Use blockchain. It is a very simplified comment, but behind that you can expand the topic to include many advantage a blockchain can provide during multiplayer games. EDIT: yes it is a very unpopular topic, but deep down many of you who are developers, know that blockchain can solve many of these issues with cheater.dll
Riot Games Approach to Anti-Cheat
181–190 of 412 posts
Re: Riot Games Approach to Anti-Cheat
#182slightly related: The LoL end user client that they wrote with CEF(!) is one of the worst game clients I've used. Edit: It's CEF not Electron
Re: Riot Games Approach to Anti-Cheat
#183Earlier quoted context omitted.
How exactly would blockchain do anything that a regular database couldn't do in this instance?
sharing the altered code. If you share the code and its invalid it can be traced back to your account. Which you can only create if you are part of that chain as a registered user. That fingerprint changes as soon as someone tries to use their account and tries to validate against the chain. It does not stop the cheater, but it stops it from spreading the cheat and it is easy to identify the cheater.
Re: Riot Games Approach to Anti-Cheat
#184Re: Riot Games Approach to Anti-Cheat
#185This talks about common techniques for protecting Windows binaries but what about their Mac client? Are similar techniques also applicable to Mac?
It would have been interesting if they had talked about different platforms, but alas, it's quite a superficial article...
Re: Riot Games Approach to Anti-Cheat
#186Earlier quoted context omitted.
> open-sourcing anti-cheat libraries (that won't be defeated by knowing the details). This doesn't make any sense. Anti cheat rely on the fact that it's not known. There is no such a thing as open source in the anti cheat world. It's all very secret for a good reason.
I'd curious to know what strategies make secrecy a necessity. I come from a WebDev background and open-source libraries are almost always always secure and safer then your own (due to the sheer amount of developers and ingenuity working on one repo). Admittedly, game development is a different beast and has to deal with far more client-code so I'm admitting my ignorance here.
Re: Riot Games Approach to Anti-Cheat
#187So I'm not seeing anything particularly novel here. In fact, I think most AAA titles do most if not all of these things today. It really just boils down to understanding your title's threat model and mitigating the threats. I think the article missed an opportunity to talk about false positive rates, the workflow for users to get unbanned due to false positives (usually a very nasty process), performance, platform su…
> usually a very nasty process especially with how opaque the whole flagging is. I understand why they do it and a game environment is not a democracy or a court of law, but it's hard to defend yourself when you do not have access to the evidences.
The oft-used 'arms race' analogy for this would be like sending blueprints of your newly-fabricated weapons to the adversary.
Re: Riot Games Approach to Anti-Cheat
#188Earlier quoted context omitted.
A sandbox can be a virtual machine, for all practical purposes indistinguishable from any "normal" computers ordinary players use. Of course this will lead to the never ending Ouroboros of more sophisticated detectors and more sophisticated virtualization, ad infinitum. I've heard there are cheats that use hypervisors to stand above the operating systems and avoid kernel-level anti-cheats. I wouldn't be too surprised…
I never claimed that this would be perfect. All security, especially the kind we're talking about here and the kind mentioned in the fine article is about the relative effort that the developer and cheater has to do to create the obsfucation and work around it, respectively. Making debugging harder doesn't make debugging impossible, it makes it more difficult and take more time. Adding random cheat checks on every re…
I don't know anything about LoL, though.
Re: Riot Games Approach to Anti-Cheat
#189The game is 100% online. Could you have a piece of the networking protocol where the server sends little snippets of executable code over the network during the game that read some specific locations in memory, do some processing, and send the results back to the server in the next packet? You could do things like check the starting address and length of loaded dlls, or take the hash of some random span of machine co…
Re: Riot Games Approach to Anti-Cheat
#190Use blockchain. It is a very simplified comment, but behind that you can expand the topic to include many advantage a blockchain can provide during multiplayer games. EDIT: yes it is a very unpopular topic, but deep down many of you who are developers, know that blockchain can solve many of these issues with cheater.dll