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There absolutely is, i know this and i'm not even a programmer.
You do a clean install on a test machine, with ram-checking enabled on the GITS client.
You then create an encrypted size/state check, like a CRC or MD5.
You then run that check multiple times a match, if memory size/state doesn't match stock for the game, kick client from server.
If CRC check doesn't match when client attempts to join, kick.
If this happens multiple times, staff should investigate and get memory dump sent from client.
All of this is perfectly legal with or without EULA and irrelevant of local laws.
The other suggestion of running a in use memory check wouldn't work because it would automatically boot out anything that uses an OSD, like fraps, steam's own overlay, OBS, and a ton of other programs that have various legitimate use.
The simplest solution would be for people to just ensure that they aren't running any hex editors in the background, be it cheat engine or something else.
FYI, unless specifically mentioned in an EULA/TOS, forced sending of non-game data without explicit user permission, whether via agreement in the EULA/TOS or via an in-game setting that lets you opt out (the 'memory dump' you mentioned) is illegal, and is very much spying.
1. download rates? What? This is all done client-side, internet speed is irrelevant. The only way to get around it is to use a hacked exe, which the external Anti-Cheat would detect, BlackCipher.
2. No, they don't hook into the game exe, they record the OpenGL or D3D layers (or modify them directly). This is how current cheaters avoid detection even while streaming to Twitch or YT; The game runs in say OpenGL so the hack overlays in D3D. SMall performance hit but keeps it OFF the overlay being recorded. Visually no difference.
3. Windows itself is a hex editor, notice hex is stored when an app crashes and a log is compiled of the faulty segment?
1. If a download is interrupted or otherwise not perfect, it messes with the hash (which would be your CRC/MD5), which can cause major issues, including forcing someone to re-download. It's not a particularly common problem, but it is a potential one.
2. They don't hook into the game .exe, but then, you don't have to hook into the game .exe to enable certain types of cheat. You could for example, use a dll hook to force a hard render of invisible motoko using alternate shading. Look up what ENB is, shading changes from an ENB could very easily qualify as a cheat.
I'm sure someone more versed could even potentially force transparencies on some other things, like Maven's shield.
3. There is a difference between hex checking/reading, and hex modification. There isn't a single program that comes with windows that lets one actually modify hex code. Even the one that you mention isn't actually reading the hex. It's pulling the fault from where it fails IN WINDOWS, not the application itself. In other words, an OOM error will show the windows hex code relating to the memory that it attempted to access when it failed, not the section of code in the program that specifically requested that memory.
Same goes for video errors, it will pull the fault location, but not actual hex code from the failing video driver.
The crash log does not allow one to read or modify the code of applications via in-memory edits, which is what I meant by messing with hex.