コード例 #1
0
 private void OnGotHash(HashGeneratorResult result)
 {
     if (!result.Success)
     {
         this.callback(null);
     }
     else
     {
         this.callback(result.SummaryHash);
     }
 }
コード例 #2
0
        private void OnGotHash(HashGeneratorResult result)
        {
            if (!result.Success)
            {
                status = "Error: " + result.ErrorMessage;
                return;
            }

            var filePath = Path.Combine(Path.GetFullPath(Application.dataPath + @"\..\"), FileName);

            if (!File.Exists(filePath))
            {
                status = "No super secret file found, you're cheater!\n" + filePath;
                return;
            }

            var allBytes  = File.ReadAllBytes(filePath);
            var allChars  = BytesToUnicodeChars(allBytes);
            var decrypted = ObscuredString.Decrypt(allChars, StringKey);

            var separatorIndex = decrypted.IndexOf(Separator, StringComparison.InvariantCulture);

            if (separatorIndex == -1)
            {
                status = "Super secret file is corrupted, you're cheater!";
                return;
            }

            var whitelistedHashes   = decrypted.Split(new[] { Separator }, StringSplitOptions.RemoveEmptyEntries);
            var originalSummaryHash = whitelistedHashes[0];

            // compare summary hashes first
            if (originalSummaryHash != result.SummaryHash)
            {
                // check all files against whitelisted hashes if summary differs
                // (it can differ if some files are absent due to build separation)
                for (var i = 1; i < whitelistedHashes.Length; i++)
                {
                    var hash = whitelistedHashes[i];
                    if (!result.HasFileHash(hash))
                    {
                        status = "Code hash differs, you're cheater!\nSummary hashes:\n" + originalSummaryHash + "\n" + result.SummaryHash + "\nWhitelisted hashes count: " + whitelistedHashes.Length;
                        return;
                    }
                }
            }

            status = "All fine!";
        }
コード例 #3
0
        private void OnGotHash(HashGeneratorResult result)
        {
            if (!result.Success)
            {
                status = "Error: " + result.ErrorMessage;
                return;
            }

            var resultingHash = result.CodeHash;
            var filePath      = Path.Combine(Path.GetFullPath(Application.dataPath + @"\..\"), FileName);

            if (!File.Exists(filePath))
            {
                status = "No super secret file found, you're cheater!\n" + filePath;
                return;
            }

            var allBytes       = File.ReadAllBytes(filePath);
            var allChars       = BytesToUnicodeChars(allBytes);
            var decrypted      = ObscuredString.Decrypt(allChars, StringKey);
            var separatorIndex = decrypted.IndexOf(Separator, StringComparison.InvariantCulture);

            if (separatorIndex == -1)
            {
                status = "Super secret file is corrupted, you're cheater!";
                return;
            }

            var buildHash       = decrypted.Substring(0, separatorIndex);
            var fileHash        = decrypted.Substring(separatorIndex + SeparatorLength);
            var currentFileHash = GetHash(buildHash + HashSalt);

            if (currentFileHash != fileHash)
            {
                status = "Super secret file is corrupted, you're cheater!";
                return;
            }

            if (buildHash != resultingHash)
            {
                status = "Code hash differs, you're cheater!\n" + resultingHash + "\n" + buildHash;
                return;
            }

            status = "All fine!";
        }
コード例 #4
0
ファイル: CodeHashExample.cs プロジェクト: MrzDev/PixlClickr
        private void OnHashGenerated(HashGeneratorResult result)
        {
            LastResult = result;
            CodeHashGenerator.HashGenerated -= OnHashGenerated;

            if (result.Success)
            {
                // Here you can upload your hashes to the server to make a validation check on the server side and punish cheater with server logic.
                //
                // This is a preferred use case since cheater will have to figure out proper hash using
                // packets sniffing (https packets harder to sniff) or debugging first to fake it on the client side requiring more
                // skills and motivation from cheater.
                //
                // check SummaryHash first and if it differs (it can if your runtime build has only portion of the initial build you made in Unity)
                // check FileHashes if SummaryHash differs to see if runtime build have any new hashes - it will indicate build is altered
                //
                // UploadHashes(result.SummaryHash, result.FileHashes);

                // Or you may compare it with hardcoded hashes if you did save them somewhere in the build previously.
                //
                // This is less preferred way since cheater can still try to hack your client-side validation check to make it always pass.
                // Anyways, this is better than nothing and will require some additional time from cheater reducing overall motivation to hack your game.
                // In case implementing it fully on the client side, make sure to compile IL2CPP build and use code
                // obfuscation which runs integrated into the Unity build process so hashing will happen AFTER code obfuscation.
                // If obfuscation will happen after hashing it will change code hash and you'll need to re-calculate it
                // using Tools > Code Stage > Anti-Cheat Toolkit > Calculate external build hash feature.
                //
                // if (!CompareHashes(result.SummaryHash, result.FileHashes))
                // {
                //		Debug.Log("You patched my code, cheater!");
                // }
            }
            else
            {
                Debug.LogError("Oh, something went wrong while getting the hash!\n" +
                               "Error message: " + result.ErrorMessage);
            }
        }
コード例 #5
0
 protected virtual void Complete(HashGeneratorResult result)
 {
     Result = result;
     IsBusy = false;
 }