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The client-side antihack and its loader for use with the Twilight Gaming pvpgn server
Necrolis/twilight-antihack
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Introduction: This is the client-side antihack project for use with Twilight Gaming's pvpgn server. It is still very much WORK-IN-PROGRESS. The meat and potatoes of the antihack is a dll that gets injected into the warcraft process. Current features: - DirectX overlay (Can be extended to support a full twilight gui) - Taking of in-game screenshots - MD5 hash of code section of various critical modules - Scanning of loaded modules - Interception of new modules loading so they can be checked - Server communication ie reporting of violations / proof that its running etc - Module enumeration - Thread enumeration To do: - Fix the multi-threading. It mostly works but sometimes causes deadlocks or weird behaviour. - Add more anti-anti-hack / security code - Make sure that false-positives DO NOT occur - Get file-sending to work (screenshots etc) - Get packets back from server without disconnecting from bnet - Better quality screenies - Check for portability etc How to compile: There are 2 major libraries that you will need to compile this source. DirectX 8 SDK I have done all development so far using the Croteam Serious Sam SDK. This includes all necessary headers and library files. You can download the library here: http://files.seriouszone.com/download.php?fileid=759 MS Detours 1.5 I used (to be exact) Version 1.5 (build 46) of Microsoft Research's detours library. This is an old version, and I might upload it in future in case it gets lost in the wilds of the internet. This was successfuly compiled under Microsoft Visual C++ 2008 Express Edition. Build options set are: Build: Release Character set: Not set (ie not a unicode project) Runtime library: Multithreaded (/MT) Linked against libraries d3d8.lib, d3dx8.lib, detours.lib (there are #pragma's for this, but if you want to test it on another compiler you will have to set this yourself)
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