Game hacking exploits
Classes
| Class | Where | Notes |
|---|---|---|
| Client memory | local process | ESP/aim/speed if not server-auth |
| Packet abuse | protocol | spoofed movement, inventory dups |
| RPC/cmd abuse | server handlers | unchecked args, authz gaps |
| Race/TOCTOU | servers | double-spend, interact races |
| Prediction abuse | client-server | bunny/strafe edge cases |
| Asset/logic | scripts | exposed debug, GM cmds |
| OOB R/W | parsers | custom binary protocols |
Workflow
- Authority analysis first: what does the server trust?
- If server-auth: focus packets/RPC/logic bugs, not local godmode fantasies.
- Build minimal PoC with logging; then reliability.
- AC/EAC considerations only after PoC (pair
game-hacking).
Deliverables
- Repro steps, net capture, offset/version table, risk to stability.