Securing Game Data: Techniques To Prevent Cheating And Tampering
Obfuscating Game Code to Frustrate Modification
Obfuscating game code makes it more difficult for players to understand and modify the game’s inner workings to enable cheating. Techniques like identifier renaming, control flow obfuscation, data encoding, and code virtualization can transform code into a form that is functionally equivalent but much harder to reverse engineer.
For example, identifier renaming replaces meaningful variable and function names like “CheckScore” with meaningless ones like “a123”. Control flow obfuscation adds jumps and switches that make the flow of execution convoluted. Data encoding obscures data structures and formats. And code virtualization converts code into a proprietary byte code which must be interpreted by a virtual machine.
Applying combinations of these techniques produces obfuscated code that cheaters will struggle to comprehend and manipulate to their advantage. The obfuscation must also be renewed with each software update to stay a step ahead of their efforts.
Encrypting Saved Game Data
Sensitive game data like player profiles, unlocked achievements, and progression status can be encrypted before writing it to storage. Then when the game needs to load the data, it gets decrypted back into a usable form.
This protects the data from being read or altered by curious users or cheat programs. Without the decryption key, the data appears as incomprehensible gibberish.
Here is some example pseudocode for encrypting game data with a simple XOR cipher before writing to a save file, and decrypting it when loading:
Encryption: key = random 8 byte value for each byte b in savedGameData: encryptedByte = b XOR key write encryptedByte to file Decryption: load key for each encryptedByte e in loadedFileData decryptedByte = e XOR key add decryptedByte to loadedGameData
The encrypted bytes will look random and scrambled without knowledge of the key. More advanced algorithms like AES and RSA can provide stronger protection than a simple XOR cipher. The key can be stored securely in the game code or derived from a secret master key on the server side.
Adding Validation Checks
Validation checks that analyze game data and state can detect tampering or manipulation. Some methods include:
- Comparing local data with server: Online games can compare values like scores, time, resources with authoritative copies on the server. Differences indicate manipulation.
- Checksum fields: Critical data structures can have checksums that get recomputed and verified during load. Changes cause a mismatch.
If tampering is detected, the game can revert values, fail to load, or trigger other checksum failure responses like logging out player or deleting saves.
Monitoring Game State for Impossible or Improbable Situations
The game runtime can analyze the state for red flag conditions that indicate cheating, including:
- Physics/collision violations: Character moves through walls, instantly transports long distances
- Ability usage rates violated: Skills used twice as fast as normal
- Impossible statistics: Health, damage, speed exceeds allowable maximums
- Combo lengths/scoring outpacing skill level: Beginner executing moves experts struggle with
- Timings off: Actions occuring faster than humanly possible reaction times
Detection can trigger requesting review by server, reverting anomalous values, ignoring invalid actions, or flagging account for further monitoring.
Rate-Limiting Player Actions to Prevent Exploits
Cheats often exploit game mechanics by allowing players to take certain actions like collecting rewards or deploying abilities at an accelerated pace. Rate-limiting constrains the frequency of actions to intensities feasible for ordinary human players. Attempts to exceed thresholds can trigger countermeasures.
Examples include permitting:
- No more than X reward claims per Y minutes
- No more than Z uses of special powers per battle
- Mandating delays between rapid inputs to match human reaction capabilities
Tight rate limits hamper efficiency of unauthorized bots/scripts that operate faster than people can. The thresholds should strike a balance between usability for real players and cheat obstruction.
Permanently Banning Repeat Offenders
Players that are repeatedly detected manipulating game code or memory to cheat may need their accounts permanently closed to prevent further abuse. Bans can be based on:
- Exceeding a threshold of cheating offenses across a network
- Triggering fraud detection mechanisms multiple times
- Frequently tampering with unauthorized programs despite warnings
Banning renders purchased licenses inactive, closes accounts, and blocks creation of new accounts. Combining multiple defensive measures with permanent consequences significantly decreases financial incentives for advancing cheating methods.
Obtaining Player Feedback to Detect Cheating Patterns
Enable players to report suspected instances of cheating, collecting details like:
- Game mode cheater detected in
- Player name/ID and other identifying details
- Abnormal behavior witnessed
- Game events preceding suspicious activity
- Any other suspicious traits
Aggregate reports to find common cheating patterns, problematic game areas needing rework, and accounts requiring investigation for fraud mitigation models to learn from.
Follow-up confirmations on disciplinary actions against accounts can also increase reporting through community feedback.