Exploiting Online Games
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Home > Computing and Information Technology > Computer security > Computer fraud and hacking > Exploiting Online Games: Cheating Massively Distributed Systems
Exploiting Online Games: Cheating Massively Distributed Systems

Exploiting Online Games: Cheating Massively Distributed Systems


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About the Book

The online gaming world is huge and continues to grow (analysts estimate the market reached $12 billion in 2006). And all computer games are made of software. By manipulating, changing, tweaking, and otherwise exploiting the software that makes up a computer game, malicious gamers can cheat. Cheating goes beyond getting a high score. In today's world of online poker, Second Life, and massive multiplayer online role playing games (MMORPGs) currency is a factor, whether it's winning a big jack pot or selling a "vorpal sword of heinousity" on e-Bay. With money involved this spells out big headaches for game makers and players alike. Exploiting Online Games frankly describes controversial security issues surrounding (MMORPGs) such as World of Warcraft. This no-holds-barred book comes fully loaded with code examples, debuggers, bots, and hacks, and exposes the inner workings of online game security for all to see. This book discusses and describes security problems associated with advanced massively distributed software. With hundreds of thousands of interacting users, today's online games are a bellwether of modern software. The kinds of attack and defense techniques described in Exploiting Online Games are tomorrow's security techniques on display today.

Table of Contents:
Foreword     xvii Preface     xxi Why Are We Doing This?     xxii Where Do We Draw the Line?     xxiii What's in the Book?     xxiv The Software Security Series     xxvi Contacting the Authors     xxvii Acknowledgments     xxix Greg's Acknowledgments     xxix Gary's Acknowledgments     xxix About the Authors     xxxiii Chapter 1: Why Games?     3 Online Games Worldwide     5 The Lure of Cheating in MMORPGs     7 Games Are Software, Too     9 Hacking Games     12 The Big Lesson: Software as Achilles' Heel     17 Chapter 2: Game Hacking 101     19 Defeating Piracy by Going Online     20 Or Not . . .     20 Tricks and Techniques for Cheating     21 The Bot Parade     31 Lurking (Data Siphoning)     36 Tooling Up     39 Countermeasures     46 Chapter 3: Money     65 How Game Companies Make Money     65 Virtual Worlds: Game Economics and Economies     67 Criminal Activity     73 Chapter 4: Enter the Lawyers     75 Legality     75 Fair Use and Copyright Law     77 The Digital Millennium Copyright Act     78 The End User License Agreement     79 The Terms of Use     88 Stealing Software versus Game Hacking     89 Chapter 5: Infested with Bugs     93 Time and State Bugs in Games     95 Pathing Bugs in Games     104 Altering the User Interface     107 Modifying Client-Side Game Data     108 Monitoring Drops and Respawns     109 Just Show Up     111 And in Conclusion     111 Chapter 6: Hacking Game Clients     113 Malicious Software Testing (Enter the Attacker)     113 Countermeasures against Reverse Engineering     122 Data, Data, Everywhere     126 Getting All Around the Game     132 Going Over the Game: Controlling the User Interface     132 Getting In the Game: Manipulating Game Objects     139 Getting Under the Game: Manipulating Rendering Information     164 Standing Way Outside the Game: Manipulating Network Packets     179 The Ultimate in Stealth: Taking Client Manipulation to the Kernel     180 Clients Make Great Targets     183 Chapter 7: Building a Bot     185 Bot Design Fundamentals     186 Bot as Debugger     208 The Wowzer Botting Engine     224 Advanced Bot Topics     228 Bots for Everyone     244 Chapter 8: Reversing     247 Taking Games Apart     248 Code Patterns in Assembly     264 Self-Modifying Code and Packing     290 Reversing Concluded     291 Chapter 9: Advanced Game Hacking Fu     293 Conversions and Modding     293 Media File Formats     314 Emulation Servers (Private Servers)     315 Legal Tangles     319 Chapter 10: Software Security Über Alles     321 Building Security In for Game Developers     322 Security for Everyday Gamers     327 Exploiting Online Games     328 Index     331

About the Author :
Greg Hoglund has been involved with software security for many years, specializing in Windows rootkits and vulnerability exploitation. He founded the website www.rootkit.com, and has coauthored several books on software security (Exploiting Software: How to Break Code and Rootkits: Subverting the Windows Kernel, both from Addison-Wesley). Greg is a long-time game hacker and spends much of his free time reverse engineering and tooling exploits for new games. Professionally, Greg offers in-depth training on rootkit development and software exploits. He is currently CEO of HBGary, Inc. (www.hbgary.com), building a world-class product for software reverse engineering and digital forensics. Gary McGraw is the CTO of Cigital, Inc., a software security and quality consulting firm with headquarters in the Washington, D.C., area. He is a globally recognized authority on software security and the author of six best-selling books on this topic. The latest, Software Security: Building Security In, was released in 2006. His other titles include Java Security (Wiley), Building Secure Software (Addison-Wesley), and Exploiting Software (Addison-Wesley). He is the editor of the Addison-Wesley Software Security Series. Dr. McGraw has also written more than 90 peer-reviewed scientific publications, writes a monthly security column for darkreading.com, and is frequently quoted in the press. Besides serving as a strategic counselor for top business and IT executives, Gary is on the advisory boards of Fortify Software and Raven White. His dual Ph.D. is in cognitive science and computer science from Indiana University where he serves on the Dean's Advisory Council for the School of Informatics. Gary is an IEEE Computer Society Board of Governors member and produces the monthly Silver Bullet Security Podcast for IEEE Security & Privacy magazine.


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Product Details
  • ISBN-13: 9780132271912
  • Publisher: Pearson Education (US)
  • Publisher Imprint: Addison Wesley
  • Height: 234 mm
  • No of Pages: 384
  • Spine Width: 24 mm
  • Weight: 740 gr
  • ISBN-10: 0132271915
  • Publisher Date: 19 Jul 2007
  • Binding: Paperback
  • Language: English
  • Returnable: N
  • Sub Title: Cheating Massively Distributed Systems
  • Width: 179 mm


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