More about how to prevent 'ReadProcessMemory()' and 'WriteProcessMemory()' in C++?

Posted on 2009-05-10
Medium Priority
Last Modified: 2012-08-14
Basicly, I've been working on preventing these from viewing the memory/editing the memory on the fly in my game, for example.

And yes, I do understand the difficulty or doing this, and yes, it is a client/server, and I do understand the only real solution is to add checks to the server side too. Right now unfortunatly, theres more work then needed, for example, the server/client lag coding needs alot of work, thus it can get laggy at times if you send too much stuff at once. More or less this would cause an issue, and the game is more based on how CS or Continuum is, like stated before.

However, jkr did point out some interesting things, at http://www.codeproject.com/KB/security/AntiReverseEngineering.aspx?fid=1529949&fr=51&df=90&mpp=25&noise=3&sort=Position&view=Quick#BpMem ... Which prevents some things. Currently I do have most debuggers stopped using some coding w/ page guards..

However, I believe basic memory editors (not debuggers) are still going through using 'ReadProcessMemory()' and 'WriteProcessMemory()'  .. It uses a different way to 'attach to the process' is what I am guessing. More or less I just want to hinder them from writing in the end, but if it can hinder reading or attaching too, that would be great.

Using Page Guard for example, I haven't been able to find a proper solution, and I am not sure how to 'prevent' memory editing from occuring.

I am not trying to make it 100% proof, more or less I know that is impossible. I wish to however, hinder the basic 'cheater' as this would proabbly hinder at least 90% of people. Most likely.

Could I get more assistance on this? I apologize for the second question, but I am myself learning C++, as I have just gotten into it a couple months ago.

Question by:Valleriani

Author Comment

ID: 24349845
The problem with letting the server track the variables right now 100% wise is that normally the server isn't 100% lag proof, thus lag occurs, and if we allowed it server side, ships would likely be blowing up left and right. This is a more 'fast paced' action game, with bullets flying all over the place.. The server would have to be almost right on accurate with bullets, maybe even some way to 'predict' movement so this doesn't occur. So it is not a solution at the moment.

Using a memory guard would be great against it, and I do know it just hinders the experienced cheater, but it will stop the basic people using cheats. Most of the players who would do it are normally very young. I'd say a program only gets hacked when it has a large playerbase, which I do not yet. ;)
LVL 86

Accepted Solution

jkr earned 2000 total points
ID: 24356562
Well, th eonly bullet-proof way I could think of would be to hook these calls to intercept them, then identify the calling application and decide whether it's OK. Yet that's quite an advanced subject, see http://www.codeproject.com/KB/system/hooksys.aspx ("API hooking revealed").

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