Defense Against the Dark Arts of Game Piracy and Cheating

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Transcript of Defense Against the Dark Arts of Game Piracy and Cheating

Page 1: Defense Against the Dark Arts of Game Piracy and Cheating
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Windows is an open platform, unlike the Xbox The client cannot be trusted

DRM

DRM is a temporary hurdle

Mitigation: Raise the protection bar high enough to frustrate and discourage most attackers

Mitigation: Since the client is not trustworthy, don’t trust the client

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Games for Windows – LIVE can assist in each stage

Release Control Copy Protection Anti-Cheat/Anti-Hack Online

Module Authentication,

Protected Buffers, Anti-Debug

Zero Day Piracy Protection Supports major DRM technologies Server-side Authentication

(SSA)

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Achievements

DLC Multiplayer

Community

Features

Almost impossible for pirates to access LIVE: Needs an unused LIVE Access Code that the server will validate

Implemented with a single checkbox in the Games for Windows - LIVE SDK

Provide a superior experience to legitimate users while blocking off pirates from LIVE

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Option 1

Connected to LIVEOffline

Full Single PlayerMultiplayer,

Achievements, DLC

Option 2

Connected to LIVEOffline Connect Once

Full Single PlayerMultiplayer,

Achievements, DLC

Option 3

Connected to LIVEOffline

Single Player, Multiplayer,

Achievements, DLC

Option 4

Connected to LIVEOffline

Full Single Player, Multiplayer,

Achievements, DLC

Level 1 Level 2

Level 3

Demo with first few levels

Take advantage of the flexibility and optimize for your game and community

More value in LIVE implementation -> Less value for Pirates -> More value from SSA

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Release Control Copy Protection Anti-Cheat/Anti-Hack Online

Module Authentication,

Protected Buffers, Anti-DebugZero Day Piracy Protection Supports major DRM technologiesServer-side Authentication

(SSA)

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Anti-debug checks protect from hackers using debuggers

Secure network layer protects from man-in-the-middle attacks

Module Authentication verifies protected executable files

Dynamic verification ensures code in

memory is not modified

XliveProtected* APIs verify files at

load time

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Obfuscate, store, verify data in memory

Hash data to avoid performance impact Use Copy in Regular Memory as Bait

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Fix Buffer

Overflows

Verify File

Formats

Remove

Problematic

APIs

Ensure

High

Quality

Code

Design the game with security in mind

Move validation (data and logic) to servers

Deliberately ignore suspicious input patterns

Protect against common attacks and tools

Obfuscate Final Version of Code

100 -> 7389412

Obfuscate Data in Memory

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Release Control Copy Protection Anti-Cheat/Anti-Hack Online

Module Authentication,

Protected Buffers, Anti-DebugZero Day Piracy Protection Supports major DRM technologiesServer-side Authentication

(SSA)

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GFWL supports copy-protection solutions but does not require them

Can now inter-operate with SecuROM®

Can be applied directly on game executable

No launcher application required

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Release Control Copy Protection Anti-Cheat/Anti-Hack Online

Module Authentication,

Protected Buffers, Anti-DebugZero Day Piracy Protection Supports major DRM technologiesServer-side Authentication

(SSA)

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Prevents leaked games from being usable before release date

Dummy Game.exe

Encrypted Game.exe.zdpp

Strong AES 128-bit encryption Decryption keys stored on Microsoft

servers till release date

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Launcher UI customizable to fit title’s look and feel

One time fast online verification required: Only decryption keys downloaded

Lightweight launcher attached: Removed completely on decryption

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Community Feedback System Targeted Banning using LIVE Access Codes

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•https://xds.xbox.com/GamesForWindowsLive

•http://www.microsoft.com/games/en-us/aboutgfw/pages/gfwpublish.aspx

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www.microsoft.com