内容简介:Game-hacking is an always-changing landscape, and this requires anti-cheat developers to innovate and implement unique, unidentified detection mechanisms. In this article I will shed some light on the mysterious routines that are getting hundreds of cheate
Game-hacking is an always-changing landscape, and this requires anti-cheat developers to innovate and implement unique, unidentified detection mechanisms. In this article I will shed some light on the mysterious routines that are getting hundreds of cheaters banned in Escape from Tarkov . So let’s start from the beginning.
(1) A hash value is a serialized, fixed-size value that represents an arbitrarily-sized input. Usually used for fast comparisons
Escape from Tarkov (herein “Tarkov”) runs on the game engine Unity through Mono , which opens up for some interesting security issues that game-hackers can abuse to gain an advantage while playing. First of all, the Unity game assemblies are very hard to integry-check when they’ve been JIT-compiled. This is because you can’t simply store a hash value (1) of the code, as the JIt-compiled methods might differ depending on what processor features are enabled.
This leaves the anti-cheat developers in a tough spot. It is not possible to ensure the integrity of JIT-compiler functions without either:
- Initialising before the game does then hooking the responsible JIT-engine. This hook can be used to cache hashes for all compiled functions for later comparison
- Resorting to alternative ways for ensuring game integrity, like checking image metadata.
While Tarkov actually has integrity checks (simple file hashing) in their Battlestate Games launcher application, this is trivial to patch out of the executable by opening the launcher executable in a tool like dnSpy and simply removing the entire thing. The fact that this integrity check (internally called “consistency check” in the launcher) was so easy to circumvent, enabled thousands of cheaters to simply patch the game assembly on disk. This could include features such as “wallhack”, “no recoil” et cetera.
It seems like Battlestate Games got tired of this vulnerability, and to fix it, they likely called up the developers of the commercial anti-cheat BattlEye, which they’ve been utilizing for quite some time now. This article will explore a previously-unknown anti-cheat module that is being dynamically streamed and executed to Tarkov players circa 15-20 minutes into their raids.
The following code snippet is an accurate representation of the new anti-cheat module, that I have reverse engineered and decompiled. If you are intimidated by the code, skip this section and go straight to my explanation further down!
auto paths = {
"EscapeFromTarkov_Data\\Managed",
"EscapeFromTarkov_Data"
"EscapeFromTarkov_Data\\StreamingAssets\\Windows\\assets\\content\\characters\\character\\bear\\bear0";
}
auto report_buffer = (std::uint8_t*)malloc(0x5000);
report_buffer[0] = 0x00;
report_buffer[1] = 0x49;
for (auto index = 0; index < 3; ++index)
{
_mm_lfence();
// CALCULATE CONTAINING PATH
PathCombineA(&combined_path,
&paths[index],
index == 1 ? "sharedassets*.assets" : "*");
auto search_handle = FindFirstFileA(&combined_path, &file);
if (search_handle != INVALID_HANDLE)
{
// LOOP ALL FILES
while (true)
{
// SKIP DIRECTORIES
if (!(file.dwFileAttributes & FILE_ATTRIBUTE_DIRECTORY))
{
// CALCULATE STRING LENGTH
for (filename_size = 0; file.cFileName[filename_size]; ++filename_size)
;
// CHECK FOR BUFFER OVERFLOW
if ((buffer_ptr - report_buffer + filename_size + 5) > 0x5000)
{
break;
}
// COPY FILENAME
*buffer_ptr = filename_size;
for (i = 0; i < *buffer_ptr; ++i)
buffer_ptr[i + 1] = file.cFileName[i];
// GET FINAL FILENAME
PathCombineA(&combined_path, &paths[index], file.cFileName);
if (index > 0 || memeq_wildmark(file.cFileName, "NLog????.nlo"))
{
buffer_ptr += *buffer_ptr + 1;
*(_DWORD *)buffer_ptr = 0;
if (GetFileAttributesExA(&combined_path, false, &file_attributes))
*(_DWORD *)buffer_ptr = file_attributes.nFileSizeLow;
buffer_ptr += 4;
}
// GET MONO INFORMATION FROM MEMORY
else if (GetFullPathNameA(&combined_path, MAX_PATH, &full_path, 0))
{
auto mono_image = mono_image_loaded(&full_path);
if (mono_image)
{
buffer_ptr += *buffer_ptr + 1;
*(_DWORD *)buffer_ptr = mono_image->image_size;
buffer_ptr += 4;
}
}
}
// GOT TO NEXT FILE
if (!FindNextFileA(search_handle, &file))
{
break;
}
}
FindClose(search_handle);
}
}
battleye::send_packet(report_buffer, buffer_ptr - report_buffer, false);
free(report_buffer);
The module itself is quite simple. It stores a hardcoded list of folders to scan that all reside inside of the Tarkov game folder:
EscapeFromTarkov_Data\\Managed EscapeFromTarkov_Data EscapeFromTarkov_Data\\StreamingAssets\\Windows\\assets\\content\\characters\\character\\bear\\bear0
All files in these folders are scanned, with their image size, file name and size uploaded to the BattlEye servers. This can be used to detect anyone tampering with the assemblies on disk , specifically. These folders contain game related assemblies, character details and map data. But this module has some huge oversights, that cheaters can use, and will use, to continue cheating in Tarkov.
First of all, the API-calls used to iterate files are ascii-specific, which means that if any part of the game path is encoded with unicode, this check will simply be skipped by anti-cheat. A second issue is also present: the hardcoded buffer length of 0x5000
bytes is not necesarily large enough to contain the information required. Nothing stops a cheater from creating 100+ files with names long enough to take up MAX_PATH
amount of characters in the buffer. This will essentially make the anti-cheat only upload the first 100 garbage files instead of checking the actual game assemblies. Lastly, the mono image size in memory can easily be overwritten by any game-hacker with memory access.
Another thing we noticed is the presence of the _mm_lfence
intrinsic, which ensures all previous load instructions are completed before continuing. The use of an out-of-order execution barrier is a little bit puzzling, but it may be for string serialization. The use cases are obscure and in this case we believe the compiler may have emitted a useless fence.
以上就是本文的全部内容,希望本文的内容对大家的学习或者工作能带来一定的帮助,也希望大家多多支持 码农网
猜你喜欢:本站部分资源来源于网络,本站转载出于传递更多信息之目的,版权归原作者或者来源机构所有,如转载稿涉及版权问题,请联系我们。
C语言名题精选百则技巧篇
冼镜光 / 机械工业出版社 / 2005-7 / 44.00元
《C语言名题精选百则》(技巧篇)收集了100则C语言程序设计题,共分9类。第一类比较简单,主要希望读者了解到《C语言名题精选百则》(技巧篇)的题目、解法与其他书籍之间的差异;第二至六类分别是关于数字、组合数学或离散数学、查找、排序、字符串等方面的题目;第七类列出了一些不太容易归类的题目,如Buffon丢针问题、Dijkstra的三色旗问题等;第八类则收录了一些有趣的、娱乐性的题目,如魔方阵等;第九......一起来看看 《C语言名题精选百则技巧篇》 这本书的介绍吧!