Game-Hacking | PC Game Modding | Game Engine library

 by   r0t0tiller C++ Version: Current License: No License

kandi X-RAY | Game-Hacking Summary

kandi X-RAY | Game-Hacking Summary

Game-Hacking is a C++ library typically used in Gaming, Game Engine, Unity applications. Game-Hacking has no bugs, it has no vulnerabilities and it has low support. You can download it from GitHub.

PC Game Modding
Support
    Quality
      Security
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            kandi-support Support

              Game-Hacking has a low active ecosystem.
              It has 9 star(s) with 0 fork(s). There are 1 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 0 open issues and 1 have been closed. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of Game-Hacking is current.

            kandi-Quality Quality

              Game-Hacking has no bugs reported.

            kandi-Security Security

              Game-Hacking has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              Game-Hacking does not have a standard license declared.
              Check the repository for any license declaration and review the terms closely.
              OutlinedDot
              Without a license, all rights are reserved, and you cannot use the library in your applications.

            kandi-Reuse Reuse

              Game-Hacking releases are not available. You will need to build from source code and install.

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            Game-Hacking Key Features

            No Key Features are available at this moment for Game-Hacking.

            Game-Hacking Examples and Code Snippets

            No Code Snippets are available at this moment for Game-Hacking.

            Community Discussions

            Trending Discussions on Game-Hacking

            QUESTION

            How to raise security for my Unity project?
            Asked 2018-Sep-23 at 06:02

            In a nutshell, my project consists of:

            • A secure RESTful API web service (hosted on Heroku), handling requests/responses for a database. It accepts & returns JSON data
            • A Unity desktop application, which doubles as a Twitch API chat bot, and communicates with the webservice to update the state of the game, as well as the state of the database.
              • IMPORTANT: This game is meant to be run by Twitch streamers, and played by users in Twitch chat

            So my question is... Even though my web service is secure, what can I do to ensure that someone won't simply reverse engineer my Unity application to figure out how to properly communicate with my web server?

            Encrypted HTTP traffic stops packet sniffing, but is a moot service if you can still use the same methods the application uses to interact with the data. Perhaps I'm being too paranoid, but there are plenty of tools out there that specifically target Unity & C# projects, so it really wouldn't take much effort.

            One idea I had was to use the Twitch API to check if the user is actively streaming the game, and only allow them to start the game if the web service can't find a duplicate IP address in the database with an "isStreaming" flag set. This works in theory... but in practice, anyone can set up a fake Twitch account and a fake or "blank" stream on their machine, and then run some reverse-engineered code from the game.

            Is there anything else I could do to minimize a hacker's ability to interact with my database?

            ...

            ANSWER

            Answered 2018-Sep-23 at 06:02
            The Simple Answer
            • Unity-compatible Code Obfuscation

            Thanks to Unity's plugin system, there are actually some decent options for this. Some are paid options that exist in the Asset Store, as well as some 3rd party paid/free options that are simply unrelated to Unity (but could still work). Some of the free options, such as ConfuserEx, are also open source, allowing you to make custom code changes to how your work can be obfuscated.


            The More Complex Answer
            • I made a simple C# Class Library and filled it with some pointless functionality (for testing)
            • I compiled a release build of the library
            • I obfuscated it through ConfuserEx using Aggressive settings (Maximum settings had Unity spitting out Invalid IL code errors)
            • I added an Assets/Plugins folder to my Unity project, and placed the compiled library there
            • I created a new C# script to test the library from within Unity

            ... And although the decompiled code was unintelligible, it still worked as expected within Unity. I used an IL/C# decompiler tool (such as JustDecompile) to compare the differences between the obfuscated binary and the original binary.

            So if I really wanted to, I could follow these very same steps for all of my important bits of code (or even for the majority of my client project), as well as implementing any aforementioned security measures... And so hopefully, it's now going to be too much of a chore for anyone to understand the inner-workings of my project.

            Source https://stackoverflow.com/questions/52457781

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install Game-Hacking

            You can download it from GitHub.

            Support

            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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            gh repo clone r0t0tiller/Game-Hacking

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            git@github.com:r0t0tiller/Game-Hacking.git

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