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Agent Skill · 前端设计

game-hacking-techniques(游戏黑客技术)

用于辅助安全审计、权限检查、凭据风险、认证流程和常见漏洞排查。它适合让 Agent 梳理敏感配置、检查依赖风险、分析鉴权逻辑或生成安全复核清单。使用时不能把工具输出直接当最终结论,涉及密钥、令牌、用户数据或生产系统时,应先确认最小权限、脱敏方式和操作边界。

game-hacking-techniques 是前端设计类 Agent Skill,可用宿主为 Codex、Claude、Cursor、Gemini CLI,通过GitHub 仓库获取,权限为需要联网;许可证为 MIT,第三方扫描有未通过项,按安装量在前端设计类的 10,216 个 Skill 里排第 2,572。

总安装 2,109周安装 87GitHub Stars 2,762下载 689核验 2026-05-01

安装说明

本站只整理中文说明,不托管安装包,也不代用户安装。
GitHub
许可证
MIT

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:game-hacking-techniques(游戏黑客技术)
来源仓库:https://github.com/gmh5225/awesome-game-security
仓库路径:skills/game-hacking-techniques
安装命令:
npx skills add https://github.com/gmh5225/awesome-game-security --skill game-hacking-techniques
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。不同来源提供的安装方式可能略有差异;本站展示可直接复制的安装命令,安装前请核对来源页面。

skills.shnpx skills
npx skills add https://github.com/gmh5225/awesome-game-security --skill game-hacking-techniques

这个 Skill 是做什么的

前端设计类 Skill 关注页面结构、视觉规范和组件写法,输出通常是可运行的界面代码。

用于辅助安全审计与漏洞排查。game-hacking-techniques 属于前端设计类 Skill,可作为该场景下的辅助能力补充。适合梳理敏感配置、检查依赖风险和分析鉴权逻辑。不能将工具输出直接当作最终结论。涉及密钥或生产系统时应先确认最小权限和操作边界。建议结合脱敏方式和实际环境进行复核。

来源仓库内路径:skills/game-hacking-techniques

上手步骤

4 步
  1. 1

    确认自己的宿主工具

    公开资料标注支持 Codex、Claude、Cursor、Gemini CLI;先确认自己用的是其中之一,再按对应工具的 Skills 目录放置。

  2. 2

    拿到安装命令

    可以直接复制的命令是 npx skills add https://github.com/gmh5225/awesome-game-security --skill game-hac…;命令里的占位符换成自己的路径或密钥再执行。

  3. 3

    安装后重启宿主

    命令执行完要完全退出宿主工具再打开,让新装的 Skill 被重新扫描到,否则列表里可能看不到。

  4. 4

    按最小权限试用

    它需要需要联网,先在测试目录或测试账号里跑,确认没问题再放到正式项目。

常见问题

6 条

game-hacking-techniques 怎么安装?

在终端执行 npx skills add https://github.com/gmh5225/awesome-game-security --skill game-hacking-techn…。装完完全退出宿主工具再打开,让它重新扫描本地 Skill。

game-hacking-techniques 支持哪些 AI 工具?

公开资料标注支持 Codex、Claude、Cursor、Gemini CLI。其他工具只要能读取本地 Skill 目录,一般也能手动放进去,但要自己确认触发方式是否一致。

game-hacking-techniques 需要什么权限?

权限级别是需要联网。该 Skill 可能需要联网访问来源站点、仓库或外部 API;具体网络访问范围需要结合源码和 README 复核。

game-hacking-techniques 是免费的吗?

来源标注的许可证是 MIT。本站不代收任何费用,也不托管安装包;能否商用、要不要署名,以许可证原文为准。

game-hacking-techniques 用的人多吗?

公开数据是累计安装 2,109 次,近一周安装 87 次,下载 689 次,GitHub 2,762 星。这些数字来自第三方目录统计,只能当作热度参考,不代表质量或安全性。

game-hacking-techniques 安全吗?

第三方扫描有未通过项,风险较高。除非你确认过源码,否则不建议直接安装到常用环境。

值得选的地方和要先想清楚的地方

值得选的地方

  • 同时适配 4 种工具,换客户端不用重新找替代品。
  • 3 个目录同时收录,说明这个 Skill 流传比较广。
  • 许可证明确为 MIT,商用和分发边界好判断。
  • 来源仓库有 2,762 星,维护活跃度相对可查。

先想清楚的地方

  • 第三方扫描存在提醒项或未通过项,需要人工逐条确认。
  • 第三方目录整理,版本更新和行为细节以来源仓库为准。

适不适合你

更适合

  • 已经在用 Codex,想直接扩展它能力的人。
  • 需要处理前端设计类任务、又不想每次都手写提示词的人。

不太适合

  • 需要厂商级技术支持和 SLA 的生产系统。

前端设计类 Skill 对比

6 个同类
Skill总安装GitHub 星权限许可证扫描
frontend-design

前端设计 · Codex、Claude

8,823,360126,072只读MIT通过
vercel-composition-patterns

Vercel 组合模式 · Codex、Claude

3,858,81625,893需要联网MIT通过
vercel-react-native-skills

Vercel React native skills 前端 · Codex、Claude

2,468,66425,878只读MIT通过
adapt

adapt 搜索 · Codex、Claude

2,027,04023,125操作浏览器未明确通过
bolder

bolder 分析 · Codex、Claude

2,004,28823,130只读未明确通过
game-hacking-techniques

游戏黑客技术 · 本页

2,1092,762需要联网MIT未通过

按安装量取同分类前几名;数字来自第三方目录统计,只作热度参考,不代表质量结论。

SKILL.md 原文

Game Hacking Techniques

Overview

This skill covers game-hacking techniques documented in the awesome-game-security collection, with emphasis on how cheats move from user mode to kernel mode, hypervisors, and DMA when defenders raise the bar. It is best used to understand the offensive side of the threat model that anti-cheat systems are designed to detect.

README Coverage

  • Cheat > Debugging
  • Cheat > Packet Sniffer&Filter
  • Cheat > Packet Capture&Parse
  • Cheat > SpeedHack
  • Cheat > Injection:Windows
  • Cheat > Injection:Linux
  • Cheat > Injection:Android
  • Cheat > Injection:IOS
  • Cheat > Injection:PlayStation
  • Cheat > DLL Hijack
  • Cheat > Hook
  • Cheat > Anti Signature Scanning
  • Cheat > RPM
  • Cheat > DMA
  • Cheat > W2S
  • Cheat > Overlay
  • Cheat > Render/Draw
  • Cheat > UI Interface
  • Cheat > Vulnerable Driver
  • Cheat > Driver Communication
  • Cheat > EFI Driver
  • Cheat > QEMU/KVM/PVE/VBOX
  • Cheat > Wine
  • Cheat > Anti Screenshot
  • Cheat > Spoof Stack
  • Cheat > Hide
  • Cheat > Anti Forensics
  • Cheat > Triggerbot & Aimbot
  • Cheat > WallHack
  • Cheat > HWID
  • Cheat > Bypass Page Protection
  • Cheat > SDK CodeGen
  • Cheat > Game Engine Explorer:*
  • Cheat > Explore UWP
  • Cheat > Explore AntiCheat System:*
  • Cheat > Game:*
  • Cheat > Launcher Abuser
  • Cheat > Linux Kernel Explorer
  • Cheat > Cheat Engine Plugins
  • Some Tricks > Windows Ring0
  • Some Tricks > Windows Ring3
  • Some Tricks > Linux
  • Some Tricks > Android

Escalation Model

User-Mode

  • Read and write process memory
  • Inject DLLs or shellcode
  • Hook graphics or input APIs

Kernel-Mode

  • Use signed or vulnerable drivers for direct memory access
  • Bypass handle-based protections and inspect protected processes
  • Interact with callbacks, page tables, or kernel objects directly

Below the OS

  • Virtualize the system with a hypervisor
  • Read memory through PCIe DMA hardware
  • Move logic to external devices or secondary machines

Core Concepts

Memory Manipulation

  • Read Process Memory (RPM)
  • Write Process Memory (WPM)
  • Pattern scanning
  • Pointer chains
  • Structure reconstruction

Process Injection

  • DLL injection methods
  • Manual mapping
  • Shellcode injection
  • Thread hijacking
  • APC injection

Hooking Techniques

  • Inline hooking (detours)
  • IAT/EAT hooking
  • VTable hooking
  • Hardware breakpoint hooks
  • Syscall hooking

Cheat Categories

Visual Cheats (ESP)

- World-to-Screen transformation
- Player/entity rendering
- Box ESP, skeleton ESP
- Item highlighting
- Radar/minimap hacks

Aim Assistance

- Aimbot algorithms
- Triggerbot (auto-fire)
- No recoil/no spread
- Bullet prediction
- Silent aim

Movement Cheats

- Speed hacks
- Fly hacks
- No clip
- Teleportation
- Bunny hop automation

Miscellaneous

- Wallhacks
- Skin changers
- Unlock all
- Economy manipulation

Overlay & Rendering

Overlay Methods

  • DirectX Hook: D3D9/11/12 Present hook
  • Vulkan Hook: vkQueuePresentKHR hook
  • OpenGL Hook: wglSwapBuffers hook
  • DWM Overlay: Desktop Window Manager
  • External Window: Transparent overlay window
  • Steam Overlay: Hijacking Steam's overlay
  • NVIDIA Overlay: GeForce Experience hijack

Rendering Libraries

  • Dear ImGui: Immediate mode GUI
  • GDI/GDI+: Windows graphics
  • Direct2D: Hardware-accelerated 2D

Memory Access Methods

User-Mode

- OpenProcess + ReadProcessMemory
- NtReadVirtualMemory
- Memory-mapped files
- Shared memory sections

Kernel-Mode

- Driver-based access
- Physical memory access
- MDL-based copying
- KeStackAttachProcess

Advanced Methods

- DMA (Direct Memory Access)
- EFI runtime services
- Hypervisor-based access
- Hardware-based (FPGA)

EFI/UEFI Cheats

Boot-Time Loading

- EFI manual map: load unsigned driver payload during UEFI boot phase
- ExitBootServices hook: intercept Windows boot to inject kernel code
- Runtime DXE drivers: persist across OS boot via EFI runtime services
- GetVariable/SetVariable: communicate between EFI and OS runtime

EFI-Based Memory Access

- Map physical memory via EFI runtime services
- Bypass DSE entirely (code runs before Windows kernel loads)
- Survive Secure Boot if firmware is compromised or test-signed
- Combine with DMA for maximum stealth

Detection Challenges

- No driver load event (PsSetLoadImageNotifyRoutine never fires)
- Not visible in MmUnloadedDrivers or PiDDBCacheTable
- Secure Boot + TPM attestation is primary defense
- Firmware integrity measurement (UEFI capsule verification)

HWID Spoofing

Targets

- Disk serial: IOCTL_STORAGE_QUERY_PROPERTY, SMART data
- NIC MAC address: NDIS OID_802_3_PERMANENT_ADDRESS
- SMBIOS: motherboard serial, system UUID, BIOS vendor
- GPU serial: registry-based or NVAPI/ADL queries
- Monitor EDID: display serial number
- Volume serial: NtQueryVolumeInformationFile
- TPM EK: Endorsement Key fingerprint

Techniques

- Disk filter driver: intercept IOCTL and replace serial in response
- Registry value spoofing: modify cached hardware IDs
- SMBIOS table patching: modify raw SMBIOS memory region
- NIC driver hook: replace MAC in NDIS miniport response
- Full HWID spoofer: coordinated spoofing across all identifiers

Stack Spoofing

Return Address Spoofing

- Replace return address on stack before API call
- Restore original after call returns
- Evades stack-walk-based detection (RtlWalkFrameChain)
- Techniques: JMP RBX gadget, synthetic frames, fiber-based

Call Stack Reconstruction

- Build fake but plausible call stack frames
- Match expected module return addresses (ntdll, kernel32)
- Evade NtQueryInformationThread stack inspection
- Tools: SpoofCallStack, Vulcan, CallStackSpoofer

Detection & Evasion

- Anti-cheat walks thread stacks looking for non-module returns
- Stack unwinding via .pdata / UNWIND_INFO validation
- Spoofed stacks must pass RtlVirtualUnwind consistency checks

Driver Communication

Full Taxonomy (40+ methods in README)

IOCTL-based:
- Standard DeviceIoControl with custom control codes
- Buffered I/O, Direct I/O, METHOD_NEITHER

Data pointer swaps (abusing legitimate syscalls):
- NtUserGetObjectInformation
- NtConvertBetweenAuxiliaryCounterAndPerformanceCounter
- NtUserRegisterRawInputDevices
- NtGdiGetCOPPCompatibleOPMInformation
- NtDxgkGetTrackedWorkloadStatistics
- NtUserGetPointerInfoList
- NtUserSetInformationThread
- NtDCompositionSetChildRootVisual
- Win32k syscall hooks

Shared memory:
- Named shared sections (ZwCreateSection + ZwMapViewOfSection)
- Physical memory mapping
- Shared event objects for signaling

Callback-based:
- Registry callbacks (CmRegisterCallbackEx)
- Minifilter communication ports (FltCreateCommunicationPort)
- Object callbacks with embedded data

Unconventional channels:
- Named pipes from kernel
- Window messages (NtUserPostMessage)
- ETW provider channels
- Socket from kernel (Winsock Kernel / WSK)
- File system filter callbacks
- Debugging APIs (DbgPrint interception)

World-to-Screen Calculation

Basic Formula

Vector2 WorldToScreen(Vector3 worldPos, Matrix viewMatrix) {
    Vector4 clipCoords;
    clipCoords.x = worldPos.x * viewMatrix[0] + worldPos.y * viewMatrix[4] +
                   worldPos.z * viewMatrix[8] + viewMatrix[12];
    clipCoords.y = worldPos.x * viewMatrix[1] + worldPos.y * viewMatrix[5] +
                   worldPos.z * viewMatrix[9] + viewMatrix[13];
    clipCoords.w = worldPos.x * viewMatrix[3] + worldPos.y * viewMatrix[7] +
                   worldPos.z * viewMatrix[11] + viewMatrix[15];

    if (clipCoords.w < 0.1f) return invalid;

    Vector2 NDC;
    NDC.x = clipCoords.x / clipCoords.w;
    NDC.y = clipCoords.y / clipCoords.w;

    Vector2 screen;
    screen.x = (screenWidth / 2) * (NDC.x + 1);
    screen.y = (screenHeight / 2) * (1 - NDC.y);

    return screen;
}

Engine-Specific Techniques

Unity (Mono)

  • Assembly-CSharp.dll analysis
  • Mono JIT hooking
  • Il2CppDumper for IL2CPP builds
  • Method address resolution

Unity (IL2CPP)

  • GameAssembly.dll analysis
  • Metadata recovery
  • Type reconstruction
  • Native hooking

Unreal Engine

  • GObjects/GNames enumeration
  • UWorld traversal
  • SDK generation (Dumper-7)
  • Blueprint hooking

Source Engine

  • Entity list enumeration
  • NetVars parsing
  • ConVar manipulation
  • Signature scanning

Input Simulation

Methods

  • SendInput API
  • mouse_event/keybd_event
  • DirectInput hooking
  • Raw input injection
  • Driver-based input (mouclass)

Kernel-Level

  • Mouse class service callback
  • Keyboard filter drivers
  • HID manipulation

Anti-Detection Techniques

Code Protection

  • Polymorphic code
  • Code virtualization
  • Anti-dump techniques
  • String encryption

Runtime Evasion

  • Stack spoofing
  • Return address manipulation
  • Thread context hiding
  • Module concealment

Development Workflow

External Cheat

1. Pattern scan for signatures
2. Read game memory externally
3. Process data in separate process
4. Render overlay or use input simulation

Internal Cheat

1. Inject into game process
2. Hook rendering functions
3. Access game objects directly
4. Render through game's graphics context

Learning Resources

Communities

  • UnknownCheats
  • GuidedHacking
  • Game Hacking Academy

Practice Targets

  • PWN Adventure (intentionally vulnerable)
  • CTF game challenges
  • Older/unsupported games

Data Source

Important: This skill provides conceptual guidance and overview information. For detailed information use the following sources:

1. Project Overview & Resource Index

Fetch the main README for the full curated list of repositories, tools, and descriptions:

https://raw.githubusercontent.com/gmh5225/awesome-game-security/refs/heads/main/README.md

The main README contains thousands of curated links organized by category. When users ask for specific tools, projects, or implementations, retrieve and reference the appropriate sections from this source.

2. Repository Code Details (Archive)

For detailed repository information (file structure, source code, implementation details), the project maintains a local archive. If a repository has been archived, always prefer fetching from the archive over cloning or browsing GitHub directly.

Archive URL format:

https://raw.githubusercontent.com/gmh5225/awesome-game-security/refs/heads/main/archive/{owner}/{repo}.txt

Examples:

https://raw.githubusercontent.com/gmh5225/awesome-game-security/refs/heads/main/archive/ufrisk/pcileech.txt
https://raw.githubusercontent.com/gmh5225/awesome-game-security/refs/heads/main/archive/000-aki-000/GameDebugMenu.txt

How to use:

  1. Identify the GitHub repository the user is asking about (owner and repo name from the URL).
  2. Construct the archive URL: replace {owner} with the GitHub username/org and {repo} with the repository name (no .git suffix).
  3. Fetch the archive file — it contains a full code snapshot with file trees and source code generated by code2prompt.
  4. If the fetch returns a 404, the repository has not been archived yet; fall back to the README or direct GitHub browsing.

3. Repository Descriptions

For a concise English summary of what a repository does, the project maintains auto-generated description files.

Description URL format:

https://raw.githubusercontent.com/gmh5225/awesome-game-security/refs/heads/main/description/{owner}/{repo}/description_en.txt

Examples:

https://raw.githubusercontent.com/gmh5225/awesome-game-security/refs/heads/main/description/00christian00/UnityDecompiled/description_en.txt
https://raw.githubusercontent.com/gmh5225/awesome-game-security/refs/heads/main/description/ufrisk/pcileech/description_en.txt

How to use:

  1. Identify the GitHub repository the user is asking about (owner and repo name from the URL).
  2. Construct the description URL: replace {owner} with the GitHub username/org and {repo} with the repository name.
  3. Fetch the description file — it contains a short, human-readable summary of the repository's purpose and contents.
  4. If the fetch returns a 404, the description has not been generated yet; fall back to the README entry or the archive.

Priority order when answering questions about a specific repository:

  1. Description (quick summary) — fetch first for concise context
  2. Archive (full code snapshot) — fetch when deeper implementation details are needed
  3. README entry — fallback when neither description nor archive is available

平台分布

Antigravity

30.47%
按下载量换算210

Claude Code

21.53%
按下载量换算148

Gemini CLI

18.47%
按下载量换算127

OpenCode

13.96%
按下载量换算96

Cursor

9.17%
按下载量换算63

Codex

3.22%
按下载量换算22

安全审计

Gen Agent Trust Hub

通过

Socket

可疑

Snyk

未通过

权限和风险

需要联网

该 Skill 可能需要联网访问来源站点、仓库或外部 API;具体网络访问范围需要结合源码和 README 复核。

安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。来源安全扫描存在提醒或未通过项,安装前请自行复核。

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