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Home/ Questions/Q 1078399
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Editorial Team
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Editorial Team
Asked: May 16, 20262026-05-16T21:43:05+00:00 2026-05-16T21:43:05+00:00

I’ve been asked to patch a few minor flaws in a game of the

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I’ve been asked to patch a few minor flaws in a game of the unreal series. It uses the unrealscript language which produces bytecode in a similar way to Java.

One of the issues is that it’s possible to edit any packages downloaded to a client and insert a goto instruction to jump over important bits of code.

It isn’t possible to prevent this so I’m wondering what sort of strategies could be applied to make the task more difficult. There’s two approaches that come to mind:

  1. An automatic internal state checking mecanism for anything that is clientside. The
    way it be done would be to have a before and after check for each
    function call. One peculiarity of the language is the out keyword in functions.

    The “out” specified lets you tell a
    function that it should actually
    modify the variable that is passed to
    it, rather than making a local copy.
    This is useful, for example, if you
    have a function that needs to return
    several values to the caller. You can
    just have the caller pass several
    variables to the function which are
    “out” values.

  2. A serverside checking mecanism that takes action if something incoherent happens or
    there is a timeout. Obviously, code can’t be bounced between the client and server every
    tick because of the overhead it would generate but it would be possible to have some
    information exchanged, say, every x seconds.

    Perhaps the two approaches could be combined. What is your opinion on this?

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  1. Editorial Team
    Editorial Team
    2026-05-16T21:43:05+00:00Added an answer on May 16, 2026 at 9:43 pm

    If the purpose is to determine if any of the code has changed, then the straightforward solution is to checksum the code (like at initialization—or even earlier, like before being downloaded) and periodically verify that the code’s checksum hasn’t changed.

    Then the problem becomes detecting whether the checksum checking code hasn’t been hacked.

    The only time I was defeated as a hacker was an expensive package with the target code using more than five checksum routines called from seemingly random different points in the code. It was more trouble than it was worth to figure out how to work around it. Just be sure to initialize each of the checksums using a different function but make the call of the initialization hard to track down. Doing all of them in a row during initialization makes it really easy to defeat.

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