Game Hacking: Developing Autonomous Bots for Online Games

Game Hacking: Developing Autonomous Bots for Online Games

by Nick Cano

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Overview

Game Hacking: Developing Autonomous Bots for Online Games by Nick Cano

You don’t need to be a wizard to transform a game you like into a game you love. Imagine if you could give your favorite PC game a more informative heads-up display or instantly collect all that loot from your latest epic battle.

Bring your knowledge of Windows-based development and memory management, and Game Hacking will teach you what you need to become a true game hacker. Learn the basics, like reverse engineering, assembly code analysis, programmatic memory manipulation, and code injection, and hone your new skills with hands-on example code and practice binaries.

Level up as you learn how to:
–Scan and modify memory with Cheat Engine
–Explore program structure and execution flow with OllyDbg
–Log processes and pinpoint useful data files with Process Monitor
–Manipulate control flow through NOPing, hooking, and more
–Locate and dissect common game memory structures

You’ll even discover the secrets behind common game bots, including:
–Extrasensory perception hacks, such as wallhacks and heads-up displays
–Responsive hacks, such as autohealers and combo bots
–Bots with artificial intelligence, such as cave walkers and automatic looters

Game hacking might seem like black magic, but it doesn’t have to be. Once you understand how bots are made, you’ll be better positioned to defend against them in your own games. Journey through the inner workings of PC games with Game Hacking, and leave with a deeper understanding of both game design and computer security.

Product Details

ISBN-13: 9781593276690
Publisher: No Starch Press
Publication date: 07/30/2016
Pages: 304
Sales rank: 1,200,085
Product dimensions: 7.50(w) x 9.90(h) x 2.00(d)

About the Author

Nick Cano wrote his first scripts for open source game servers when he was 12 and has been a part of the game-hacking community ever since. He has years of experience in detecting and defending against malware, and advises developers and designers on best practices to protect their games against bots. Nick has spoken about his research and tools at many conferences.

Table of Contents

Foreword Dr. Jared DeMott xv

Acknowledgements xvii

Introduction xix

Prerequisites for the Reader xx

A Brief Game Hacking History xx

Why Hack Games? xxi

How This Book Is Organized xxii

About the Online Resources xxiv

How to Use This Book xxiv

Part 1 Tools of the Trade

1 Scanning Memory Using Cheat Engine 3

Why Memory Scanners Are Important 4

Basic Memory Scanning 4

Cheat Engine's Memory Scanner 5

Scan Types 6

Running Your First Scan 6

Next Scans 7

When You Can't Get a Single Result 7

Cheat Tables 7

Memory Modification in Games 8

Manual Modification with Cheat Engine 8

Trainer Generator 9

Pointer Scanning 11

Pointer Chains 11

Pointer Scanning Basics 12

Pointer Scanning with Cheat Engine 14

Pointer Rescanning 17

Lua Scripting Environment 18

Searching for Assembly Patterns 19

Searching for Strings 21

Closing Thoughts 22

2 Debugging Games with Oliydbg 23

A Brief Look at OliyDbg's User interface 24

OllyDbg's CPU Window 26

Viewing and Navigating a Game's Assembly Code 27

Viewing and Editing Register Contents 29

Viewing and Searching a Game's Memory 29

Viewing a Game's Call Stack 30

Creating Code Patches 31

Tracing Through Assembly Code 32

OllyDbg's Expression Engine 33

Using Expressions in Breakpoints 34

Using Operators in the Expression Engine 34

Working with Basic Expression Elements 35

Accessing Memory Contents with Expressions 36

OllyDbg Expressions in Action 36

Pausing Execution When a Specific Player's Name is Printed 37

Pausing Execution When Your Character's Health Drops 39

OllyDbg Plug-ins for Game Hackers 42

Copying Assembly Code with Asm2Clipboard 42

Adding Cheat Engine to OllyDbg with Cheat Utility 42

Controlling OllyDbg through the Command Line 43

Visualizing Control Flow with OllyFlow 45

Closing Thoughts 47

3 Reconnaissance with Process Monitor and Process Explorer 49

Process Monitor 50

Logging In-Game Events 50

Inspecting Events in the Process Monitor Log 52

Debugging a Game to Collect More Data 53

Process Explorer 55

Process Explorer's User Interface and Controls 56

Examining Process Properties 57

Handle Manipulation Options 59

Closing Thoughts 61

Part 2 Game Dissection

4 From Code to Memory: A General Primer 65

How Variables and Other Data Manifest in Memory 66

Numeric Data 67

String Data 69

Data Structures 71

Unions 73

Classes and VF Tables 74

x86 Assembly Crash Course 78

Command Syntax 79

Processor Registers 81

The Call Stack 86

Important x86 Instructions for Game Hacking 89

Closing Thoughts 96

5 Advanced Memory Forensics 97

Advanced Memory Scanning 98

Deducing Purpose 98

Finding the Player's Health with OllyDbg 99

Determining New Addresses After Game Updates 101

Identifying Complex Structures in Game Data 105

The std::string Class 105

The std::vector Class 108

The std::list Class 110

The std::map Class 114

Closing Thoughts 118

6 Reading From and Writing to Game Memory 119

Obtaining the Game's Process Identifier 120

Obtaining Process Handles 121

Working with OpenProcess() 121

Accessing Memory 122

Working with ReadProcessMemory() and WriteProcessMemory() 122

Accessing a Value in Memory with ReadProcessMemory() and WriteProcessMemoryO 123

Writing Templated Memory Access Functions 123

Memory Protection 124

Differentiating x86 Windows Memory Protection Attributes 125

Changing Memory Protection 126

Address Space Layout Randomization 128

Disabling ASLR to Simplify Bot Development 128

Bypassing ASLR in Production 128

Closing Thoughts 130

Part 3 Process Puppeteering

7 Code Injection 133

Injecting Code Caves with Thread Injection 134

Creating an Assembly Code Cave 134

Translating the Assembly to Shellcode 135

Writing the Code Cave to Memory 136

Using Thread Injection to Execute the Code Cave 137

Hijacking a Game's Main Thread to Execute Code Caves 138

Building the Assembly Code Cave 138

Generating Skeleton Shellcode and Allocating Memory 140

Finding and Freezing the Main Thread 141

Injecting DLLs for Full Control 142

Tricking a Process info Loading Your DLL 143

Accessing Memory in an Injected DLL 145

Bypassing ASLR in an Injected DLL 146

Closing Thoughts 147

8 Manipulating Control Flow in a Game 149

NOPing to Remove Unwanted Code 150

When to NOP 150

How to NOP 151

Hooking to Redirect Game Execution 153

Call Hooking 153

VF Table Hooking 156

IAT Hooking 160

Jump Hooking 165

Applying Call Hooks to Adobe AIR 169

Accessing the RTMP Goldmine 169

Hooking the RTMPS encode() Function 171

Hooking the RTMPS decode() Function 172

Placing the Hooks 173

Applying Jump Hooks and VF Hooks to Direct3D 175

The Drawing Loop 176

Finding the Direct3D Device 177

Writing a Hook for EndScene() 182

Writing a Hook for Reset() 183

What's Next? 184

Closing Thoughts 185

Part 4 Creating Bots

9 Using Extrasensory Perception to Ward off Fog of War 189

Background Knowledge 190

Revealing Hidden Details with Lighthacks 190

Adding a Central Ambient Light Source 190

Increasing the Absolute Ambient Light 191

Creating Other Types of Lighthacks 192

Revealing Sneaky Enemies with Wallhacks 192

Rendering with Z-Buffering 193

Creating a Direct3D Wallhack 194

Fingerprinting the Model You Want to Reveal 196

Getting a Wider Field of Vision with Zoomhacks 197

Using NOPing Zoomhacks 197

Scratching the Surface of Hooking Zoomhacks 198

Displaying Hidden Data with HUDs 198

Creating an Experience HUD 199

Using Hooks to Locate Data 200

An Overview of Other ESP Hacks 201

Closing Thoughts 202

10 Responsive Hacks 203

Observing Game Events 204

Monitoring Memory 204

Detecting Visual Cues 205

Intercepting Network Traffic 206

Performing In-Game Actions 211

Emulating the Keyboard 211

Sending Packets 215

Tying the Pieces Together 218

Making the Perfect Healer 218

Resisting Enemy Crowd-Control Attacks 218

Avoiding Wasted Mana 219

Closing Thoughts 219

11 Putting it All Together: Writing Autonomous Bots 221

Control Theory and Game Hacking 222

State Machines 223

Combining Control Theory and State Machines 225

A Basic Healer State Machine 225

A Complex Hypothetical State Machine 228

Error Correction 230

Pathfinding with Search Algorithms 232

Two Common Search Techniques 233

How Obstacles Disrupt Searches 233

An A* Search Algorithm 234

When A* Searches Are Particularly Useful 240

Common and Cool Automated Hacks 241

Looting with Cavebots 241

Automating Combat with Warbots 243

Closing Thoughts 244

12 Staying Hidden 245

Prominent Anti-Cheat Software 246

The PunkBuster Toolkit 246

Signature-Based Detection 246

Screenshots 247

Hash Validation 247

The ESEA Anti-Cheat Toolkit 247

The VAC Toolkit 247

DNS Cache Scans 248

Binary Validation 248

False Positives 248

The GameGuard Toolkit 248

User-Mode Rootkit 248

Kernel-Mode Rootkit 249

The Warden Toolkit 249

Carefully Managing a Bot's Footprint 250

Minimizing a Bot's Footprint 250

Masking Your Footprint 251

Teaching a Bot to Detect Debuggers 251

Anti-Debugging Techniques 255

Defeating Signature-Based Detection 256

Defeating Screenshots 258

Defeating Binary Validation 259

Defeating an Anti-Cheat Rootkit 261

Defeating Heuristics 262

Closing Thoughts 263

Index 265

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