Publisher: Addison Wesley Professional
Pub Date: July 09, 2007
Print ISBN-10: 0-13-227191-5
Print ISBN-13: 978-0-13-227191-2
Pages: 384
Slots: 1.0
If you are a gamer, a game developer, a software security professional, or an interested bystander, this book exposes the inner workings of online-game security for all to see.
From the authors of the best-selling Exploiting Software, Exploiting Online Games takes a frank look at controversial security issues surrounding MMORPGs, such as World of Warcraft™ and Second Life®. This no-holds-barred book comes fully loaded with code examples, debuggers, bots, and hacks.
This book covers
Why online games are a harbinger of software security issues to come
How millions of gamers have created billion-dollar virtual economies
How game companies invade personal privacy
Why some gamers cheat
Techniques for breaking online game security
How to build a bot to play a game for you
Methods for total conversion and advanced mods
Written by the world's foremost software security experts, this book takes a close look at 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:
Copyright
Advance Praise for Exploiting Online Games
Addison-Wesley Software Security Series
Foreword
Preface
Acknowledgments
About the Authors
Chapter 1. Why Games?
Online Games Worldwide
The Lure of Cheating in MMORPGs
Games Are Software, Too
Hacking Games
The Big Lesson: Software as Achilles' Heel
Chapter 2. Game Hacking 101
Defeating Piracy by Going Online
Or Not . . .
Tricks and Techniques for Cheating
The Bot Parade
Lurking (Data Siphoning)
Tooling Up
Countermeasures
Chapter 3. Money
How Game Companies Make Money
Virtual Worlds: Game Economics and Economies
Criminal Activity
Chapter 4. Enter the Lawyers
Legality
Fair Use and Copyright Law
The Digital Millennium Copyright Act
The End User License Agreement
The Terms of Use
Stealing Software versus Game Hacking
Chapter 5. Infested with Bugs
Time and State Bugs in Games
Pathing Bugs in Games
Altering the User Interface
Modifying Client-Side Game Data
Monitoring Drops and Respawns
Just Show Up
And in Conclusion
Chapter 6. Hacking Game Clients
Malicious Software Testing (Enter the Attacker)
Countermeasures against Reverse Engineering
Data, Data, Everywhere
Getting All Around the Game
Going Over the Game: Controlling the User Interface
Getting In the Game: Manipulating Game Objects
Getting Under the Game: Manipulating Rendering Information
Standing Way Outside the Game: Manipulating Network Packets
The Ultimate in Stealth: Taking Client Manipulation to the Kernel
Clients Make Great Targets
Chapter 7. Building a Bot
Bot Design Fundamentals
Bot as Debugger
The Wowzer Botting Engine
Advanced Bot Topics
Bots for Everyone
Chapter 8. Reversing
Taking Games Apart
Code Patterns in Assembly
Self-Modifying Code and Packing
Reversing Concluded
Chapter 9. Advanced Game Hacking Fu
Conversions and Modding
Media File Formats
Emulation Servers (Private Servers)
Legal Tangles
Chapter 10. Software Security Über Alles
Building Security In for Game Developers
Security for Everyday Gamers
Exploiting Online Games