Exploiting online games: cheating massively distributed systems
Why games -- Game hacking 101 -- Money -- Enter the lawyers -- Infested with bugs -- Hacking game clients -- Building a bots -- Reversing -- Advanced game hacking fu -- Software security uber alles -- Index
Gespeichert in:
Hauptverfasser: | , |
---|---|
Format: | Buch |
Sprache: | English |
Veröffentlicht: |
Upper Saddle River, NJ
Addison-Wesley
2008
|
Schriftenreihe: | Addison-Wesley Software security series
|
Schlagworte: | |
Online-Zugang: | Inhaltsverzeichnis |
Zusammenfassung: | Why games -- Game hacking 101 -- Money -- Enter the lawyers -- Infested with bugs -- Hacking game clients -- Building a bots -- Reversing -- Advanced game hacking fu -- Software security uber alles -- Index |
Beschreibung: | Includes index |
Beschreibung: | XXXV, 340 S. Ill., graph. Darst. |
ISBN: | 9780132271912 0132271915 |
Internformat
MARC
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020 | |a 9780132271912 |c pbk. : alk. paper |9 978-0-13-227191-2 | ||
020 | |a 0132271915 |9 0-13-227191-5 | ||
024 | 3 | |a 9780132271912 | |
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100 | 1 | |a Hoglund, Greg |e Verfasser |0 (DE-588)130649589 |4 aut | |
245 | 1 | 0 | |a Exploiting online games |b cheating massively distributed systems |c Greg Hoglund, Gary McGraw |
264 | 1 | |a Upper Saddle River, NJ |b Addison-Wesley |c 2008 | |
300 | |a XXXV, 340 S. |b Ill., graph. Darst. | ||
336 | |b txt |2 rdacontent | ||
337 | |b n |2 rdamedia | ||
338 | |b nc |2 rdacarrier | ||
490 | 0 | |a Addison-Wesley Software security series | |
500 | |a Includes index | ||
520 | |a Why games -- Game hacking 101 -- Money -- Enter the lawyers -- Infested with bugs -- Hacking game clients -- Building a bots -- Reversing -- Advanced game hacking fu -- Software security uber alles -- Index | ||
650 | 4 | |a Computer networks / Security measures | |
650 | 0 | 7 | |a Computerspiel |0 (DE-588)4010457-6 |2 gnd |9 rswk-swf |
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689 | 1 | |5 DE-604 | |
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856 | 4 | 2 | |m GBV Datenaustausch |q application/pdf |u http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=020672240&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |3 Inhaltsverzeichnis |
999 | |a oai:aleph.bib-bvb.de:BVB01-020672240 |
Datensatz im Suchindex
_version_ | 1804143419731214336 |
---|---|
adam_text | IMAGE 1
R^K EXPLOITINQ
^ F ONLINE GAMES
CHEATINQ MASSIVELY DISTRIBUTED SYSTEMS
GREG HOGLUND GARY MCGRAW
R ADDISON-WESLEY UPPER SADDLE RIVER, NJ * BOSTON * INDIANAPOLIS * SAN
FRANCISCO NEW YORK * TORONTO * MONTREAL * LONDON * MUNICH * PARIS *
MADRID CAPETOWN * SYDNEY * TOKYO * SINGAPORE * MEXICO CITY
IMAGE 2
CONTENTS
WARN HHBB
FOREWORD XVII
PREFACE XXI
WHY ARE WE DOING THIS? XXII
WHERE DO WE DRAW THE LINE? XXIII WHAT S IN THE BOOK? XXIV
THE SOFTWARE SECURITY SERIES XXVI CONTACTING THE AUTHORS XXVII
A C K N O W L E D G M E N TS XXIX
GREG S ACKNOWLEDGMENTS XXIX
GARY S ACKNOWLEDGMENTS XXIX
A B O UT T HE AUTHORS XXXIII
CHAPTER 1: W HY GAMES? 3
ONLINE GAMES WORLDWIDE 5
THE LURE OF CHEATING IN MMORPGS 7 CBEAT CODES 7
CRIMINAL CHEATING 8 TURNING BITS INTO CASH: FROM EXPLOITS TO ITEMS GAMES
ARE SOFTWARE, TOO 9 BASIC GAME ARCHITECTURE 9
THE GAME CLIENT 10
CLIENT-SIDE STATE 10 ANALOGIES TO OTHER APPLICATIONS 11
XI
IMAGE 3
XU
CONTENTS
HACKING GAMES 12
WHO HACKS GAMES? 12
WHY HACK GAMES? 12
FLOW TO HACK GAMES 14
HOW MUCH GAME HACKING HAPPENS? 16 THE BIG LESSON: SOFTWARE AS ACHILLES
HEEL 17
CHAPTER 2: GAME HACKING 101 19
DEFEATING PIRACY BY GOING ONLINE 20 OR N O T. . . 20
TRICKS AND TECHNIQUES FOR CHEATING 21 BUILDING A BOT: AUTOMATED GAMING
21 USING THE USER INTERFACE: KEYS, CLICKS, AND COLORS 23 OPERATING A
PROXY: INTERCEPTING PACKETS 25 MANIPULATING MEMORY: READING AND WRITING
DATA 27
DRAWING ON THE DEBUGGER: BREAKPOINTS 28 FINDING THE FUTURE:
PREDICTABILITY AND RANDOMNESS, OR HOW TO CHEAT IN ONLINE POKER 28
THE BOT PARADE 31
COMBAT MACRO BOTS 31
AIMBOTS 34
POKER BOTS 36
LURKING (DATA SIPHONING) 36 ONLINE STATISTICS 37
POKER STATISTICS 37
AUCTION MANIPULATION 38
TOOLING UP 39
AC TOOL: MACRO CONSTRUCTION 40 COUNTERMEASURES 46 SPYWARE 48
THE WARDEN: DEFEATING CHEATERS BY CROSSING THE LINE 49 THE GOVERNOR 51
WHERE DO YOU STAND? 61
CHEATING 62
CHAPTER 3: MONEY 65
HOW GAME COMPANIES MAKE MONEY 65 POKER 66
IMAGE 4
CONTENTS
VIRTUAL WORLDS: GAME ECONOMICS AND ECONOMIES 67 CONNECTIONS TO TBE REAL
ECONOMY 68 MIDDLEMEN 70
PLAYING FOR PROFIT 71
THOTTBOT 72
CRIMINAL ACTIVITY 73
CHAPTER 4: ENTER THE LAWYERS 75
LEGALITY 75
FAIR USE AND COPYRIGHT LAW 77 THE DIGITAL MILLENNIUM COPYRIGHT ACT 78
THE END USER LICENSE AGREEMENT 79 SONY BMG S EULA: ROOTKITS GALORE 80
BLIZZARD S EULA: ALL YOUR MEMORY ARE BELONG TO US 82 GATOR S EULA: A
PERMANENT UNWELCOME VISITOR 84 MICROSOFT FRONTPAGE 2002 S EULA: BE NICE,
BECAUSE YOU HAVE TO 84
A VIRUS WITH A EULA: MALWARE GETS LEGAL 85 APPLE COMPUTER S EULA: TO
INFINITY AND BEYOND 85 THE EULA PARADE 85
FORBIDDING REVERSE ENGINEERING 86 FORBIDDING GAME HACKING 87 PROPERTY
RIGHTS 87
THE TERMS OF USE 88
THE BAN 89
BEING SUED != BREAKING THE LAW 89 STEALING SOFTWARE VERSUS GAME HACKING
89
CHAPTER 5: INFESTED WITH BUGS 93
TIME AND STATE BUGS IN GAMES 95 HOW TO GAME FOR FREE 97
USING BUGS TO CONFUSE STATE BOUNDARIES 99 USING BOTNETS TO LAG A GAME
SERVER 1 OL USING BUGS TO CHANGE CHARACTER STATES 1 OL PATHING BUGS IN
GAMES 104 USING BUGS TO TRAVEL IN INTERESTING WAYS 105 ALTERING THE USER
INTERFACE 107 MODIFYING CLIENT-SIDE GAME DATA 108
IMAGE 5
XIV
CONTENTS
MONITORING DROPS AND RESPAWNS 109 JUST SHOW UP 111
AND IN CONCLUSION 111
CHAPTER 6: HACKING GAME CLIENTS 113
MALICIOUS SOFTWARE TESTING (ENTER THE ATTACKER) 113 QA TOOLS AND
TECHNIQUES 114 COUNTERMEASURES AGAINST REVERSE ENGINEERING 122 PACKING
123
ANTI-D EBUGGING 123 DATA, DATA, EVERYWHERE 126 DATA EXPOSURE AND
COUNTERMEASURES 129 DATA AT REST, DATA IN MOTION 129
LOOKING ELSEWBERE FOR DATA 131 GETTING ALL AROUND THE GAME 132 GOING
OVER THE GAME: CONTROLLING THE USER INTERFACE 132 CONTROLLING KEYSTROKES
132
USING MAGIC KEY SEQUENCES 133 CONTROLLING MOUSE DROPPINGS 134 SAMP LING
PIXELS 136
COUNTERMEASURES AGAINST MACRO BOTS 137 GENERATING WINDOWS MESSAGES 139
GETTING IN THE GAME: MANIPULATING GAME OBJECTS 139 THE PROBLEM OF
MOVEABLE MEMORY 140
ROUNDING UP THE USUAL SUSPECTS 142 READING THE FILE FRONT DISK 144
PARSING THE PE HEADER 146 LOOKING AROUND FOR STUFF 148
BUILDING A WO W DECOMPILER 156 READING AND WRITING PROCESS MEMORY 164
GETTING UNDER THE GAME: MANIPULATING RENDERING INFORMATION 164 3D = XYZ
165
WALL HACKING 165
DLL INJECTION 166
HIDING INJECTED DLLS 176
STANDING WAY OUTSIDE THE GAME: MANIPULATING NETWORK PACKETS 179
ENCRYPTION ON THE WIRE 179
IMAGE 6
CONTENTS
XV
THE ULTIMATE IN STEALTH: TAKING CLIENT MANIPULATION TOTHE KERNEL 180
MEMORY CLOAKING 181
CLIENTS MAKE GREAT TARGETS 183
CHAPTER 7: BUILDING A BOT 185
BOT DESIGN FUNDAMENTALS 186 EVENT-DRIVEN DESIGN 187 STATE MACHINES 187
MOVING TBE PLAYER CBARACTER 190 MAKING A PLAYER CBARACTER FIGBT 199
LOOTING TBE MOB 202
MOB SELECTION AND BLACKLISTING 203 MANAGING AGRO 207
BOT AS DEBUGGER 208
A BASIC DEBUGGING LOOP 209 SETPROCESSKILLONEXIT 213 SETDEBUGPRIVILEGE
213 BREAKPOINTS 214
SNAGGING SAMPLES FROM CONTEXT 219 SIPHONING WITH BREAKPOINT SAMPLES 223
THE WOWZER BOTTING ENGINE 224 ADVANCED BOT TOPICS 228
BOTS AND KERNELS 228
A NEW BOT PARADIGM: COMBAT ASSIST BOTS 230 BOT USER INTERFACE 234
BOTS FOR EVERYONE 244
CHAPTER 8: REVERSING 247
TAKING GAMES APART 248 TBE REVERSE ENGINEERING PROCESS 248 FUNCTION
IMPORTS AND EXPORTS 251 STRINGS 257
STATIC TRACING 257
DYNAMIC TRACING 262 CODE PATTERNS IN ASSEMBLY 264 BASIC DATA MOVEMENT
266
BASIC LOGIC 267
IMAGE 7
XVI CONTENTS
PARSING AND STRINGS 2 76 FUNCTIONS 281
C++ OBJECTS 285
EXCEPTION HANDLING 286 SWITCH STATEMENTS 288
SELF-MODIFYING CODE AND PACKING 290 REVERSING CONCLUDED 291
CHAPTER 9: ADVANCED GAME HACKING FU 293
CONVERSIONS AND MODDING 293 TOTAL CONVERSIONS 295
REWRITING THE CLIENT 296
REWRITING THE SERVER 297 CLIENT RENDERING OPTIONS 302 MODEL CONSTRUCTION
302
TEXTUR ES 306
TERRAIN 307
MEDIA FILE FORMATS 314 EMULATION SERVERS (PRIVATE SERVERS) 315 PROTOCOL
EMULATION 316
STEPS REQUIRED TO GET INTO THE WORLD 318 LEGAL TANGLES 319
CHAPTER 10: SOFTWARE SECURITY UEBER ALLES 321
BUILDING SECURITY IN FOR GAME DEVELOPERS 322 SOFTWARE SECURITY
TOUCHPOINTS 324 BLACK HATS AND WHITE HATS 326 SECURITY FOR EVERYDAY
GAMERS 327 EXPLOITING ONLINE GAMES 328
INDEX 331
|
any_adam_object | 1 |
author | Hoglund, Greg McGraw, Gary 1966- |
author_GND | (DE-588)130649589 (DE-588)128809868 |
author_facet | Hoglund, Greg McGraw, Gary 1966- |
author_role | aut aut |
author_sort | Hoglund, Greg |
author_variant | g h gh g m gm |
building | Verbundindex |
bvnumber | BV036755055 |
classification_rvk | ST 230 ST 277 |
classification_tum | DAT 055f DAT 758f DAT 461f |
ctrlnum | (OCoLC)124538652 (DE-599)BSZ267460961 |
dewey-full | 005.8 |
dewey-hundreds | 000 - Computer science, information, general works |
dewey-ones | 005 - Computer programming, programs, data, security |
dewey-raw | 005.8 |
dewey-search | 005.8 |
dewey-sort | 15.8 |
dewey-tens | 000 - Computer science, information, general works |
discipline | Informatik |
format | Book |
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id | DE-604.BV036755055 |
illustrated | Illustrated |
indexdate | 2024-07-09T22:47:22Z |
institution | BVB |
isbn | 9780132271912 0132271915 |
language | English |
lccn | 2007018716 |
oai_aleph_id | oai:aleph.bib-bvb.de:BVB01-020672240 |
oclc_num | 124538652 |
open_access_boolean | |
owner | DE-522 DE-91G DE-BY-TUM |
owner_facet | DE-522 DE-91G DE-BY-TUM |
physical | XXXV, 340 S. Ill., graph. Darst. |
publishDate | 2008 |
publishDateSearch | 2008 |
publishDateSort | 2008 |
publisher | Addison-Wesley |
record_format | marc |
series2 | Addison-Wesley Software security series |
spelling | Hoglund, Greg Verfasser (DE-588)130649589 aut Exploiting online games cheating massively distributed systems Greg Hoglund, Gary McGraw Upper Saddle River, NJ Addison-Wesley 2008 XXXV, 340 S. Ill., graph. Darst. txt rdacontent n rdamedia nc rdacarrier Addison-Wesley Software security series Includes index Why games -- Game hacking 101 -- Money -- Enter the lawyers -- Infested with bugs -- Hacking game clients -- Building a bots -- Reversing -- Advanced game hacking fu -- Software security uber alles -- Index Computer networks / Security measures Computerspiel (DE-588)4010457-6 gnd rswk-swf Computersicherheit (DE-588)4274324-2 gnd rswk-swf Computerspiel (DE-588)4010457-6 s DE-604 Computersicherheit (DE-588)4274324-2 s McGraw, Gary 1966- Verfasser (DE-588)128809868 aut GBV Datenaustausch application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=020672240&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis |
spellingShingle | Hoglund, Greg McGraw, Gary 1966- Exploiting online games cheating massively distributed systems Computer networks / Security measures Computerspiel (DE-588)4010457-6 gnd Computersicherheit (DE-588)4274324-2 gnd |
subject_GND | (DE-588)4010457-6 (DE-588)4274324-2 |
title | Exploiting online games cheating massively distributed systems |
title_auth | Exploiting online games cheating massively distributed systems |
title_exact_search | Exploiting online games cheating massively distributed systems |
title_full | Exploiting online games cheating massively distributed systems Greg Hoglund, Gary McGraw |
title_fullStr | Exploiting online games cheating massively distributed systems Greg Hoglund, Gary McGraw |
title_full_unstemmed | Exploiting online games cheating massively distributed systems Greg Hoglund, Gary McGraw |
title_short | Exploiting online games |
title_sort | exploiting online games cheating massively distributed systems |
title_sub | cheating massively distributed systems |
topic | Computer networks / Security measures Computerspiel (DE-588)4010457-6 gnd Computersicherheit (DE-588)4274324-2 gnd |
topic_facet | Computer networks / Security measures Computerspiel Computersicherheit |
url | http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=020672240&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |
work_keys_str_mv | AT hoglundgreg exploitingonlinegamescheatingmassivelydistributedsystems AT mcgrawgary exploitingonlinegamescheatingmassivelydistributedsystems |