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2025-05-18 01:04:31 +08:00
Please, always remove previous Anti-Cheat Toolkit version before updating!
2.3.1
- fix possible code corruption due to the obfuscation (thx firediver98)
2.3.0
- update minimum Unity version to 2018.4
- remove legacy code
- add DateTime value to the TimeCheatingDetector's OnlineTimeResult
2.2.4
- fix compilation warnings for non-IL2CPP UWP platform
- fix build errors on non-IL2CPP UWP platform (thx Aymen)
2.2.3
- fix possible SharpZipLib.dll conflicts (thx Nathaniel)
2.2.2
- fix possible null reference exception when migrating from ACTkv1 (thx RonoVanBono)
- fix HasKey() did not checked ACTkv1 keys (thx Albert)
2.2.1
- fix compilation error in Unity 2018.1 - 2018.4 with .NET 3.5 scripting (thx Vladimir)
2.2.0
- add new APIs to CodeHashGenerator to return all files hashes for accurate checks
* allows to check split builds hashes (e.g. from aab)
- improve CodeHashGenerator performance
- improve CodeHashGenerator Android native part errors processing
- clean and refactor some code
- fix possible error in CodeHashGenerator example code
2.1.3
- fix Code Hashing example compilation error
- add ProGuard notice to the Readme (thx Vladimir)
2.1.2
- fix compilation warnings and errors with TimeCheatingDetector disabled (thx Gary)
2.1.1
- fix ObscuredString.GetDecrypted returning value (thx Jose)
2.1.0
- add ignoreSetCorrectTime option to TimeCheatingDetector
- add IsStarted property to all detectors
- fix possible wrong TimeCheatingDetector check result (thx esteban16108)
2.0.6
- add ACTK_US_EXPORT_COMPATIBLE symbol (see Readme for details)
- fix possible data loss after removing all obscured prefs (thx n0lex)
2.0.5
- fix incorrect CodeHashGenerator result Success calculation (thx murat303)
- ignore more standard prefs at the Prefs Editor (thx n0lex)
2.0.4
- remove few extra debug logs from Android native plugin
- add code obfuscation and overall code protection notes to the readme
2.0.3
- add few API proxies to the ObscuredString for better compatibility
- fix ObscuredString.GetHashCode returned incorrect values (thx quanbp)
2.0.2
- fix incorrect ObscuredString.Length property value (thx Davy)
2.0.1
- move settings from User to Project space
2.0.0
- add new feature: CodeHashGenerator (Unity 2018.1 and newer)
* generate hash for your code in Editor to save in resources or on your server
* generate hash for your code in Runtime for further validation
* hash generation performs on separate thread
* hash Mono, IL2CPP, Android App Bundle builds
* support for Standalone Windows and Android, more to come
- add new feature: SpeedHackProofTime class
* use speed-hack resistant timers to let you ignore speedhack
* proxy to Time.* until speed hack is detected to avoid extra resources waste
* mimic non-fixed Time.* APIs (e.g. time, deltaTime, unscaledTime, etc.)
- Obscured types update:
* make obscured types handle crypto keys fully automatically
* automatically randomize crypto key for each new instance
* close few key-related vulnerabilities
* refactor and update API and docs for consistency
* add GenerateKey() API
* improve ObscuredString performance
* reduce ObscuredString GC allocations by 24%
* fix overridden obscured types indication in Unity 2018.3+
- Obscured Prefs update:
* make ObscuredPrefs handle crypto keys fully automatically
* change encryption bits with automatic migration from ACTk v1
* make SetRawValue and GetRawValue to take encrypted key into account
* remove support for pre-1.4.0 prefs migration, use ACTk v1 to migrate
* remove unobscured mode, please use PrefsEditor to view obscured prefs
* refactor and cleanup
- Injection Detector update:
* add dynamic whitelist generation (no more default whitelist)
* dramatically improve injection check performance (Unity 2018.3 and newer)
* include only used assemblies in whitelist (Unity 2018.3 and newer)
* enable Injection Detector feature from the detector's inspector
* fix lots false positives with old default whitelist
* fix detector didn't disable for IL2CPP builds in some cases
* add detection event delegate for addition argument clarity
- Speed Hack Detector update:
* add Threshold property to allow tiny clocks speed difference on different HW
* slightly improve and refactor internals
- Wall Hack Detector update:
* improve warnings and errors UI in inspector
* fix false positive for volumetric fog (volumetric atmospheric scattering in HDRP)
* fix rare false positive for Linear color space in 2017.4.1 and newer
* fix rare false positive for Post-processing stack
* fix rare false positives due to Unity rendering glitches
- Settings update:
* move Settings window to the Unity Editor Preferences section
* add new buttons-icons for quick access to the important related resources
* add IL2CPP section with "Switch to IL2CPP" button for supported platforms
* add "add support to build" toggle in Injection Detector section
* add validation for Injection Detector to have support toggle enabled
* add validation for Wallhack Detector wireframe shader to be always included
* add custom whitelist entries count to the button which opens whitelist editor
* make all ACTk settings to be per-project
* update and refactor UI a bit
* prevent compilation conditional changes while editor is compiling anything
* fix ACTK_IS_HERE state check missed
- add StringToBytes() and BytesToString() helper methods to ObscuredString
- add IsCheatDetected property to all detectors
- add Assembly Definitions
- make all detectors return their instances from StartDetection methods
- make PrefsEditor aware of TimeCheatingDetector service pref
- make PrefsEditor aware of more standard Unity prefs to hide them
- fix and improve lots of other stuff across codebase
- fix various compilation warnings in newest Unity versions
- remove deprecated components from example scenes preventing warnings in 2019.3
- fix possible data corruption while incrementing ObscuredShort
- fix compilation errors regression in PlayMaker integration package
- update project to Unity 2017.4.1
- refactor all detectors code to have nicer inheritance
- refactor menu-related code a bit for better readability and clarity
- refactor other minor parts of code base
- remove legacy code
1.6.7 [Maintenance Update before big 2.0 release!]
- update to Unity 5.6.1
- improve random key generation performance in some cases
- add few missing assemblies to the default InjectionDetector whitelist
- prevent detectors duplicates on same Game Object
- workaround for Android 4.2.* HEAD request bug
- fix RandomRangeInt can only be called from the main thread in some cases
- fix possible null ref exception in ObscuredPrefs.SetString
- other minor changes
1.6.6
- update to Unity 5.6
- fix Unity 2018.3 project settings open code didn't compiled
- fix ObscuredQuaternion was shown in inspector
- fix ObscuredVector3 and ObscuredQuaternion migration (thx friuns3)
- fix migration of prefab instances in scene after prefabs migration
1.6.5
- ObscuredPrefs actions refactored to events to properly allow multiple listeners
- example code refactored and updated
- add support for dynamic assemblies to InjectionDetector (thx Michal)
- fix InjectionDetector whitelist had no some .NET Core assemblies (thx Michal)
- fix InjectionDetector crash when user whitelist has incorrect chars (thx Michal)
1.6.4
- celebrating 5 years of free updates! \o/
- file names and structure refactored - please remove previous version completely!
- TimeCheatingDetector got more attention again (breaks existing APIs):
* core rewritten and now works with WebGL and UWP .NET (thank you Vincent!)
* logic to exclude false positives when user just has wrong time
* now detects both wrong time and actual time cheating with separate thresholds
* few old events deprecated in favor of new more generic CheatChecked event
* fixed possible Sockets errors
* fixed incorrect check interval calculation after resuming unity player
- add static method FromEncrypted() to all obscured variable types
- added new detectors prefab with another layout (each detector on separate object)
- improved UI of settings window
- added few new conditional symbols options for better debug and compatibility
- updated InjectionDetector whitelist to match Unity 2018.3.0b2
- detectors inspector UI updated to make it easier to read settings
- fixed obscured values initialization in inspector was inconsistent in some cases
- fixed warnings when KeepAlive detectors were started from nested objects
- readme got list of contents with hyperlinks for quicker navigation
- some legacy redundant code removed
- other minor fixes and improvements
1.6.3
- SpeedHackDetector on Android improvements:
* now detects root level speed hack on Android 8.0 and newer (no root required)
* more accurate algorythm removing chance of false positives
* resources usage significantly improved
- fixed possible ObscuredCheatingDetector false positive on SetEncryptred() (thx Matt)
- fixed TimeCheatingDetector compilation for the UWP IL2CPP platform
1.6.2
- fixed 1.6.1 critical compilation error for Android platform (sorry!)
- fixed missing ObscuredVector2, ObscuredVector3 and ObscuredQuaternion migration
- fixed WallHackDetector false positive when Linear color space is used (thx Fiete)
- fixed wrong plugin path at Unity 2018 packages (thx Fiete)
- fixed compilation error when enabling WALLHACK_DEBUG flag (thx Fiete)
- fixed test scene null reference errors in some cases when cheats are detected
- fixed exception when removing entry at the user-defined Whitelist window (thx Matt)
- other minor fixes
- minor refactorings
1.6.1
- SpeedHackDetector now able to detect root-level speed hack on Android (beta)
- organized usings in all code to prevent ambiguity with third-party classes
- TimeCheatingDetector:
* ForceCheckEnumerator method execution slightly changed to improve stability
* added force check examples to the ActTesterGui
- removed some legacy code
1.6.0
- TimeCheatingDetector got some more love:
* enabled for Windows Universal Platform with IL2CPP
* stability improvements (thx Nilooo & off3nd)
* Error and CheckPassed events exposed in public API now
* new ErrorKind enum for error events
* added new callback for successful check passes
* interval 0 is now supported for the manual ForceCheck() execution only
* added ForceCheckEnumerator() for yielding from coroutine
* added awaitable ForceCheckTask() for async methods (.NET 4.6+, no WebGL)
* added LastResult and LastError properties
- all Detectors:
* added new AddToSceneOrGetExisting() API (execute from Start phase or later)
* exposed CheatDetected event for subscription
* now you may have multiple listeners for the detection event
- added IComparable implementations to all native obscured types
* now native obscured types are sortable and LINQ-friendly
- exposed double epsilon at the ObscuredCheatingDetector
- added Paste functionality to the prefs editor
- get rid of internals usage at editor scripts (allows asmdef usage)
- improved ObscuredDouble/Float security, migration required (thx off3nd)
- added ObscuredDouble/Float migration from 1.5.2.0 - 1.5.8.0 to 1.6.0+ :
* auto migration at runtime with ACTK_OBSCURED_AUTO_MIGRATION flag
* manual migration at all prefabs and opened scenes via menu commands
* runtime API to migrate values got with GetEncrypted()
* removed legacy pre-1.5.2.0 support for Obscured types migration
- now detector object is automatically selected in scene after creation
- BehaviorDesigner integration package updated:
* added TimeCheatingDetected conditional
* fixed compatibility issues
- PlayMaker integration package updated:
* added TimeCheatingDetected action
* fixed compatibility issues
- updated InjectionDetector whitelist to match Unity 2018.2.0b3
- switched to X.X.X version tracking format
- fixed compiler errors on UWP platform (thx Wajdi)
- fixed possible incorrect readout of string pref at PrefsEditor
- fixed incorrect behavior when copying unobscured string pref
- fixed incorrect behavior of InjectionDetector in editor in debug mode
- fixed missing Reflection.Obfuscation attributes at TimeCheatingDetector
- fixed compilation flags set/get code to avoid obsolete platforms
- fixed duplicate flags setting for some platforms (cleanup needed)
- fixes and additions in API docs
- minor refactor
- other minor fixes
1.5.8.0
- TimeCheatingDetector got some love:
* added new ForceCheck method for manual execution
* added new IsCheckingForCheat property
* first check on Start now removed
* fixed callbacks could run not on the main thread
* improved overall stability of the TimeCheatingDetector (thx Nilo)
* reduced min range for the TimeCheatingDetector interval to 0.1 min
- updated default whitelist of InjectionDetector up to Unity 2018 beta
1.5.7.0
- added obscured versions of Vector2Int and Vector3Int from Unity 2017.2+
- base Unity version increased to 5.1.0f3
- InjectionDetector whitelist updated up to Unity 2017.3b6
- added ObscuredDecimalDrawer (thx mcmorry)
- added IsRunning read-only property to all detectors
- added ObscuredByte.EncryptDecrypt(byte[] value) API variants
- added proper help urls for all detectors
- added error callback to the TimeCheatingDetector
- reduced GC allocations count at WallHackDetector for Unity 5.3+
- removed urls-related code from the examples for better compatibility
- fixed non-blocking error while switching the condition compilation symbols
- minor refactorings
- minor improvements
1.5.6.1
- TimeCheatingDetector now uses async methods to reduce main thread locks
- disabled TimeCheatingDetector for Windows Universal Platform
- fixed initialization of Obscured types with SetEncrypted call (thx Keith)
- added version output at the Settings window
- added tooltips to the compilation symbols at the Settings window
- updated InjectionDetector whitelist to match Unity 2017.2.0b4
- minor improvements
- minor fixes
1.5.6.0
- brand new TimeCheatingDetector (needs Internet connection)
- another kind of SpeedHack detection added (thx lol)
- third-party integration packages paths are match ACTk path now
- added switches for all important conditional compilation symbols
to the Settings window
- improved Unity 2017 compatibility
1.5.5.0
- menu items migrated to the "Tools > Code Stage > Anti-Cheat Toolkit"
- added new utility script to migrate ObscuredDouble and ObscuredFloat
instances on prefabs when updating from 1.5.1.0 and previous to the
1.5.2.0 +; you can run it via menu Tools > Code Stage > ACTk > Migrate...
- improved compatibility with Unity 5.5+
- fixed ObscuredCheatingDetector false positives (huge thx Fiete)
- fixed vulnerability of the obscured types
- fixed ObscuredShort inspector output in Unity 5.0+
- fixed false cheating detections for obscured types which are able to
show up in the inspector in some cases (thx mrm83)
1.5.4.0
- added (x,y) constructor and same Encrypt API to the ObscuredVector2
- added (x,y,z) constructor and same Encrypt API to the ObscuredVector3
- added (x,y,z,w) constructor and same Encrypt API to the ObscuredQuaternion
- added new GetDecrypted API to all obscured memory types
- added ObscuredShort inspector output for Unity 5.0+
- fixed incorrect InjectionDetector execution with argument in callback
1.5.3.0
- plugin moved to Plugins folder, please remove previous ACTk version!
- added ObscuredString.Length property for better compatibility
- added ULong support to the ObscuredPrefs
- added Decimal support to the ObscuredPrefs
- added ObscuredUInt inspector output for Unity 5.0+
- added ObscuredULong inspector output for Unity 5.0+
1.5.2.3
- improved Unity 5.6 compatibility
- added workaround for a Unity bug related to ObscuredDouble on prefabs
1.5.2.2
- updated InjectionDetector whitelist up to the Unity 5.5
- fixed possible data corruption leading to false positives in Obscured types
- updated third-party integration packages to the new APIs
- improved compatibility with Unity 5.5
- reduced chance of the wrong encrypted pref detection at the prefs editor
1.5.2.1
- added back classic parameterless callback support to the InjectionDetector
1.5.2.0
- InjectionDetector callbacks now should accept string with detection cause
- improved Window > CodeStage > Anti-Cheat Toolkit menu appearance
- added new Prefs Editor window mode: as an utility window (via new menu item)
- renamed DEBUG conditional symbols to the ACTK_DEBUG to avoid collisions
- added few more standard prefs to the Prefs Editor ignores
- ObscuredFloat GC allocations on initialization removed (thx pachash)
- ObscuredDecimal GC allocations on initialization removed (thx pachash)
- added proper reaction in case obscured data can't be decrypted in Prefs Editor
- fixed "E" button width when adding new pref
- fixed wrong prefs readout in rare cases in Prefs Editor (thx mcmorry)
- fixed "Cutting off characters" error by checking string length (thx mcmorry)
- fixed errors if working from the Plugins folder in Unity 5.3+ (thx demigiant)
- fixed pref deletion wasn't saved on Mac
1.5.1.0
- added ObscuredPrefs Editor!
* edit both PlayerPrefs and Obscured prefs in Unity Editor
* encrypt regular PlayerPrefs with configurable encryption key
* decrypt ObscuredPrefs to the regular PlayerPrefs
* search in prefs names
* sort prefs by name, type, or encrypted state
* smart prefs reading progress bar
* shows 50 prefs per page allowing to work with huge collections
* overwrite notice to prevent data loss
* coloration of obscured prefs for easier navigation
* copy prefs to clipboard
* copy raw obscured prefs to clipboard
* works on Win, Mac, Linux
- ObscuredFloat/Double now may be assigned to ObscuredInt
- changed the randomize crypto key logic for all obscured types
- added support for the Unity 5.4 SceneManager.sceneLoaded delegate
- more editor actions are undoable now
- minor ObscuredPrefs API changes
1.5.0.6
- SetRawValue and GetRawValue APIs added to the ObscuredPrefs
- fixed possible issues for the Unity 4.7
1.5.0.5
- added warning when new detector self-destroying because of another instance
- added new item to the readme's troubleshooting section
- added explicit operator for the ObscuredFloat > ObscuredDecimal conversion
- fixed InjectionDetecor may not start in Editor in debug mode properly in some cases
1.5.0.4
- WallHackDetector:
* slightly decreased amount of the generated garbage
1.5.0.3
- WallHackDetector:
* fixed false positive when used in scenes with fog (thx Andrey Pakhomov!)
* minor resources usage optimizations
1.5.0.2
- WallHackDetector:
* added extra editor check for the proper Physics Layers settings
* additional debug output
- minor refactorings
1.5.0.1
- ObscuredLong can now be exposed to the inspector
- fixed wrong inspector height of the ObscuredVectors in not wide mode
1.5.0.0
- Project updated to the Unity 4.6
- TestScene changed to better represent ACTk features
- Changes for all detectors:
* new Detection Event exposed to the inspector
* new Auto Start option (see readme for details)
* improvements in placement algorithm
* fixed incorrect behavior in rare cases after disabling and re-enabling
* fixed incorrect behavior on scenes switch in some cases
* inspector appearance improvements and fixes
- WallHackDetector changes:
* new "Raycast" option to detect shooting through the walls
* new "Wireframe" option to detect looking through the walls
* new option maxFalsePositives allows to set allowed detections in a row
* now you can separately control Rigidbody and Character Controller modules
* now you can enable and disable all detection modules at any time
* fixes and improvements
* ACTK_WALLHACK_DEBUG conditional introduced, see readme for details
- InjectionDetector changes:
* default whitelist updated (up to Unity 5.3 Beta 2)
* workaround for the IL2CPP bug (Issue ID 711312)
* debug conditionals renamed and their defines removed, use Player Settings
* iOS support removed since this target doesn't allow to inject Assemblies
- Obscured vars changes:
* RandomizeCryptoKey() API introduced to hide from 'unknown value' search
* vars with same value are treated as equal now even if crypto keys differ
* fixed bold texts in the inspectors of the prefabs with obscured vars
- ObscuredPrefs changes:
* API change: DeviceID -> DeviceId
* fixed incorrect Color storage in the unobscuredMode
* fixed DeleteKey removed PlayerPrefs value with enabled preservePlayerPrefs
- ObscuredVector2 now can be exposed to the inspector
- ObscuredVector3 now can be exposed to the inspector
- ObscuredDouble now can be exposed to the inspector in Unity 5 and higher
- ObscuredInt and ObscuredUInt are now able to explicitly cast to each other
- ObscuredVector2 now able to implicitly cast to the Vector3
- ACTK_EXCLUDE_OBFUSCATION conditional introduced, see readme for details
- PREVENT_READ_PHONE_STATE is ACTK_PREVENT_READ_PHONE_STATE now
- BehaviorDesigner integration package changes:
* RandomizeCryptoKey API for all SharedObscured types
* WallHackDetector added to the example scene
* fixed absent crypto key in the ObscuredPrefs example scene
* fixes in comment docs
* other minor fixes
- PlayMaker integration package changes:
* added keepAlive and autoDispose options to detector actions
* fixes in comment docs
- all detectors are now more correctly placed in the Component menu
- you'll not see example scripts in the Component menu anymore
- fixed possible cs0241 error in xxHash.cs file
- fixed API compatibility issues
- removed obsolete editor code
- all editor code has proper Namespaces now
- all examples code has proper Namespaces now
- numerous optimizations and refactorings
- additions and fixes in readme
- additions and fixes in docs
1.4.1.1
- WallHackDetector: additional auto-correction for rigidbody module
- WallHackDetector: service sandbox now survive scene load if detector has Keep Alive enabled
- WallHackDetector: resources usage improvements
- WallHackDetector: initialization performance improvements
- all ACTk windows are moved to Window > Code Stage > Anti-Cheat Toolkit menu item
- fixes in readme
1.4.1
- added new WallHackDetector! Detects 2 native hacks: Rigidbody and CharacterController patches
- added new InjectionDetected and WallHackDetected Actions for the PlayMaker
- added new WallHackDetected task to the BehaviorDesigner
- InjectionDetector now detects case when there is 0 assemblies in current domain
- fixes in filenames: ObscuredUint.cs to ObscuredUInt.cs, ObscuredUshort.cs to ObscuredUShort.cs
- minor fixes and refactorings
- fixes in readme
1.4.0.2
- fixed ObscuredString editing in multiple objects (thanks VitaMin00)
1.4.0.1
- fixed ObscuredPrefs.SetColor for WebPlayer
1.4.0
- massive ObscuredPrefs update:
* uint support added
* Rect support added
* overall performance and memory usage improvements
* values are locked to keys now to prevent value swapping
* all service data in final values is hidden now
* hashing algorithm replaced with more secure keeping the same performance
* SetColor/GetColor optimizations
* Float accuracy increased
* Double accuracy increased
* ByteArray support fixed (no more extra length after load)
* PREVENT_READ_PHONE_STATE define introduced to let you remove Android permission if you don't use lockToDevice
* legacy ObscuredPlayerPrefs support removed (use previous ACTk version to read them)
* ForceDeviceID() method replaced with DeviceID property (now you can retrieve current device ID as well)
* format improvements allowing to easily change it with backwards compatibility
* refactorings
- ObscuredString.EncryptDecrypt() optimization (affects all Get/Set methods in ObscuredPrefs)
- disabling and enabling started detectors now should pause and resume them
- Anti-Cheat Toolkit Detectors object will self-destroy now ignoring attached scripts and nested objects
- fixed disabled detectors behavior on StartDetection()
- fixed issues with casting obscured vars from objects in the Behavior Designer package
- fixes in readme
- fixes in docs
- other minor fixes
1.3.5
- Anti-Cheat Toolkit now fully supports Opsive Behavior Designer, see readme for details (thanks Justin Mosiman!)
- added new ObscuredPrefsSetNewCryptoKey Action for PlayMaker
- added DetectorsExample scene into the PlayMaker package with SpeedHackDetector usage example
- added ObscuredPrefsExample scene into the PlayMaker package with simple ObscuredPrefs usage example
- fixed obscured vars initialization via SetEncrypted()
- serialization support added to: ObscuredQuaternion, ObscuredVector3 & ObscuredVector2
- redundant alteration callback logic removed from ObscuredPrefs
- removed deprecated code from ObscuredQuaternion, ObscuredVector3 & ObscuredVector2
- plugin abbreviation changed from ACT to ACTk
- minor fixes
1.3.4
- added ObscuredPrefs actions for PlayMaker (thanks kreischweide)
- added SpeedHackDetected action for PlayMaker (thanks kreischweide)
- added Vector2, Quaternion, Color support to the ObscuredPrefs
- detectors keepAlive behavior fixed and improved
- new detectors prefab
- increased detectors placement flexibility: you may put all detectors at one GameObject now
- all detectors will be added to the single Game Object when instantiating from code
- detectors Instance property reworked (can be null now)
- fixed ObscuredCheatingDetector values were not tunable in inspector
- fixed iPhone.vendorIdentifier error on Unity 5 iOS target platform (thanks Mike Messer)
- obscured types now implement IFormattable for better compatibility
- added more tool-tips for detectors
- added troubleshooting section to the readme
- few fixes and additions in readme & API docs
- minor refactoring in ObscuredPrefs
1.3.3
- Flash Player support deprecated, lot of ugly code removed
- Unity 5 fully supported
- plugin project updated to the Unity 4.5 (still can work in earlier Unity versions with few restrictions)
- obscured fields are now bold in inspector if values changed in prefab instance (mimics regular behavior)
- minor refactorings
- some fixes and additions in the readme
1.3.2.1
- optimized inspector exposition for supported obscured types
- fixed array elements names while exposing ObscuredString[] in inspector
- fixed ObscuredString truncation while being shown at inspector in some cases (thanks Stefan Laubenberger)
1.3.2
- ObscuredVector2, ObscuredVector3 and ObscuredQuaternion accuracy increased (consistent on all platforms now)
- added epsilons for ObscuredFloat, Obscured vectors and ObscuredQuaternion in ObscuredCheatDetector
- fixed cheating detection false positives for Obscured vectors and ObscuredQuaternion (thanks Capital j Media)
- fixed ObscuredInt returned 0 in case value matched crypto key regression
- minor optimizations and refactorings
1.3.1
- ObscuredBool inspector support added (requires Unity 4.5)
- new public API for all basic Obscured types: ApplyNewCryptoKey(), see docs for more details
- Significant changes in SpeedHackDetector:
* Cool Down system introduced. Read more in pdf and "coolDown" field API docs (thanks Cliff Cawley)
* detection checks period is not affected by speed hack anymore (now it uses system date timer)
* fixed speed hack wasn't detected in some cases
* fixed false positives in some cases
* fixed extra calculations on first detection check in the SpeedHackDetector
* fixed incorrect datetime change detection
* fixed continuous detects after first detect even if speed hack was removed (thanks Cliff Cawley)
* speed hack detection log message now appears in debug builds only
* application pause handled correctly now
- all basic Obscured types are serializable now (only binary serialization supported)
- ObscuredBool cheating detection is now supported in the Flash Player.
- fixed ObscuredInt default value issues
- fixed null reference error while using exposed ObscuredFloat fields to the inspector without default value
- fixed incorrectly decrypted ObscuredString values in inspector when used without default values
- fixed cheating detection false positives for Obscured variables while being exposed to the editor
- fixed possible cheating detection false positives for ObscuredVector2, ObscuredVector3 and ObscuredQuaternion
- fixed GetEncrypted() after SetNewCryptoKey() in ObscuredString didn't counted new crypto key
- removed redundant [InitializeOnLoad] attribute from ActPostprocessor
- minor refactorings in all Obscured types
- fixes and additions in the docs
1.3.0
- ObscuredString fields are now editable from inspector
- ObscuredInt and ObscuredFloat fields are now editable from inspector (Unity 4.5 or higher required)
* in case int->ObscuredInt \ float->ObscuredFloat replacement, old values set in inspector will be reset to defaults!
* experimental inspector support for the obscured structs instances, report any bugs please
- ObscuredCheatingDetector implemented
* central detector for all Obscured types (except ObscuredPrefs) cheating detection
* replacement for legacy onCheatingDetected Action callback
- Injection Detector user-defined Whitelist Editor implemented
* allows gather assembly data both from files and manually (for assemblies made in realtime)
- ObscuredPrefs.ForceDeviceID(string) method introduced
* useful if you have server-side authorization, especially on iOS (we have no reliable way to get device ID there)
- Injection Detector data file is restored now if it was accidentally removed
- public API StopMonitoring was renamed to the StopDetection for all detectors
- most of Vector3 operators are now supported by ObscuredVector3
- fixed possible false positives in Speed Hack Detector caused by system time / date change
- fixed exception in ActPostprocessor while trying to write into the read-only file (thanks Sebastiano Mandalà)
- fixed possible false positives for ObscuredVector3, ObscuredVector2, ObscuredQuaternion cheating detection.
- added ability to force Injection Detector data collection for unsupported platforms for debugging
- Injection Detector will be re-enabled after switching from unsupported target if it was enabled previously
- significant refactorings in the detectors code
- service data cleanup code simplified
- improved removing of obsolete editor prefs used by ACT
- refactorings in the Editor scripts and file structure (remove prev version before updating to avoid collisions!)
- fixed possible name conflicts: MenuItem, Action
- minor fixes and optimizations
- minor fixes in documentation
1.2.9
- cheating detection added to the ObscuredQuaternion, ObscuredVector3, ObscuredVector2, ObscuredString
- fixed rare critical bug in ++ and -- operators of some obscured types leading to false detections (huge thanks redux!)
- fixed ObscuredPrefs.HasKey() and ObscuredPrefs.DeleteKey() were not count regular PlayerPrefs keys (thanks Sashko)
- fixed possible access issue while reading from AllowedAssemblies.bytes file in editor (thanks Sabastiano)
- fixed possible fndid file corruption leading to the false positives in Injection Detector (thanks Sabastiano)
- access to the x, y, z fields was added to the ObscuredVector3 (access by index was implemented as well)
- access to the x and y fields was added to the ObscuredVector2 (access by index was implemented as well)
- DetectorsUsageExample script was moved from Anti-Cheat Toolkit Detectors prefab to the separate GameObject
- minor fixes in the API docs
1.2.8
- New obscured types with cheating detection implemented
* ObscuredSByte
* ObscuredChar
* ObscuredDecimal (Flash Player is not supported, use ObscuredFloat instead)
* ObscuredULong
- cheating detection added to these existing obscured types
* ObscuredUInt
* ObscuredLong
* ObscuredDouble
* ObscuredBool (except Flash Player: bug in exported pool manager code doesn't allow to use nullables)
- minor public API changes for few obscured types
- fixed SpeedHackDetector error while playing test scene in editor with Flash Player target
- fixed possible false positives of SpeedHackDetector in Flash Player
- fixed Flash Player implementation of the ObscuredUShort.GetHashCode()
- another minor improvements in flash implementation of SpeedHackDetector
- other minor fixes and optimizations
1.2.7
- InjectionDetector introduced
* allows to detect if someone injects any managed dll into your app
- ObscuredShort and ObscuredUShort with cheating detection implemented
- IntegrityChecker removed (see my considerations here: http://forum.unity3d.com/threads/196578-Anti-Cheat-Toolkit-RELEASED/page7?p=1577548&viewfull=1#post1577548)
- significant changes and fixes in API documentation (should be prettier and more detailed now)
- DeviceLockLevel enum moved into the ObscuredPrefs class, thus now it should be reached as ObscuredPrefs.DeviceLockLevel
- SpeedHackDetector's StartMonitoring methods were renamed to StartDetection ones
- minor improvements in flash implementation of SpeedHackDetector
- ObscuredUint was renamed to ObscuredUInt
- minor files structure changes, please, make clean update (completely remove previous version before updating)
- minor fixes and optimizations
1.2.6u2
- fixed possible false positives of cheating detection in Obscured types
- minor API docs fixes
1.2.6u1
- extra traces in ActionScript code were commented out
1.2.6
- flash build support for SpeedHackDetector implemented
- ObscuredVector2 and ObscuredQuaternion implemented
- cheating detection added to the ObscuredByte
- SpeedHackDetector now awaits Action delegate instead of MonoBehaviour and method name. Please, read API docs for details
- ObscuredPrefs.readForeignSaves field introduced
* allows to read saves locked to other device and onPossibleForeignSavesDetected action still will be fired
- deprecated PlayerPrefsObscured was removed completely, use ObscuredPrefs instead
- ObscuredFloat slightly optimized
- ObscuredDouble slightly optimized
- all default arguments were replaced by methods overloading for additional compatibility with UnityScript (again)
- minor fixes in API docs
1.2.5u1
- SpeedHackDetector.Instance is now public and may be used to set interval, autoDispose, etc. from code.
1.2.5
- SpeedHackDetector introduced! Allows you to react on Cheat Engine's speed hack
* some other speed hack tools may be detected too
* use GameObject->Create Other->Code Stage->Speed Hack Detector menu item to add detector in scene
* use any public SpeedHackDetector API to automatically add it to scene
- added cheating detection to the ObscuredInt and ObscuredFloat (use Obscured*.onCheatingDetected)
- migration from PlayerPrefs to ObscuredPrefs became super easy: just replace PlayerPrefs with ObscuredPrefs
and read \ write any data as usual, no more manual PlayerPrefs to ObscuredPrefs conversion!
* all data saved with regular PlayerPrefs will be automatically encrypted with ObscuredPrefs on read and
original PlayerPrefs data will be deleted
* Set ObscuredPrefs.preservePlayerPrefs to true to prevent original PlayerPrefs data deletion
- migration from legacy PlayerPrefsObscured to ObscuredPrefs became smoother: data, written with PlayerPrefsObscured
now converts to the new format while readed with ObscuredPrefs (previously - old legacy keys were left untouched
after migration).
- ObscuredPrefs.unobscuredMode implemented
* allows to write all data unobscured, for testing purposes
* thus it works in Editor only
* breaks PlayerPrefs to ObscuredPrefs migration (reminder: in Editor)
- ObscuredVector3 and ObscuredBool implemented!
- data saved in TestScene now cleans up on application quit
- ObscuredPrefs overfill in Web Player no longer breaks entire game process (and logs error in such case)
- added selftests and performance tests code to the example scene (disabled by default) for debugging and
making wise choices ;)
- ObscuredString default crypto key was changed. Set new key to 4444 before using SetEncrypted() to set data got with
GetEncrypted in previous versions.
- fixed compilation error of WP8 build
- fixed initialization of some Obscured types
- fixed ObscuredString equality operator implementation
- minor fixes
- minor docs fixes
1.2.0
- project updated to Unity 4.2.2
- new ObscuredPrefs introduced instead of old PlayerPrefsObscured
* PlayerPrefsObscured is no more supported, please, make sure to save all your new data using ObscuredPrefs
* all data saved with ObscuredPrefs will not be accessible using deprecated PlayerPrefsObscured!
* all data saved with deprecated PlayerPrefsObscured is accessible with ObscuredPrefs automatically as fallback
(will be removed in future)
* new flexible lock data to device feature introduced, read more in api docs and readme
* now saved data may be recovered in emergency cases (like device ID change after updating from iOS 6 to iOS 7)
* attempt to prevent device id change after iOS6 to iOS7 update (works in some cases only)
* key is now encrypted with common encryptionKey (previously default key for ObscuredString was used)
* accessing data saved with regular PlayerPrefs now generates warning with additional information
* saves alteration can be detected now, use ObscuredPrefs.onAlterationDetected (see ObscuredPrefsTest)
* foreign saves usage detection added, use ObscuredPrefs.onPossibleForeignSavesDetected (see ObscuredPrefsTest)
* added example of storing encryption key outside of the IL bytecode (increasing its security level)
(see ObscuredPrefsTest)
* added support of these types: long, bool, byte[], Vector3
- ObscuredByte and ObscuredLong added
- equality operations (==, !=, .Equals()) are now supported in all simple Obscured types
- all default arguments were replaced by methods overloading for additional compatibility with UnityScript
- other minor fixes
- few fixes in docs
1.1.0u1
- fixed ObscuredDouble not worked correctly
- fixed link to ObscuredDouble missed in object Tester in the test scene
1.1.0
- no more dlls, plugin now comes with full source code included!
- Yey, Flash Player exporter support is back! :D IntegrityChecker, ObscuredDouble and
PlayerPrefsObscured.lockToDevice are not supported there though.
- added increment and decrement operators support to the numeric obscured types (thanks Yuri Saveliev)
- added ObscuredDouble! Not supported in FlashPlayer (use ObscuredFloat instead)! (thanks Andriy Pidvirnyy)
- added correct analogues of toString() methods to some of the Obscured types
- added PlayerPrefsObscured.ForceLockToDeviceInit() method to call device ID obtanation (noticably slow at first
call) process at desirable time (at splash screen time for example)
- added initial support for Windows Store (Metro) Apps (needs testing)
- added initial support for Windows Phone 8 (needs testing, thanks friuns3)
- PlayerPrefsObscured.lockToDevice field is now property, so please use PlayerPrefsObscured.LockToDevice instead.
Sorry for inconvenience.
- removed unsafe code in ObscuredFloat
- fixed possible placement in memory not obscured float while using ObscuredFloat, oops :P
- fixed possible data loss when using values equal to the crypto keys
- attempt to fix "get_deviceUniqueIdentifier can only be called from the main thread" error (thanks ecc83)
- fixed issue with different line endings on different platforms in IntegrityChecker causing it to think
assemblies are not valid
- fixed incorrect line breaks in the xml docs
- assemblies signing now can't be enabled on known unsupported platforms
- assemblies signing will be disabled after switching to the known unsupported platform
- assemblies signing will be disabled if Stripping Level in Player Settings is not set to "Disabled"
- changed PlayerPrefsObscured default encryption key. Use SetNewCryptoKey(e806f69e7aea3ee30fe27a6abfae967f) to
read any data saved in previous ACT version with default key.
- docs were fixed a bit
- removed obsolete methods in PlayerPrefsObscured
- minor fixes
1.0.1.2
- fixed .meta files handling
- moved Anti-Cheat Toolkit/Options menu item to the Window/Anti-Cheat Toolkit/Options
- moved plugin into CodeStage directory (to compact placing of any future plugins I'll release)
- reduced ObscuredInt default key length
- attempt to fix async assemblies reloading issue
1.0.1.1
- Added assemblies signing process duration estimation
- Fixed issues with Anti-Cheat Toolkit .dll import in Unity 4.x
1.0.1.0
- Added Assemblies signing functionality * EXPERIMENTAL *
- Fixed web player detection, now ObscuredFloat can be used in static conditions (thanks Andriy Pidvirnyy)
1.0.0.9
- Fixed data loss in PlayerPrefsObscured (use Get*Deprecated to read data saved with ACT 1.0.0.8)
1.0.0.8
- PlayerPrefsObscured now able to lock saved data to the current device. See PlayerPrefsObscured.lockToDevice
field description in API docs.
- Improved PlayerPrefsObscured stability and obscuration strength (use Get*Deprecated() methods to load data,
saved with ACT 1.0.0.6 or earlier)
- PlayerPrefsObscured now has own encryption key. Use PlayerPrefsObscured.SetNewCryptoKey() to change it from
default value.
- Created home page for ACT: http://blog.codestage.ru/act/
1.0.0.7
- Fixed error in ObscuredString (now it works in WebPlayer without errors).
- Fixed error in ObscuredFloat (now it works in WebPlayer without errors).
- ObscuredFloat is memory wiser now.
- ObscuredFloat.SetNewCryptoKey() accepts int now (was long).
- Added changelog :)