我说的是一款没有得分上限的动作游戏,也没有办法通过重玩动作等方式来验证服务器上的分数。

我真正需要的是在Flash/PHP中最强的加密,以及一种防止人们调用PHP页面而不是通过我的Flash文件的方法。我在过去尝试了一些简单的方法,对一个分数进行多次调用,完成一个校验和/斐波那契序列等,也用Amayeta SWF加密混淆SWF,但他们最终都被黑客入侵了。

感谢StackOverflow的响应,我现在从Adobe找到了更多的信息- http://www.adobe.com/devnet/flashplayer/articles/secure_swf_apps_12.html和https://github.com/mikechambers/as3corelib -我认为我可以使用加密。但我不确定这是否能让我绕过CheatEngine。

我需要知道AS2和AS3的最佳解决方案,如果它们是不同的。

主要的问题似乎是TamperData和LiveHTTP报头,但我知道还有更高级的黑客工具,比如CheatEngine(感谢Mark Webster)


当前回答

我通常会在高分条目中加入游戏回合的“幽灵数据”。所以如果我在制作一款赛车游戏,我就会包含回放数据。你通常已经拥有关于重玩功能或幽灵赛车功能的重玩数据(游戏邦注:与你的上一场比赛进行比赛,或与排行榜上排名14的玩家的幽灵进行比赛)。

检查这些是非常费力的工作,但如果目标是验证竞赛中的前10名参赛作品是否合法,这可能是对其他人已经指出的安全措施库的有用补充。

如果你的目标是将高分列表保持在网上,直到时间结束,而没有人需要查看它们,这不会给你带来太多好处。

其他回答

I made kind of workaround... I had a gave where scores incremented ( you always get +1 score ). First, I started to count from random num (let's say 14 ) and when I display the scores, just showed the scores var minus 14. This was so if the crackers are looking for example for 20, they won't find it ( it will be 34 in the memory ). Second, since I know what the next point should be... I used adobe crypto library, to create the hash of what the next point should be. When I have to increment the scores, I check if the hash of the incremented scores is equal to the hash is should be. If the cracker have changed the points in the memory, the hashes are not equal. I perform some server-side verification and when I got different points from game and from the PHP, I know that cheating were involved. Here is snippet ot my code ( I'm using Adobe Crypto libraty MD5 class and random cryptography salt. callPhp() is my server side validation )

private function addPoint(event:Event = null):void{
            trace("expectedHash: " + expectedHash + "  || new hash: " + MD5.hash( Number(SCORES + POINT).toString() + expectedHashSalt) );
            if(expectedHash == MD5.hash( Number(SCORES + POINT).toString() + expectedHashSalt)){
                SCORES +=POINT;
                callPhp();
                expectedHash = MD5.hash( Number(SCORES + POINT).toString() + expectedHashSalt);
            } else {
                //trace("cheat engine usage");
            }
        }

使用这种技术+ SWF混淆,我能够阻止饼干。此外,当我将分数发送到服务器端时,我使用自己的小型加密/解密功能。类似这样的代码(服务器端代码不包括在内,但你可以看到算法并用PHP编写):

package  {

    import bassta.utils.Hash;

    public class ScoresEncoder {

        private static var ranChars:Array;
        private static var charsTable:Hash;

        public function ScoresEncoder() {

        }

        public static function init():void{

            ranChars = String("qwertyuiopasdfghjklzxcvbnm").split("")

            charsTable = new Hash({
                "0": "x",
                "1": "f",
                "2": "q",
                "3": "z",
                "4": "a",
                "5": "o",
                "6": "n",
                "7": "p",
                "8": "w",
                "9": "y"

            });

        }

        public static function encodeScore(_s:Number):String{

            var _fin:String = "";

            var scores:String = addLeadingZeros(_s);
            for(var i:uint = 0; i< scores.length; i++){
                //trace( scores.charAt(i) + " - > " + charsTable[ scores.charAt(i) ] );
                _fin += charsTable[ scores.charAt(i) ];
            }

            return _fin;

        }

        public static function decodeScore(_s:String):String{

            var _fin:String = "";

            var decoded:String = _s;

            for(var i:uint = 0; i< decoded.length; i++){
                //trace( decoded.charAt(i) + " - > "  + charsTable.getKey( decoded.charAt(i) ) );
                _fin += charsTable.getKey( decoded.charAt(i) );
            }

            return _fin;

        }

        public static function encodeScoreRand(_s:Number):String{
            var _fin:String = "";

            _fin += generateRandomChars(10) + encodeScore(_s) + generateRandomChars(3)

            return _fin;
        }

        public static function decodeScoreRand(_s:String):Number{

            var decodedString:String = _s;
            var decoded:Number;

            decodedString = decodedString.substring(10,13);         
            decodedString = decodeScore(decodedString);

            decoded = Number(decodedString);

            return decoded;
        }

        public static function generateRandomChars(_length:Number):String{

            var newRandChars:String = "";

            for(var i:uint = 0; i< _length; i++){
                newRandChars+= ranChars[ Math.ceil( Math.random()*ranChars.length-1 )];
            }

            return newRandChars;
        }

        private static function addLeadingZeros(_s:Number):String{

            var _fin:String;

            if(_s < 10 ){
                 _fin = "00" + _s.toString();
            }

            if(_s >= 10 && _s < 99 ) {
                 _fin = "0" + _s.toString();
            }

            if(_s >= 100 ) {
                _fin = _s.toString();
            }           

            return _fin;
        }


    }//end
}

然后我把这个变量和其他的假变量一起发送,它就会迷失在其中…对于小型flash游戏来说,这是一项艰巨的任务,但当涉及到奖品时,有些人就会变得贪婪。如果你需要任何帮助,给我写个便条。

欢呼,图标

通过AMFPHP与后端通信可能是个好主意。它至少应该阻止那些试图通过浏览器控制台推送结果的懒人。

想要得到你想要的是不可能的。Flash应用程序的内部总是部分可访问的,特别是当你知道如何使用像CheatEngine这样的东西时,这意味着无论你的网站和浏览器<->服务器通信有多安全,它仍然会相对简单地克服。

Whenever your highscore system is based on the fact that the Flash application sends unencrpyted/unsigned highscore data via the network, that can be intercepted and manipulated/replayed. The answer follows from that: encrypt (decently!) or cryptographically sign highscore data. This, at least, makes it harder for people to crack your highscore system because they'll need to extract the secret key from your SWF file. Many people will probably give up right there. On the other hand, all it takes is a singly person to extract the key and post it somewhere.

真正的解决方案包括在Flash应用程序和高分数据库之间进行更多的通信,以便后者能够验证给定的分数是否真实。这可能很复杂,这取决于你的游戏类型。

我认为最简单的方法是在游戏每次注册一个分数时调用RegisterScore(score)这样的函数,然后对其进行编码、打包并将其作为字符串发送到php脚本。php脚本知道如何正确地解码它。这将停止对php脚本的任何直接调用,因为任何强制得分的尝试都会导致解压错误。