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by mikekchar 2898 days ago
You are absolutely correct, but it occurs to me that CPU designers could actually implement a kind of RSA style memory fetch instruction. The CPU would generate a public/private key pair, where the private key is not accessible by any means. The client would send the public key to the server, which would in turn encrypt the memory location(s) that it wishes to inspect. There would then be an instruction on client's CPU which would accept that encrypted memory location and return the contents, without divulging location. The CPU could regenerate the public/private key values for each request. I can't imagine defeating that kind of scheme without hardware hacks. The more that I think about it, the more I wonder why no-one has done it before, because it seems useful. Probably there is something I'm missing...
2 comments

You're on your way towards reinventing "trusted computing". https://en.wikipedia.org/wiki/Trusted_Computing
How do you prevent the cheat doing a MITM attack and changing keys?
Yes, you are right. That's what I was missing :-)
The answer, and it has dark implications, to me, is Trusted Computing. Never let the user have full control. Do this key exchange on a base OS or some other VM the user can never touch (e.g. Knox / TrustZone). Still, we can exploit our way to this trusted OS and MiTM there, but it takes much more skill. With Trusted Computing the base OS can more simply install a "spy" to keep track of a games memory / code to ensure it is only ever loaded and executed from memory that is essentially made read only after the program is loaded but before it executes. The trusted OS verifies the program code, the OS, etc, and if it all checks out, let's the code run. Of course it goes back to the halting problem, but if the programs memory is unexecutable and modern exploit mitigation is applied the game is now in a considerably sturdier mouse trap :)