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AlSch092/UltimateAntiCheat

★ 613 · C++ · AGPL-3.0 · updated Oct 2025

UltimateAnticheat is an open source usermode anti-cheat system made to detect and prevent common attack vectors in game cheating (C++, Windows)

A usermode anti-cheat reference implementation in C++ targeting Windows x64, covering debugger detection, memory integrity checks, PE remapping, and optional kernel-mode integration. Built explicitly as an educational reference, not production-ready commercial software. Useful for game developers who want to understand attack surfaces before rolling their own solution or evaluating commercial options.

Covers a genuinely wide attack surface for usermode: debugger detection, PE remapping to catch memory patching, Authenticode verification, handle enumeration, and driver blocklisting — all in one place. The class flow diagram and wiki detections list make it navigable without reading every source file. The optional heartbeat server gives you a starting point for server-side validation, which most tutorials skip entirely. AGPL licensing is at least honest about the constraints — it forces you to decide upfront whether you can actually use it.

The author's own README links you to cleaner alternatives (UltimateDRM, DetectionEngine), which is a telling admission about code quality — the Detections class is described as 'messy' because the project started in C and got ported. Usermode-only anti-cheat is a fundamental limitation: any serious cheat operates at kernel level and will walk right past everything here. The server component is a C# .NET Framework project sitting in the same repo with no apparent versioning contract between client and server. Shipping prebuilt DLLs (libcurl-d.dll, zlib) in the repo instead of pulling them via a package manager is a red flag for a security-focused project.

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