The safest solution for "remote" multiplayer would be to host a terminal server and allow only remote desktop logins directly into the game. There's actually nice analogy saying "my computer = my fortress", which seems to be true. As said earlier - warden builds it's success on closed source. There's (currently) no known effective open-source way of ensuring client-level security. directly modify the client's memory, making it skip the "hack check" and so on). This means there's no way around without either breaking the (say, 4096-bit) encryption key or modifying the client (making your own using extracted key(s) and mimic the "valid" one. You can't modify the message without breaking the signature. Imagine a client-side "warden" using some kind of PGP-encrypted/signed messages. no fake server needed, you can google out the details.īack on topic - no.
As an example I will be using Dark Eden, to use some old screenshots I already had. To attach WPE to a program you need to have both WPE and the program running ofcourse.
I've never used the "fake server" for AC2, so I don't know any details other than it's been already broken down to a "normal" crack level recently, ie. u:7e5154295aAttaching WPE Pro:/u:7e5154295a To get started, you need to attach your WPE to the program you'd like to hack. except using some kind of trojan on the client (warden).Ĭouldn't you log each of Warden's queries and responses and make it return the OK signal even if you are using hacks, similar to AC2's crack? battlefield-like games), but there's no chance for games like WoW. It can be reasonably managed for 32-64 players (ie.
That includes movement calculations, weapon firing, player interaction, and so on. There's technically no way to prevent cheating in multiplayer games unless you're controlling everything server-side. It isn't just warden, other games have ie. halting CPU for a few microseconds and modifying it's registers / RAM. Using virtualization, firewire interface (direct memory access) - ie. Even if you "overhack" client's OS (as StarForce protection does) by running the OS kernel under your control, it can still be broken. Even if it uses some sort of asymmetric cipher to "sign" packets sent to a server, it can still be fooled. What's the point? If it's client-side, you can't enforce it's usage. Hey TOM, how about creating a separate anti-cheat process similar with warden but totaly independent? It dosen't necesarly need to use client included warden, i think a custom luncher could do the job as well.