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    Epic EOS SDK now contains EasyAntiCheat SDK
    Old 23rd June 2021, 08:06 AM #1

    freakyy

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    Last Achievements Epic EOS SDK now contains EasyAntiCheat SDK Epic EOS SDK now contains EasyAntiCheat SDK Epic EOS SDK now contains EasyAntiCheat SDK

    Epic EOS SDK now contains EasyAntiCheat SDK


    The "Epic Online Services SDK" now has an Anti-Cheat module (= EAC) which allows developers to integrate Easy Anti Cheat into a game.

    Quote:

    You can use the Anti-Cheat interfaces (also known as Easy Anti-Cheat) to help reduce cheating in online multiplayer play. They provide tools to start your game client in an anti-cheat protected mode which can be validated by a game server or another game client. These interfaces are not digital rights management (DRM) or code obfuscation tools and are not useful for purely offline play.

    The anti-cheat interfaces provide two kinds of protection:

    Cheat prevention to passively prevent common cheating techniques such as reading and writing the game process memory using straightforward methods.

    Cheat detection to identify accounts using more specialized methods to manipulate the game so that you can then apply sanctions to them.

    I am not sure if I'm allowed to link to it here, but you can find it by googling for "Epic Online Services SDK". You need an Epic Games "Developer account" to download it.

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    Old 23rd June 2021, 08:12 AM #2

    lodifu

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    Last Achievements Epic EOS SDK now contains EasyAntiCheat SDK Epic EOS SDK now contains EasyAntiCheat SDK

    Thanks for the information.
    I'll check this out.

    Envoy� de mon JSN-L21 en utilisant Tapatalk

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    Old 23rd June 2021, 08:43 AM #3

    D e f a u l t O

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    Last Achievements Epic EOS SDK now contains EasyAntiCheat SDK Epic EOS SDK now contains EasyAntiCheat SDK Epic EOS SDK now contains EasyAntiCheat SDK

    Quote:

    Originally Posted by freakyy View Post

    The "Epic Online Services SDK" now has an Anti-Cheat module (= EAC) which allows developers to integrate Easy Anti Cheat into a game.

    I am not sure if I'm allowed to link to it here, but you can find it by googling for "Epic Online Services SDK". You need an Epic Games "Developer account" to download it.

    Pretty much means you can create your own game, and develop Hacks for it while training to reverse your game and bypass a shitty version of EAC on the way. I might put a game out and advertise it on here if they offer unbanning people that were EAC banned.

    If neither of that exists, non-permanent bans and unbans, this can be used only in an inpractical way. Or you dev a Spoofer too in the meantime. Still good news for sure. This will cause a lot of indie games to include EAC, so you rather jump on this train while possible. As from this point on it only gets harder.

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    Last edited by D e f a u l t O; 23rd June 2021 at 08:50 AM.

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    Old 24th June 2021, 07:01 AM #4

    pinefin

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    Quote:

    Originally Posted by D e f a u l t O View Post

    ~snip~

    just email them and ask to test it on your "game". i bet they'll let you

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    Old 24th June 2021, 08:22 AM #5

    D e f a u l t O

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    Quote:

    Originally Posted by pinefin View Post

    just email them and ask to test it on your "game". i bet they'll let you

    Overcomplicated.

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    Old 24th June 2021, 02:05 PM #6

    Teoph

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    Last Achievements Epic EOS SDK now contains EasyAntiCheat SDK Epic EOS SDK now contains EasyAntiCheat SDK

    Has anyone looked at their network encryption? They provide functions that game developers can use to encrypt/decrypt packets.
    There seem to be an initial key that is static and hardcoded in the binary. There are few posts on this forum which are also talking of this static key, which is apparently later changed to a different key (not sure how, and if it's done in a safe way).
    It doesn't seem to me like this system is very secure in any case, as the packets at the start of the connection seem encrypted with this static key. If I'm a game developer and calling that function to encrypt a packet, I would expect it to actually be secure, even for the first few packets.

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    Old 24th June 2021, 04:13 PM #7

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    Last Achievements Epic EOS SDK now contains EasyAntiCheat SDK Epic EOS SDK now contains EasyAntiCheat SDK Epic EOS SDK now contains EasyAntiCheat SDK

    meme


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    Old 24th June 2021, 04:21 PM #8

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    Quote:

    Originally Posted by freakyy View Post

    I am not sure if I'm allowed to link to it here, but you can find it by googling for "Epic Online Services SDK". You need an Epic Games "Developer account" to download it.

    You are allowed to link it.
    If you wouldn't, you wouldn't have been allowed to say "google for xyz" either, though.

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    Old 24th June 2021, 08:44 PM #9

    IChooseYou

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    Award-Showcase Epic EOS SDK now contains EasyAntiCheat SDK

    Quote:

    Originally Posted by freakyy View Post

    I am not sure if I'm allowed to link to it here, but you can find it by googling for "Epic Online Services SDK". You need an Epic Games "Developer account" to download it.

    Which takes 1 minute to make.

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    Old 25th June 2021, 08:53 AM #10

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    Quote:

    Originally Posted by Teoph View Post

    Has anyone looked at their network encryption? They provide functions that game developers can use to encrypt/decrypt packets.
    There seem to be an initial key that is static and hardcoded in the binary. There are few posts on this forum which are also talking of this static key, which is apparently later changed to a different key (not sure how, and if it's done in a safe way).
    It doesn't seem to me like this system is very secure in any case, as the packets at the start of the connection seem encrypted with this static key. If I'm a game developer and calling that function to encrypt a packet, I would expect it to actually be secure, even for the first few packets.

    This is only the case with the untrusted game server architecture, in p2p mode I have no idea how it functions.

    In general you can decrypt the first few game packets, and even after the second phase key is set there is a window (iirc 30 sec) where you can send packets encrypted with the hardcoded key and the game server will recognise and decrypt them. Depends on the game and the rest of the networking if this is actually important, in some games I have seen it's abusable because the first thing they do is transmit authentication information which you can tamper with. Ideally EAC should expose an IsReady API and the only packet transmissions is EAC packets until that returns true, and then the game's welcome handshake can begin under mandatory stage 2 encryption.

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    Old 25th June 2021, 03:25 PM #11

    Teoph

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    Quote:

    Originally Posted by R00ted View Post

    In general you can decrypt the first few game packets, and even after the second phase key is set there is a window (iirc 30 sec) where you can send packets encrypted with the hardcoded key and the game server will recognise and decrypt them. Depends on the game and the rest of the networking if this is actually important, in some games I have seen it's abusable because the first thing they do is transmit authentication information which you can tamper with. Ideally EAC should expose an IsReady API and the only packet transmissions is EAC packets until that returns true, and then the game's welcome handshake can begin under mandatory stage 2 encryption.

    Do you know how they are generating/transmitting the second key? I've been thinking it could have be RSA between the game client/server to transmit it, although the SDK doesn't ask the game developers to generate any sort of keys, so that's weird.

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    Old 25th June 2021, 04:44 PM #12

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    Quote:

    Originally Posted by Teoph View Post

    Do you know how they are generating/transmitting the second key? I've been thinking it could have be RSA between the game client/server to transmit it, although the SDK doesn't ask the game developers to generate any sort of keys, so that's weird.

    Hydra is the name of the communication channel between the EAC client and the EAC backend.

    Ceberus is the name of the communication channel between the EAC game server and the EAC backend.

    Hydra has two modes of operation, one where it uses direct HTTP requests to the EAC backend, not very common and a little insecure. The other is where it transmits messages to the backend using the game server as a proxy - this is the more common and more secure version. Cerberus is initialised from the start, and then hydra begins, and once both are ready, the EAC backend transmits a random key via both and the second stage encryption can begin. If the EAC backend goes down or the game server cannot connect to it, then encryption never progresses. Hydra is fully cryptographically secure, there is no way to MITM/sniff it.

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