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Disconnect after injecting

 
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sullx
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PostPosted: Tue Jan 08, 2013 8:24 pm    Post subject: Disconnect after injecting Reply with quote

First off, I am finding much on this forum educational, so thank you contributors.

Currently I have an injection that seems to accomplish exactly what I hoped it would, except that shortly after injecting the game closes. This game happens to be an online game with an anti cheat (I won't name which because that is probably against policy), but I am wondering.. Which of these scenarios is more likely:

The anticheat detected a change to the game and so it closed the game.

The anticheat detected use of certain windows api functions used to inject, and so it closed.

Thanks so much for your input. If this thread is against policy, please feel free to close it.


--- edit ---


Ok I am thinking it's probably a CRC. I found this posted by DarkByte a while back

Quote:
Anyhow, first way is find out what code reads from the target process's memory and then modify that code so it always returns the same value.
Easiest method is just making a copy of the game's memory and adjust the read pointer to the copy

another method is making the target page you want to edit non executable and copy it to another region and edit it so that relative jumps and relative memory accesses are corrected (easiest is just copy the whole module)
Then hook the pagefault handler and on execute pagefault change eip to the copy
You can do all your editing in the copy without any problems
(Look up stealthedit plugin for an example implementation of this in ce. tip: if you run dbvm the pagefault hook will be undetectable)
Easiest method is just making a copy of the game's memory and adjust the read pointer to the copy

another method is making the target page you want to edit non executable and copy it to another region and edit it so that relative jumps and relative memory accesses are corrected (easiest is just copy the whole module)
Then hook the pagefault handler and on execute pagefault change eip to the copy
You can do all your editing in the copy without any problems
(Look up stealthedit plugin for an example implementation of this in ce. tip: if you run dbvm the pagefault hook will be undetectable)


When he says "first way is find out what code reads from the target process's memory" does he mean to find the memory address that stores the size of the games memory and then to fix that value so even if it changes its always read the same? If so, how does one go about finding that place in memory?

The second method seems a lot more complex, still trying to understand it.


--- edit 2 ---

Just found what seems to be an awesome source that may be an answer to my original question. It's located here hxxp://forum.cheatengine.org/viewtopic.php?t=556722&sid=a24b2a8ea1979a476c059ccce50c3041 (change the x's to t's in the link)
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Dark Byte
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PostPosted: Wed Jan 09, 2013 5:36 am    Post subject: Reply with quote

that link is to a tutorial that assumes functions are checked individually, but most of the time, it's just one go from start to finish of the .code section of the module being checked

With "Find what code reads from the target memory" is place a read breakpoint at the address of some code you wish to edit and wait.
With luck you will get one address that reads it.
go to the function and find out how it works, and then the easiest method is to change the read pointer of the integrity check to a copy of the memory that is unchanged

The page marking as non executable is what stealthedit does

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