📑HackPacketCheck
Anti-hack validation rules for each type of packet sent by the client to the GameServer.
Index
Number from 0 to 255
The packet type (protocol opcode) this rule applies to.
Value
Number, or *
Specific sub-value for this packet. * = the rule applies to any sub-value of this packet. A specific number = the rule applies only to packets with exactly that sub-value (see notes).
Encrypt
0, 1, or *
Encryption type the packet must use to be accepted. * = the encryption type is not checked.
MaxDelay
Number, in milliseconds, or 0
Time window used to count repeated occurrences of this packet. 0 = disables repeat counting for this packet (MinCount and MaxCount are ignored).
MinCount
Number, or 0
Within the time window (MaxDelay), how many times this packet may be received before it is considered suspicious. Once this limit is exceeded, the packet is ignored (the connection remains active). 0 = disabled.
MaxCount
Number, or 0
Higher limit within the same time window. If exceeded, the player's connection is immediately terminated. 0 = disabled.
Notes
When an
Indexhas multiple entries with specificValuevalues (instead of*), they act as a whitelist: only the listed sub-values are accepted for thatIndex. Any other unlisted sub-value is treated as an unknown packet, and the connection is immediately terminated. This is the case for packet indices77,78, and236in the default file, which accept only the explicitly listed sub-values.MinCountandMaxCountwork together: exceedingMinCountmarks the packet as suspicious and records it in the log (that packet instance is discarded), while exceedingMaxCountcauses the player's connection to be terminated.In the default configuration, repeat detection (
MaxDelay/MinCount/MaxCount) is enabled only forIndex 24. All other packet types have these three fields set to0, meaning no repeat checking is performed—only the encryption check (Encrypt), when applicable.
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