I believe that every game has encountered the problem described in the title. The general practice is to search for the plug-in process to kill, or find that there are plug-ins that do not allow the game to run, or to prevent plug-ins on the server, or others. Of course, this cannot be said to be a solution. It can solve some problems.
Today, I have a new method here, that is, to check the security of the Program on the client and prevent modifications by external plug-ins (no matter the package here). This can solve those security checks on the server, people who are worried about server pressure.
The principle is simple: if someone else can change your game memory, you can recover the game memory yourself.
Yes. That's just two sentences.
Paste the C ++ code:
Extern void ResumeGameSpeed () <br/>{< br/> WORD * byte_pos = (WORD *): timeGetTime; <br/> if (* byte_pos = 0x3D83) // cmp [83, 3D] command <br/> return; </p> <p> HANDLE hMyHandle =: OpenProcess (PROCESS_VM_OPERATION | PROCESS_VM_WRITE, FALSE ,:: getCurrentProcessId (); <br/> if (hMyHandle) <br/>{< br/> BYTE cmp _ [7] = {0x83, 0x3D, 0x14, 0x00, 0xB3, 0x76, 0x00 }; <br/>: WriteProcessMemory (hMyHandle, (BYTE *) byte_pos, cmp _, 7, 0 ); <br/>: CloseHandle (hMyHandle); <br/>}< br/>}
The above code can block different versions of the Variable Speed Genie and different versions of the variable speed gear.
When I made these code, I tested the above two transmissions. The gearbox cannot control the console program, and the gears can control all visible processes.