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GDC 2010 - Anti-Cheat and Anti Piracy

Jul 16, 2015

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Arka Ray
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Page 1: GDC 2010 - Anti-Cheat and Anti Piracy
Page 2: GDC 2010 - Anti-Cheat and Anti Piracy
Page 3: GDC 2010 - Anti-Cheat and Anti Piracy

The What…

The Why…

The Technology…

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One of the largest problems facing the gaming industry

4:1 to 8:1 ratio, pirated versus legitimate

Leaving money on the table

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Page 6: GDC 2010 - Anti-Cheat and Anti Piracy

Temporary hurdle

Negative public perception

Only prevents initial hacking

DRM

Page 7: GDC 2010 - Anti-Cheat and Anti Piracy

True fans are impatient

If game is available now, fans won’t want to wait

Can account for 50% loss of game sales

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Modify executables and memory locations

Community is growing

Devalues games for others

Page 9: GDC 2010 - Anti-Cheat and Anti Piracy

LIVE is a protected service

Designed to keep illegitimate users out

Complements any offline DRM

Page 10: GDC 2010 - Anti-Cheat and Anti Piracy

10

LIVE Access Key per-title and per-gamertag

• Finding unused LIVE Access Key (5×5) very difficult

Extremely difficult for pirates to access LIVE

• No access without proof of ownership (1 license/user)

• License maintained on server: Difficult to spoof

Two levels of SSA defense

• Basic SSA

• Advanced SSA

Page 11: GDC 2010 - Anti-Cheat and Anti Piracy

Automatically cuts off pirates from all LIVE features

• No multiplayer

• No achievements

• No Community Features: presence, voice chat, messaging …

• No Game Add-onsGreatly reduces value of a title using LIVE features

Implementation is a single checkbox

• Ask Account Manager to order SSA-enabled codes

No Multiplayer

No DLC

No Achievements

Page 12: GDC 2010 - Anti-Cheat and Anti Piracy

DemoFull Game

Tie non-LIVE functionality to the LIVE connection

• Functionality tied to a LIVE connection cannot be used by pirates

Can be used for single-player heavy games

• Only certain levels are accessible offline—draw pirate in before cutting him off

• Gets reduced to a demo when not connected to LIVELIVE connection check protected by anti-hack features• Not easy for pirate to hack around the check on the client

Page 13: GDC 2010 - Anti-Cheat and Anti Piracy

Full Game

10 19 27 48 3

Tie non-LIVE functionality to the LIVE connection

• Functionality tied to a LIVE connection cannot be used by pirates

Can be used for single-player heavy games

• Only certain levels are accessible offline—draw pirate in before cutting him off

• Gets reduced to a demo when not connected to LIVELIVE connection check protected by anti-hack features• Not easy for pirate to hack around the check on the client

Publisher gets to make the trade-off

• Protect significant revenue vs. community feedback

Page 14: GDC 2010 - Anti-Cheat and Anti Piracy

Highly anticipated titles are often leaked before release

• Loss of revenue for publisher

ZDPP protects selected critical binaries

• Strong AES-128 encryption

• Decryption keys hosted on Microsoft servers

Decryption keys held until release date

• Reduce title leak until release date

• Difficult for vendors to break the release date

Page 15: GDC 2010 - Anti-Cheat and Anti Piracy

One-time online verification required

• Quick process: only decryption keys downloaded

Lightweight launcher attached to game

• Checks if released date has passed when game is run

• Removes ZDPP on or after release date

Launcher localized in GFWL-supported languages

• Customizable to fit title’s look and feel

Page 16: GDC 2010 - Anti-Cheat and Anti Piracy

Level 1 Level 9

Level 10Level 2

Level 3 Level 11

Level 12Level 4

Level 5 Level 13

Level 14Level 6

Level 7 Level 15

Level 16Level 8

Page 17: GDC 2010 - Anti-Cheat and Anti Piracy

Level 1 Level 9

Level 10Level 2

Level 3 Level 11

Level 12Level 4

Level 5 Level 13

Level 14Level 6

Level 7 Level 15

Level 16Level 8

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Page 20: GDC 2010 - Anti-Cheat and Anti Piracy

Level 1

Level 2

Level 3

Level 4

Level 5

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Level 6

Level 7

Level 8

Level 9

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Fix Buffer Overflows

Verify File Formats

Remove Problematic

APIs

Ensure High-

Quality Code

Page 27: GDC 2010 - Anti-Cheat and Anti Piracy

Debugger Detection

Module Authentication

Protected Buffers

Secure Network Layer

Challenge Response

Community Feedback System

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Advanced Server-Side Authentication

Basic Server-Side Authentication

Debugger Detection

Protected Buffers

Zero-Day Piracy Protection

Challenge Response

Module Authentication

Secure Network Layer

Community Feedback System

More…

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