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Engineering case

Game client automation

A panel, a server and a client module: performs in-game actions without a human and hides from the client the signs that it already knows this machine.

The module enters the process bypassing the regular loader, and hardware identifiers are substituted at the level of system queries. That is the substance of the work: without substitution the client recognises the machine.

The protocol between panel, server and client module is described once and reused by all three parts — otherwise three implementations drift apart on the first changed field.

C++ · CMake