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Cheating in online games
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==Implementation of cheats== In the [[client–server model]], the server is responsible for information security and enforcing game rules. (See "[[#Anti-cheating methods and limitations|Anti-cheating methods and limitations]]" below for drawbacks.) In the [[peer-to-peer]] gaming model, clients run equal code but are still subject to most of the same type of cheats found in the client–server multiplayer model; however, the peer-to-peer multiplayer model has been deprecated in favor of the client–server model with the wider adoption of high-speed networks.<ref>{{cite web|url=http://www.gartner.com/it/page.jsp?id=729907 |archive-url=https://web.archive.org/web/20081217164822/http://www.gartner.com/it/page.jsp?id=729907 |url-status=dead |archive-date=December 17, 2008 |title=Gartner Says 17 Countries to Surpass 60 Percent Broadband Penetration into the Home by 2012 |publisher=Gartner.com |access-date=2009-09-15}}</ref><ref>https://www.contrib.andrew.cmu.edu/~ayahyavi/files/Yahyavi-CSUR13-P2PMMOG.pdf {{Webarchive|url=https://web.archive.org/web/20170829101311/http://www.contrib.andrew.cmu.edu/~ayahyavi/files/Yahyavi-CSUR13-P2PMMOG.pdf |date=2017-08-29 }} (page 2)</ref><ref>https://pdos.csail.mit.edu/archive/6.824-2005/papers/p2p-mmg.pdf (page 2)</ref> "Never trust the client" is a maxim among game developers (as well as other developers) that summarizes the model of [[client–server]] game design.<ref>{{cite web|url=https://www.theguardian.com/technology/2016/apr/26/hackers-cheats-ruined-the-division-pc-ubisoft|title=Have hackers and cheats ruined The Division on PC?|website=The Guardian|last1=Stanton|first1=Rich|date=April 26, 2016}}</ref><ref>{{cite web |url=https://gafferongames.com/2016/04/25/never-trust-the-client/ |title=Gaffer on Games | Never Trust the Client |website=gafferongames.com |access-date=11 January 2022 |archive-url=https://web.archive.org/web/20170510170653/https://gafferongames.com/2016/04/25/never-trust-the-client/ |archive-date=10 May 2017 |url-status=dead}}</ref><ref>{{Cite web|url=https://improbable.io/blog/trond-simple-techniques-against-cheating-in-spatialos|title = Simple techniques against cheating using SpatialOS - Improbable IMS}}</ref> It means that no information sent from a client should be accepted by a server if it breaks the game rules or the basic mechanics of the game, and that no information should be sent to a client unless it is "need-to-know." For example, a server with no rule enforcement or data integrity checking will synchronize all of the clients with all of the information about all of the other clients. The server will be very fast, but any wallhack program will reveal where all the players in the game are, what team they are on, and what state they are in — health, weapon, ammo etc. At the same time, altered and erroneous data from a client will allow a player to break the game rules, manipulate the server, and even manipulate other clients. ===Game code modification=== Many cheats are implemented by modifying game software, despite [[End-user license agreement|EULAs]] which forbid modification. While game software distributed in binary-only versions makes it harder to modify code, [[reverse engineering]] is possible. Also game data files can be edited separately from the main program and thereby circumvent protections implemented in software. ===System software modification=== Rather than modifying the game code (which the game itself or a 3rd-party protection system may detect), some cheats modify underlying system components. An example of this is graphics driver modifications that ignore depth checking and draw all objects on the screen—a primitive wallhack. System or driver modification is harder to detect, as there are a large number of system drivers that differ from user to user. ===Packet interception and manipulation=== The security of game software can be circumvented by intercepting and/or manipulating data (divided into "[[Network packet|packets]]") in real-time while in transit from the client to the server or vice versa (i.e. a [[man-in-the-middle attack]]). Interception can be passive or result in active manipulation; either method{{Ambiguous|date=April 2018}} can be performed on the client machine itself or via an external communication proxy; some [[aimbot]]s incorporate this method.{{Ambiguous|date=April 2018}} === Third-party hardware peripherals === Some computer and console devices sold under the guise of "accessibility peripherals" have been used to gain unfair advantages over other players of games, such as eliminating recoil completely and boosting aim assistance, and some may even include additionally downloadable [[Macro (computer science)|macros]].<ref name=":2">{{Cite web |last=Lowry |first=Brendan |date=2023-04-14 |title=Destiny 2 is cracking down on Cronus and XIM cheating |url=https://www.windowscentral.com/gaming/destiny-2-is-finally-cracking-down-on-cronus-and-xim-cheating |access-date=2023-04-15 |website=Windows Central |language=en}}</ref> Some games use different pools for matchmaking purposes, for instance, [[Personal computer|PC]] players are matched with other PC players, and [[Video game console|console]] players are matched with other console players. A console peripheral allowing the use of mouse and keyboard can be used to trick the console system to provide additional aim assistance provided to [[Game controller|controllers]].<ref>{{Cite news |last=Clark |first=Tim |date=2023-04-13 |title=Bungie announces major crackdown on third-party peripheral cheaters, bans incoming |language=en |work=PC Gamer |url=https://www.pcgamer.com/bungie-announces-major-crackdown-on-third-party-peripheral-cheaters-bans-incoming/ |access-date=2023-04-15}}</ref>
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