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Thaxll 2 hours ago

Kernel anti cheat in the client are the strongest form of protection by far, your comment makes no sense, anything userspace is easily spoofed. You can create a driver ( module ) that intercept calls and that is completely invisible to userspace processes.

The default security measures on Linux are pretty bad compared to windows, it's not even close. People like to bash windows but they have a way better security model.

sylware 2 hours ago | parent [-]

1 - kernel module from anti-cheats are weaponized by hackers.

2 - if I recall properly, that linux feature is a direct mapping of the target user process allowing extreme dynamicity in time, performant, and much more powerfull mechanisms than basic 'calls'. Namely hell for hackers if a live service game has a proper "security" team, all that without a kernel module.

dijit 13 minutes ago | parent [-]

What are you even talking about?

The parent is right.

I'm quite literally the first person to bash Windows for being a shitty operating system, but the requirement for signed modules puts a massive barrier to entry for cheaters, where Linux can load just about anything.

If every system call can lie to you, there's a few things you can do, but it's not many.

I know this because I've actually done a lot of due diligence on anti-cheat.

One mechanism I attempted to employ was to replay initalisation vectors and determinism of inputs; this means I could replay your session out of band and witness the same outcomes. If there was variation then there's a fault. Except as soon as you introduce floating point numbers there's no more determinism... Oh well.

The other was to watch for "impossible" things, but then you need to run full complex physics simulations for every client. If your game requires you to effectively buy an i7-11700k for every user then you'd have to sell your game for a lot more money, and limit how long they can play - nobody wants this.

The third option was to score our best players and anyone who performs better than that gets their behaviour tracked. The problem is, coming up with a scoring system that's server side is much harder than you think.

GameDevs don't actually like paying a shit load of money for anti-cheat (that also breaks their debugging systems and causes bugs: a wonderful combination)... so if you've got a better way: join the industry and fix it. You'll be a moderately wealthy person.