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APEX-EACBypass

用法:

编译出来重命名为"EasyAntiCheat_launcher.exe"替换到游戏目录下,用橘子平台启动游戏

关于心跳

写个空的dll命名为"EasyAntiCheat_x64.dll"替换到游戏目录下用你自己的方式加载到游戏里
如果以后加强了怎么办?通用找法:挂调试器上去,游戏大厅挂机,等调试器断下,应该是断在检测到EAC未运行那个画面,执行到用户代码,发现是"binkawin64.dll"这个模块的线程, 然后,看是程序哪里起的这个线程,一层层回溯上去。 取巧的办法:柿子挑软的捏,那些同时使用UE和EAC的游戏,大部分裤子都被扒干净了,找到他们的SDK,其中引用EAC SDK的部分,看一看EAC的SDK整体的结构是怎么样的,大概有什么函数,dump下进程来看看反汇编的样子,然后可以在APEX里面找找看。 不过这个游戏是起源改,不久后难逃被被扒光的命运,毕竟起源引擎"约等于"开源引擎。 取巧的办法2:游戏没加壳,拿起他的EAC key就跑啊。

RWE Bypass

EAC用ObRegisterCallbacks注册了4-5个回调,直接恢复游戏秒结束,所以恢复不可行(而且起了几个线程一直在检测和恢复),头部ret也不行。它做了什么:降权
举个例子:比如你要打开"r5apex.exe"这个进程,"PROCESS_ALL_ACCESS",肯定被降权,这个时候你先别管他去掉了哪几个权限,传到你的驱动里面,遍历句柄表找到这个句柄把"GrantedAccess"改成"0x1FFFFF".
现在EAC还没有和BE一样定时清空句柄表,先这么用着吧,如果他开始定时清空句柄表了,那“完全的R3读写”就要另辟巧径了.

应用层

首先对部分关键sdk函数进行下断,如下图所示:
bp Cerberus_GameRoundStart
游戏对EACR3模块的引用
引用处的部分代码1
引用处的部分代码2
引用处的部分代码3
实际上,关键函数并没有断下,即游戏开始时没有通知eac模块,猜测保护并没有运行。
2019.2.26补充
检测都在IGO64.DLL这个模块里,趁着没加壳请保存好版本,留特征备用。

内核层

图标:obj钩子砍了以后就有了 读写:挂回调拿句柄写权限 一系列调试检测,比如查DebugPort的,这些内核线程,枚举出来以后通通暂停,退出游戏前恢复。

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apex-eacbypass's Issues

关于bypass问题

您好,表示已经根据您的描述重命名以及谢了空的dll也已经成功载入进了游戏
image
但是仍然会
image
作者关于这个空dll有什么要求吗?

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