Rebirth of the big era of online games

Chapter 296 Dao is 1 foot high and magic is 1 foot high

Chapter 296 Dao is one foot high and the devil is one foot high

Game testing is not just about playing casually and looking for bugs. The most basic thing is to at least have planning tests, program tests, playability tests, game flow tests, and stress tests. The planning tests include game balance and career balance. , economic balance and other tests.

Of course, ordinary online game companies don’t make things so complicated, especially in this day and age where everyone’s games are proxies. What they think about is how to make money quickly, test things, let the players test the poison themselves, Find the problem and throw it directly to the game developer.

But for Boiling Company, this step cannot be skipped. After all, the game is developed by itself, and it has the responsibility and ability to conduct a comprehensive test of the game software and make corresponding adjustments.

Therefore, as Boiling's first self-made online game "Legend", the whole company attaches great importance to it. Fang Jie's instruction is that all game developers must participate in this half-month game test. By the way, it is also a holiday for everyone to rest. rest.

Fang Jie himself also participated in this game test, but the test he conducted was obviously not that kind of routine test, but should be called a destructive test.

First of all, he used all the copying bugs in the old "Legend" and used it on the new "Legend". It turned out that the new "Legend" did a good job in this aspect without any problems.

In fact, it is not that the game program is well done, but that the server-side data exchange and architecture are well done, which fundamentally eliminates the replication bug.

The copy bug of the old "Legend" exploited the loopholes caused by network delay and data exchange between servers.

If this kind of loophole is in South Korea, where the network speed is fast and there are few players, it will not be noticed at all. Korean game developers have never encountered serious network delay problems, but in Huaguo, the network environment is poor and the number of servers In the case of full capacity, network delays occur from time to time.

But now Boiling has its own IDC data center, the server is also its own structure, and it is very extravagant to use several servers to build a team to operate the game server, so the so-called network delay replication bug will automatically disappear.

Then Fang Jie tested the bug of swiping money again, and found no problems for the time being. At least the method of swiping money in the old "Legend" is useless in the new "Legend".

After all, although the game planning concept is borrowed, the game program is not. It was coded by the subordinate coders with their own hard work. Even if there is a problem, the same problem will never occur.

The next step is the transaction bug test, and it turns out that a similar problem has appeared in the new "Legend". Solve the problem.

In addition, I also tested the bug of the old "Legend" that the city owner brushed money and the bug that trapped gold bars in the warehouse.

In the previous life "Legend", the city owner only needs to talk to the Sabak messenger, choose to store funds, and then enter -5. After 000 o'clock that night, there will be an extra 000 in his baggage. Of course, if you enter -12 million, the same is fine.

The bug of bundling gold bars is even simpler. Leave 1002000 money on your body and ask the warehouse manager to bundle the money into gold bars. Because the handling fee needs to be 2000, the amount of money in the backpack after the gold bars are tied is 0, so it is judged that the operation of bundling gold bars has failed, so return 1002000.

Therefore, the gold bars still exist, and players only need to keep clicking on the operation of binding gold bars to swipe gold bars infinitely...

In fact, the principle of these money-swiping bugs is the use of the program logic bug of "the money in the backpack cannot be less than 0". In order to verify and recover the associated props or values.

After changing the relevant program codes, all these bugs related to swiping money will be blocked.

The above bug tests are just an appetizer for Fang Jie to test.

Then, he also used WPE to perform a deceptive packet test on the game.

To this extent, the test is not a game bug test. The packet program has nothing to do with the game bug. This is a function test of the anti-packet program.

The result of the final test is... the "Legend" developed by Boiling has no defense against the packaging program, and it is full of feathers!
Through the WPE package program, Fang Jie can easily achieve unlimited money, experience, and props, and the whole operation does not take much time. After only two hours of research, he has already been able to do this.

The game development team cannot be blamed for such a serious problem. After all, everyone has no awareness of this at the moment, and everyone has never even heard of a packet tool like WPE, so how can we talk about prevention?

To prevent the server from being deceived by the WPE packet program, the method is not difficult. As long as the normal game packet encryption and decryption are independently formed into a dynamic link library, that is, a DLL file, which can be called by the game main program to encrypt and decrypt packets, most of the problems can be solved. The quantity is not large.

The reason why it is said that it can only solve "most" problems is because the Tao is as high as one foot and the devil is as high as one foot.

Encapsulation and anti-encapsulation technology, just like hacker attack and defense, there is no shield that can never be broken, and there is no spear that can never be defended. The key is to see whose technology is more powerful.

Even if the packet is encrypted, skilled people can crack it. Even if a DLL dynamic link library is created separately, people can replace it with their own DLL file, even if they add a self-test to the DLL file. Program, people can also log in to the game directly with the old client, bypassing the self-check directly, even if...

In short, attack and defense, spear and shield, go on endlessly.

Even though Fang Jie understands these technologies, he still can't guarantee that he can defend against all the methods of encapsulation.

At most, it is to increase the difficulty of the opponent's cracking technology and the threshold of packet production, and at the same time increase the research cost of the opponent.

This can only be seen in the future, learn and improve in the struggle, and constantly push and pull to improve the protection methods, that's all.

Of course, then again, there are probably only a handful of opponents who can compete with him in terms of packet technology.

And these few technical masters, if there is no special reason, it is impossible to invest a lot of time, energy and research costs to do such indiscriminate things, so there is actually nothing to worry about.

What really deserves Fang Jie's attention is not game bugs and packing programs, but game plug-ins.

Because game bugs and packing programs are easy to be detected by the system, there is no time to fix them. However, the game plug-in calls the memory address in the client, and it is generally difficult for the server to find out.

Especially some simple functions that simulate a keyboard and mouse, such as the functions that can be realized by the key wizard, are basically impossible for the server to detect. If only players report it, it is easy to be blocked by mistake.

For example, to practice skills in "Legend", some players don't even know how to press buttons. They hold the buckle of a can or fold it with paper and stick it on the keyboard button of the shortcut skill to achieve the purpose of continuously displaying the skill. Can you say this? Is a plug-in used?

Therefore, how to define cheating and what is the bottom line standard are the first issues to be considered.

(End of this chapter)

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