Online games have spawned all kinds of plug-in, so that the merchants have a headache, how is the plug-in design? Look at this article know
First, the preface, the so-called game plug-in, in fact, a game auxiliary procedure, which can help players automatically generate game action, modify the game network packets, and modify the game memory data, to achieve the least amount of time and money to complete your skill upgrade And pass the customs. Although, now, the "legal" identity of the game plug-in program, here I don't want to post any personal opinions, let the time to explain everything. Regardless of the "legal" identity, it is a certain technical content, and many high-end technologies are used in these small programs, such as intercepting SOCK technology, intercepting API technology, simulating keyboard and mouse technology, direct Modify program memory technology, etc. This article will conduct a comprehensive analysis of the techniques used in common game plug-in. Second, I know the history of the plug-in game plug-in, the era of stand-alone game, only it used to use another more popular name? "Game modifier. It can track the values of the ability to lock the game protocol in the game. In this way, the player can reach the protagonist without blood, not consuming magic, does not consume money. This reduces the difficulty of the game, making players easier to customize. With the coming of online games, the game has a new development above the original features. It has become more diverse, more powerful, simpler, and more than some games have become a system, such as "Stone Age", plug-in variety reached dozens of kinds, automatic fighting, automatic walking, automatic training, automatic blood, acceleration, do not encounter enemies, in the original enemy, quickly increase experience value, button elves ... almost omnipoes . The game plug-in design is mainly for a game development, and we can roughly mount the plug-in to two major categories according to the type of game it. One type is to use a large number of cumbersome attack motions in the game, using plug-in automatic completion to help players easily get attacks and quickly add players' experience. For example, there is a job in the "Dragon", the higher the player's work, you can control the better equipment. But increasing the work level is not a fun thing, and it is said that it is repeatedly boring mechanical labor. If you want to be a rod used by the Master, you first need to do basic work - cut the tree. The method of chopping trees is very simple, and you can have a mouse before a big tree, and each 10000 experience is promoted. This means that players should click on the mouse before the big tree, this boring thing can be solved by "Button Spirit". The plug-in "button elves" function allows players to get rid of barted clicks on the mouse. Another category produces a spoofing online game package, and sends these packets to the network gaming server, using these false information fraud servers to make a modification of the game value to achieve the purpose of modifying the characteristic value. Such plug-in procedures are very targeted, generally in designing a version of a game, because each network gaming server communicates with the client is different, and the plug-in must be deceived. The data packet of the online game server is analyzed to generate a data packet identified by the server. Such plug-in procedures are also currently the most fluent class of game plug-in. In addition, there are now many plug-in programs, not only automatic action proxy and packet feature, but also provide data for client programs for online games to achieve the purpose of deceiving online game servers. I believe that with the progress of the online game merchant's anti-plug-in technology, the game plug-in will have more and more excellent technology, let us look forward to watching the technology war ... III, plug-in technology overview can be developed The process of the game plug-in program is generally divided into two parts: the previous part of the work is to analyze the main game of the plug-in, and the contents of different types of plug-in analytical body games are different. As the first class in the above-mentioned plug-in type, its analysis process is often analyzed for the position and distribution of the attack object in the game's scene to implement an external automatic attack and location movement. When there are second categories in the plug-in type, its analysis process is often an analysis of the structure, content, and encryption algorithm for communication packet data between the game server and the client.