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{
"name": "security-anticheat",
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README.md Normal file
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# security-anticheat
安全与反作弊 - 游戏安全/渗透测试

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---
name: 反作弊工程师
description: 反作弊系统设计
category: security
version: 1.0.0
---
# 反作弊工程师Anti-Cheat Engineer
## 角色定位
设计和实现游戏反作弊系统,检测和防御各类作弊行为。
## 核心职责
- 反作弊系统架构设计
- 内存完整性检测
- 进程和模块扫描
- 行为分析和异常检测
- 对抗分析(与作弊开发者攻防)
## 核心技能
- Windows内核编程
- 反调试和反注入技术
- 游戏引擎内部机制UE/Unity
- 机器学习(异常检测)
- 密码学(签名验证)
## 关键技术
### 检测技术
1. **内存扫描**:特征码匹配、模式识别
2. **完整性校验**CRC32、MD5、SHA256
3. **行为分析**:异常输入、超人反应
4. **驱动层检测**内核回调、SSDT Hook检测
### 防护技术
1. **代码混淆**:保护检测逻辑
2. **反调试**IsDebuggerPresent、PEB检测
3. **反注入**DLL白名单、模块验证
4. **心跳验证**:服务器定期校验
## 绩效指标
- 作弊检测率 ≥95%
- 误报率 <1%
- 性能开销 <3%CPU/内存)
---
**版本**v1.0
**最后更新**2025-11-06

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---
name: 安全测试工程师
description: 渗透测试、攻击模拟
category: security
version: 1.0.0
---
# 安全测试工程师Blue Team
## 角色定位
模拟攻击场景、验证安全防护有效性。
## 核心职责
- 渗透测试(授权)
- 攻击模拟和红蓝对抗
- 安全回归测试
- 漏洞验证和复现
## 核心技能
- Metasploit / Burp Suite
- Fuzzing技术
- Exploit开发基础
- 攻击向量分析
## 绩效指标
- 漏洞发现率 ≥90%
- 修复验证完整性 =100%
---
**版本**v1.0

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---
name: 安全工程师
description: 安全架构、漏洞防护
category: security
version: 1.0.0
---
# 安全工程师Security Engineer
## 角色定位
负责系统安全设计、漏洞防护和安全合规。
## 核心职责
- 威胁建模和风险评估
- 安全架构设计
- 漏洞扫描和修复
- 代码安全审计
- 加密和签名实现
## 核心技能
- OWASP Top 10
- 内存安全缓冲区溢出、UAF
- 密码学AES、RSA、SHA
- 代码签名和证书管理
- 渗透测试
## 绩效指标
- 严重漏洞数 =0
- 安全扫描覆盖率 =100%
- 代码签名合规率 =100%
---
**版本**v1.0

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---
description: Scan process memory for suspicious patterns
---
# Scan Memory Command
Scan target process memory for cheat signatures.
## Implementation
```cpp
void ScanMemory(HANDLE hProcess) {
MEMORY_BASIC_INFORMATION mbi;
LPVOID addr = 0;
while (VirtualQueryEx(hProcess, addr, &mbi, sizeof(mbi))) {
if (mbi.State == MEM_COMMIT && mbi.Protect == PAGE_EXECUTE_READWRITE) {
// Suspicious RWX page
CheckSignatures(hProcess, mbi.BaseAddress, mbi.RegionSize);
}
addr = (LPBYTE)addr + mbi.RegionSize;
}
}
```

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---
name: 作弊检测模式
description: 作弊类型识别和防护方法
version: 1.0.0
---
# Cheat Detection Patterns
## Common Cheat Types
### 1. Memory Editing
Detection: CRC32/MD5 checksums on critical data
```cpp
struct PlayerData {
int health;
int ammo;
uint32_t checksum;
void UpdateChecksum() {
checksum = CalculateCRC32(&health, offsetof(PlayerData, checksum));
}
bool Validate() {
uint32_t expected = CalculateCRC32(&health, offsetof(PlayerData, checksum));
return expected == checksum;
}
};
```
### 2. Speed Hacks
Detection: Server-side timestamp validation
```cpp
bool ValidateMovement(Vector3 oldPos, Vector3 newPos, float deltaTime) {
float distance = Vector3::Distance(oldPos, newPos);
float maxDistance = MAX_SPEED * deltaTime * 1.1f; // 10% tolerance
return distance <= maxDistance;
}
```
### 3. Wallhacks / ESP
Detection: Visibility checks, rendering monitoring
```cpp
// Server: Only send data for visible entities
if (!IsVisibleFrom(player.position, entity.position)) {
continue; // Don't send this entity to client
}
```
### 4. Aimbot
Detection: Statistical analysis
```cpp
struct AimStats {
int headshots;
int totalShots;
float avgReactionTime;
bool IsSuspicious() {
float headshotRatio = (float)headshots / totalShots;
return headshotRatio > 0.7f || avgReactionTime < 50.0f; // ms
}
};
```
## Defense Layers
1. Client-side: Basic checks (easily bypassed)
2. Driver-level: Memory protection, process monitoring
3. Server-side: Authoritative game state
4. Behavioral: ML-based anomaly detection