Indeed games companies were often complicit in publishing such codes, and games magazines used to, and occasionally still do, print out instructions for using these trainers on specific games. Originally these were designed to make single-player games easier, often by enabling more lives or a longer time limit. There are various pieces of software, often called trainers, which allow judicious edits to be made to game client software to gain an advantage. In general client-side hacks have been around almost as long as games. As Koster puts it, “The client is in the hands of the enemy” ( Koster, 2009). Essentially any information that the client has to calculate its own state is available to be inspected and altered. The client could give itself more resources, present diagnostic information about the status of the system or so on. If the client can be hacked, then basically anything is possible. In a peer-to-peer NVE, the client is usually responsible for calculating the results of its own actions. What can be achieved here depends critically on what the client software is responsible for. Anthony Steed, Manuel Fradinho Oliveira, in Networked Graphics, 2010 13.1.1 Client-side attacksĬlient-side attacks are changes to the client software to effect some advantage for the player.
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