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AppGameKit Chat / Agk anti cheat

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Blendman
5
Years of Service
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Joined: 17th Feb 2014
Location: Arkeos
Posted: 15th Nov 2018 08:24
Hi

I would like to know if there is a way to protect our game made with from cheating ?
Is there an anti-cheat system ?

Or how to forbid to cheat ?

Another things : how can I get the informations :
- country of the user (not getdevicelangage())
- get size of your app and verify or a system to verify that the game hasn't be changed (kind of signature, hash code..) ?

thanks
AGK2 tier1 - http://www.dracaena-studio.com
puzzler2018
1
Years of Service
Recently Online
Joined: 8th Oct 2017
Location:
Posted: 15th Nov 2018 08:59
Maybe perhaps when the game installs, secretly create 2 small files, one is an install file and one suggests that the game is good to go

The install file suggests that the game is successfully installed (and always will be there) and the 2nd file suggests that its good to play.

If the game doesn't see the install file - then boooom - not been installed correctly.

Or something along those lines

blink0k
AGK Developer
5
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Joined: 22nd Feb 2013
Location: the land of oz
Posted: 15th Nov 2018 09:04
You could use the GPS functions for location. There is a demo around here that uses it with google maps
I remember someone did an asset encryption thingy a while back. Im pretty sure it's in Showcase
Maybe you could use a shared variable (SaveSharedVariable) to store a HASH or something like that

Hope that helps
blink0k
AGK Developer
5
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Joined: 22nd Feb 2013
Location: the land of oz
Posted: 15th Nov 2018 09:07 Edited at: 15th Nov 2018 09:09
I remember it now! Wad Packer
I think it had a small issue with fonts

GPS + Google maps
fubarpk
AGK Developer
Gold Codemaster
14
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Joined: 11th Jan 2005
Location: Adelaide
Posted: 15th Nov 2018 12:17 Edited at: 15th Nov 2018 12:25
Maybe collect there IP address could go one further and Mac Address

With windows installs its much easier with the registry and steam takes care of allot of that

fubar
PartTimeCoder
AGK Tool Maker
3
Years of Service
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Joined: 9th Mar 2015
Location: Suffolk UK
Posted: 16th Nov 2018 12:30 Edited at: 16th Nov 2018 12:31
if someone has the knowledge to hack your executable to "cheat" they will certainly also have the knowledge to bypass any security measures you take to prevent them.


Thers is a game called "REDACTED" that stores game data in an unencrypted .json file that can be edited by anyone with a text editor enabling them to cheat on many levels, best you can do is avoid making the same mistake and do not store game data in this manor, but if someone really wants and knows how to hack your game there is not a lot you can do to stop them without spending big bucks on a security system that would keep out 95% of script kiddies …. big game companies try and fail to secure there products.


EDIT: upon posting I realized I was suppling simple instructions to hack a game so I redacted the game title
Ortu
DBPro Master
11
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Joined: 21st Nov 2007
Location: Austin, TX
Posted: 17th Nov 2018 01:45
If they are shipping a game with data in a plaintext file with no attempt at securing it, I wouldn't call that hacking, I'd call it modding and they likely don't care if you do it or not either way
http://games.joshkirklin.com/sulium

A single player RPG featuring a branching, player driven storyline of meaningful choices and multiple endings alongside challenging active combat and intelligent AI.
PHeMoX
1
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Joined: 9th Jan 2018
Location:
Posted: 17th Nov 2018 11:26
I probably wouldn't be too concerned with cheating when it involves a single player game. At worst, people would be playing in unintended ways, but still play likely a legal copy. I'd be more worried about illegal copies. Haven't figured that one out yet to protect properly. I must say I agree that on Windows platform it is quite bad that assets aren't encrypted automatically. I'd gladly trade in some performance or loading time for that!
fubarpk
AGK Developer
Gold Codemaster
14
Years of Service
User Offline
Joined: 11th Jan 2005
Location: Adelaide
Posted: 17th Nov 2018 11:35 Edited at: 17th Nov 2018 18:22
There is an example of media encryption near the bottom of this post
https://forum.thegamecreators.com/thread/222027

and puzzler added an encryption/decryption method for obj files
https://forum.thegamecreators.com/thread/222027?page=2
fubar
Blendman
5
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Joined: 17th Feb 2014
Location: Arkeos
Posted: 19th Nov 2018 10:25 Edited at: 19th Nov 2018 10:56
HI

Thank you for your answers.
It's anot a matter of media encryption.
My media are encrypted.

And my save file are encrypted too. We can't change it outside the game.

The matter is with the InApp purchase from google.
It seems there is a way to "cheat" the iap and not paid this but get the reward.

I have seen agk has GetInAppPurchaseSignature() (probably for a better protection) :
https://www.appgamekit.com/documentation/Reference/Extras/GetInAppPurchaseSignature.htm

do you know how to use that ?

Thanks.

Edit :

Does AGk have all those functions for better protection against IAP cheating ?
https://developer.android.com/distribute/best-practices/earn/fraud-prevention

- getBuyIntentExtraParams
- user's ID
- Voided Purchases API ?
- purchaseToken and orderId
- command-line (gsutil) downloads of estimated sales and earnings reports
etc...
AGK2 tier1 - http://www.dracaena-studio.com

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