonymous

            TPM doesn't detect anything, it's for signing/verification.

      • 2 years ago
        Anonymous

        Who uses these things? Are people really shelling out serious cash just to win online ranked matches?
        I know in CS:GO there was a cheating scene that crept into the pro level on occasion, especially in the early days. And it was quite expensive for the good stuff. But there's no way you could run that VM setup in a LAN tournament so it would just have to be online players

        • 2 years ago
          Anonymous

          You can, since the VM uses the Hypervisor platform and Windows now has those enabled by default and because of how performant Hyper-v is it runs completely in the background without a single host process to expose it and with negligible resource load.

          Cheaters won

          • 2 years ago
            Anonymous

            >Cheaters won
            *Remotely attests you.*

    • 2 years ago
      Anonymous

      You would just sigscan it, you can because the code is essentially doing the same thing.

      Input lag, also you nicely reduced the gpu work and now can be used to run a deep learning model

      doesn't movfuscator have an insane performance hit? i doubt they pasted it

      Yeah, havent checked hyperion but I guess they deobfuscate it when running

      • 2 years ago
        Anonymous

        *Encrypts your memory.*

        • 2 years ago
          Anonymous

          Will you encrypt the decrypt function too? :^)

          • 2 years ago
            Anonymous

            I have no answer, as I do not know anything about what I am talking about.

  9. 2 years ago
    Anonymous

    Cheat-proof multiplayer has already existed, it's called deterministic lockstep networking. The simulation is wholly deterministic, no randomization (pseudo-randomization based on a shared seed can be used if needed), and players only transmit their commands & a hash, not gamestate; every tick only progresses once everyone has checked in (lockstep). If a player tries to meddle with their client's state, the match simply desynchronizes (because the other players' states are now different from the cheater's) and everyone's clients can report to the players that they are not in sync (and usually, the out of sync player can thus be easily identified as a cheater).

    • 2 years ago
      Anonymous

      as long as there is a display output and an input, aim/farm/raid/pvp-bots will still work.

  10. 2 years ago
    Anonymous

    I admire your enthusiasm, but your approach would be pointless.
    There are cheats now that interpret rasterized video output as game objects in 3d space and perform cheat functions accordingly. ie, an aimbot that finds enemies based on pixels. Anyone with a spare PC, HDMI splitter and two USB cables will be completely undectable. Online gaming is dying/dead and there is no way to stop this. Get a new hobby.

    • 2 years ago
      Anonymous

      This. Even modern cheaters aren't banned, either because the cheat devs are too good or the company at hand wants to keep them aroune because they are regular players who likely spend money on MTX as well. Double edged sword.

  11. 2 years ago
    Anonymous

    How do you deal with AI cheats then

  12. 2 years ago
    Anonymous

    I like your idea but making something that can actually be implemented by your average game company would be very difficult; if you make it generic enough to be usable you also kind of defeat the purpose.
    I think (hope, really) that the future of anticheat is server-side. Machine learning is good enough now that it could easily identify any cheating that a human could detect, you can also get a lot of mileage by having a sensible protocol that doesn't give insane advantages to modded clients (like wallhack or flying). It's possible, and not even that hard, to make a robust enough protocol that client mods could be considered fair game.

  13. 2 years ago
    Anonymous

    Cheating is already solved via unhackable video game consoles. See: Xbox ONE
    PC shitters can just frick off

    • 2 years ago
      Anonymous

      >chronus & XIM tools don't exist
      Uh oh

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