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Release:: Anti cheat DLL for Delite/similar hacks.

Discussion on Release:: Anti cheat DLL for Delite/similar hacks. within the Shaiya PServer Guides & Releases forum part of the Shaiya Private Server category.

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Old   #1
 
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Release:: Anti cheat DLL for Delite/similar hacks.

Hello everyone,

I was helping a friend with an anti-cheat DLL and I noticed there isn't any release against this hack Delite publicly. This hack was released for some years.

So anyway I decided to share the test version I wrote. I didn't get time to fully test this but it worked fine on my pc and some other friends pc when we tested on an ep 5 server(or 5.4 I'm not sure). What it will do is close the game once some hacks options like **** stop/x-ray/**** stun/cooldown/wall-climb etc turned on.I'll add some more security on the final version and add options to block other injections and packet editors but that I won't release here probably.

How to use it: attach the DLL file to the client game.exe and it will do the rest. If anyone has trouble attaching it, send me the game.exe I'll fix it.

Obviously there are other paid anti-cheats available from good developers, which should be the choice for serious servers. This one I release as basic protection for the servers who don't have anti-cheat/can't afford one.

If this has any bug(which is possible since I haven't tested it), post here I'll try to fix it. Other than that and attaching this to game.exe I won't provide any more support.

one detection in virustotal, I'm not sure why and honestly don't have any interest to fix it. If any confusion about security, not downloading is always a good choice.

EDIT:: Removed.
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Old 01/21/2020, 18:10   #2
 
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good virüs
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Old 01/21/2020, 18:15   #3
 
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Quote:
Originally Posted by GM_Stark View Post
good virüs
No one forcing you or anyone else to use it, dont use if you think its virus. You are welcome to look at the source code if you know C++;
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Old 01/21/2020, 21:52   #4
 
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Lightbulb code!!!

Quote:
Originally Posted by Gobet View Post
No one forcing you or anyone else to use it, dont use if you think its virus. You are welcome to look at the source code if you know C++;
if you offer the source code
You can upload it.
I think it would be fair about his words.
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Old 01/21/2020, 23:04   #5
 
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where the source code?
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Old 01/22/2020, 00:40   #6
 
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false/positive detected
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Old 01/22/2020, 02:25   #7
 
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Quote:
Originally Posted by joins.dj View Post
if you offer the source code
You can upload it.
I think it would be fair about his words.
His words were "good virus", without any info about the detection that is if there was any in real. I offered him to take a look at source code, maybe via team viewer from my pc. I didn't release the source code because this was going to be used later on a server, a modified version but still probably will be similar algorithm, this one I made as a test to see if it works and wanted to share for free. I will remove the release now and request a close of thread from moderators. Anyway, I will still leave this function here, people who know c++ will be able to understand what was done on this dll, and if anyone wants to make one of their own it wouldn't take more than 5 min to do so.

void cheattest(uint8_t value,int check,HANDLE hand) {
if ((unsigned)value == check) {
TerminateProcess(hand, 1);
}
}

The value parameter comes from a readprocessmemory function, handle is the game process handle and check is the value to compare for cheats.




So anyway I am starting to see why no public release here. For those who said its virus here is the virus total result I got when I scanned just now.. If there was more info from the people who claimed about the detection I could check. I removed the "Virus" now from the Original post, Now you guys are free from the virus, enjoy.
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Old 01/22/2020, 04:42   #8


 
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If you want my advice, don't close the game. Send a custom packet or make a call to a remote API when a cheat is detected, but don't inform the player - let the cheat keep working. The less information you give to players who would want to bypass your detection, the better.
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Old 01/22/2020, 06:38   #9
 
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Quote:
Originally Posted by Cups View Post
If you want my advice, don't close the game. Send a custom packet or make a call to a remote API when a cheat is detected, but don't inform the player - let the cheat keep working. The less information you give to players who would want to bypass your detection, the better.
At first i wanted the actions to be from server side( to have another app either web or desktop running on server side , which will kick players when cheat detected) the client side will only detect the cheat. But i run into problem finding out how to kick from server, Idk how ps_game make the calls for executing command. i dont have enough free time to research on this either due to RL issue. So i kept it like this for now.

I really appreciate the advice, i'll try test these if it's within my ability. I just had one confusion , what did you mean by let the cheat keep running, i didn't close the cheat engines or delite etc on this test version just closed the game when detected. Does it mean that i should undo the changes that these hacks makes once i detect it? If you can please explain about it , it will be a lot of help.
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Old 01/22/2020, 06:51   #10


 
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Quote:
Originally Posted by Gobet View Post
At first i wanted the actions to be from server side( to have another app either web or desktop running on server side , which will kick players when cheat detected) the client side will only detect the cheat. But i run into problem finding out how to kick from server, Idk how ps_game make the calls for executing command. i dont have enough free time to research on this either due to RL issue. So i kept it like this for now.

I really appreciate the advice, i'll try test these if it's within my ability. I just had one confusion , what did you mean by let the cheat keep running, i didn't close the cheat engines or delite etc on this test version just closed the game when detected. If you can please explain about it , it will be a lot of help.
I just meant if you detect the cheat, don't close the game or anything, just leave it alone and log the detection. You can kick a player from the game with the following code (once you have a DLL loaded into the ps_game's process memory):

Code:
constexpr auto GET_PLAYER_BY_NAME = 0x414CE0;

typedef int(__thiscall* _SconnectionClose)(CUser* user, int type, int err);
_SconnectionClose closeConnection = (_SconnectionClose) 0x4EC760;

CUser* getPlayerByName(const char* name) {
	CUser* player = nullptr;
	__asm {
		lea eax, [name]
		call GET_PLAYER_BY_NAME
		mov player, eax
	}
	return player;
}

auto user = getPlayerByName("Cups");
assert(user != nullptr);
closeConnection(user, 9, 0);
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Old 01/22/2020, 13:38   #11
 
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Quote:
Originally Posted by Cups View Post
If you want my advice, don't close the game. Send a custom packet or make a call to a remote API when a cheat is detected, but don't inform the player - let the cheat keep working. The less information you give to players who would want to bypass your detection, the better.
That's a good strat but i believe confusion is better than unawarness you have to make your opponent believe that the evil is coming from another place he'll worry too much and spent his all energy into the wrong direction that once his job is done he'll be deceived and lose hope make him suffer.

PS: THis is a great tactic to use as a final barrier once your opponent had defeated all your detections.
So ofc the best is to combine both.
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Old 01/22/2020, 17:14   #12
 
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Quote:
Originally Posted by Cups View Post
I just meant if you detect the cheat, don't close the game or anything, just leave it alone and log the detection. You can kick a player from the game with the following code (once you have a DLL loaded into the ps_game's process memory):

Code:
constexpr auto GET_PLAYER_BY_NAME = 0x414CE0;

typedef int(__thiscall* _SconnectionClose)(CUser* user, int type, int err);
_SconnectionClose closeConnection = (_SconnectionClose) 0x4EC760;

CUser* getPlayerByName(const char* name) {
	CUser* player = nullptr;
	__asm {
		lea eax, [name]
		call GET_PLAYER_BY_NAME
		mov player, eax
	}
	return player;
}

auto user = getPlayerByName("Cups");
assert(user != nullptr);
closeConnection(user, 9, 0);
that makes sense,!!
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