Packet transmission between driver and kernel

本文探讨了dev_queue_xmit如何调用net_device->hard_start_xmit进行数据包的发送流程。这一机制对于理解网络设备驱动中数据包的传输至关重要。

 

Just got an idea that dev_queue_xmit will call the net_device->hard_start_xmit
   defined in the driver to send out the packet.

MADE BY @Galaxy_Cheat_Owner PLEASE GIVE CREDIT PLEASE CREDIT:- Galaxy Case 1 to Case 10: Basic Monitoring & Detection 1. Case 1 - Monitor & Checks: Monitors the game for any unusual activity or modification attempts. 2. Case 2 - Memory Validation: Verifies that the game memory is not tampered with. 3. Case 3 - Process Check: Ensures no unauthorized processes are interacting with the game. 4. Case 4 - File Integrity: Checks that the game files have not been modified. 5. Case 5 - Memory Region Analysis: Scans critical regions of memory for hacks or cheats. 6. Case 6 - Code Injection Detection: Detects any injected code that could alter game behavior. 7. Case 7 - System Permission Check: Verifies system-level permissions to ensure no unauthorized access. 8. Case 8 - File Signature Check: Ensures the authenticity of the game files using digital signatures. 9. Case 9 - Behavior Monitoring: Monitors player behavior for abnormal actions that may indicate cheating. 10. Case 10 - Network Activity Monitoring: Checks the game’s network traffic for anomalies or attempts to manipulate the server. MADE BY @Galaxy_Cheat_Owner CREDIT:- Galaxy Case 11 to Case 20: Intermediate Checks 11. Case 11 - Data Integrity: Ensures the data sent to and from the server is not corrupted or modified. 12. Case 12 - Hardware ID Check: Verifies that the hardware has not been spoofed to bypass bans. 13. Case 13 - Configuration Detection: Detects any unauthorized changes to the game’s configuration files. 14. Case 14 - External Tools Detection: Identifies third-party software or cheats running alongside the game. 15. Case 15 - Suspicious Input Detection: Monitors player inputs to detect abnormal patterns. 16. Case 16 - Anti-Debugging Measures: Prevents reverse engineering or debugging of the game. 17. Case 17 - Cheat Engine Detection: Detects the presence of cheat engines commonly used for modifying game data. 18. Case 18 - Network Traffic Analysis: Analyzes network packets for malicious activities or exploit attempts. 19. Case 19 - Server Communication Check: Ensures that server-client communication is legitimate and not tampered with. 20. Case 20 - Exploit Detection: Detects in-game exploits used to gain an unfair advantage. MADE BY @Galaxy_Cheat_Owner CREDIT:- Galaxy Case 21 to Case 30: Advanced Cheat Detection 21. Case 21 - Speed Hack Detection: Detects unusually fast movement speeds that indicate speed hacks. 22. Case 22 - Wallhack Detection: Identifies hacks that allow players to see through walls. 23. Case 23 - Bullet Path Manipulation: Verifies that bullets are not being manipulated by cheats. 24. Case 24 - Server-Side Validation: Verifies that data from the client-side matches what is expected server-side. 25. Case 25 - Data Injection Prevention: Prevents unauthorized data from being injected into the game. 26. Case 26 - Check for Unauthorized Modifications: Scans for modifications to core game files or assets. 27. Case 27 - Behavioral Pattern Recognition: Recognizes patterns of behavior that are consistent with known cheat tactics. 28. Case 28 - In-Game Movement Detection: Analyzes player movement for unnatural or impossible actions (e.g., teleportation, super speed). 29. Case 29 - Server Time Sync Check: Ensures that the server and client are synchronized, preventing cheating that manipulates time. 30. Case 30 - Anti-AimBot Detection: Identifies suspicious targeting behavior often associated with aimbots. MADE BY @Galaxy_Cheat_Owner CREDIT:- Galaxy Case 31 to Case 40: Hardware and Memory Manipulation 31. Case 31 - Hardware Performance Monitoring: Ensures hardware isn’t overclocked or manipulated for unfair advantages. 32. Case 32 - Kernel Protection: Protects against rootkits or system-level cheats that interfere with the game. 33. Case 33 - Data Signature Check: Verifies that in-game data is not altered during transmission. 34. Case 34 - Hardware Virtualization Detection: Detects if the game is running in a virtual machine, which can be used for cheat testing. 35. Case 35 - Memory Patching Detection: Identifies patched or modified memory areas used for cheating. 36. Case 36 - Unauthorized Driver Detection: Detects unauthorized drivers that might be used to modify game behavior. 37. Case 37 - Bullet Fire Analysis: Analyzes the firing behavior to ensure no third-party tools alter the firing rate or mechanics. 38. Case 38 - Client-Server Data Analysis: Analyzes the data exchanged between client and server to ensure no tampering. 39. Case 39 - Suspicious Data Patterns: Detects unusual data patterns indicative of cheats. 40. Case 40 - Abnormal Weapon Behavior: Monitors weapon behavior for irregularities that could indicate cheats. MADE BY @Galaxy_Cheat_Owner CREDIT:- Galaxy Case 41 to Case 50: Anti-Cheat and Exploit Prevention 41. Case 41 - In-Game Interaction Detection: Monitors player interactions with other players or the environment to detect exploits. 42. Case 42 - Anti-Spoofing Detection: Prevents players from spoofing their location or identity to cheat. 43. Case 43 - Script and Macro Detection: Detects the use of automated scripts or macros. 44. Case 44 - Unusual Health Manipulation: Detects when a player’s health is manipulated beyond expected parameters. 45. Case 45 - Packet Replay Attack Prevention: Detects and prevents packet replay attacks used to exploit server-client communication. 46. Case 46 - Cheat Signature Database Check: Checks in-game data against known cheat signatures to detect common cheat tools. 47. Case 47 - Anti-Tampering of Game Files: Verifies that game files have not been tampered with. 48. Case 48 - Server Exploit Detection: Identifies any potential exploits on the server-side that could affect gameplay. 49. Case 49 - Data Leak Prevention: Prevents unauthorized leakage of game data or player information. 50. Case 50 - System Integrity Check: Verifies the integrity of the system files and resources. MADE BY @Galaxy_Cheat_Owner CREDIT:- Galaxy Case 51 to Case 60: High-Level Security and Detection 51. Case 51 - Unusual Player Behavior: Detects abnormal player actions or patterns. 52. Case 52 - Network Anomaly Detection: Identifies unusual patterns in network traffic that could indicate cheats or attacks. 53. Case 53 - AI-Based Cheat Detection: Uses machine learning models to detect cheating based on gameplay data. 54. Case 54 - Time Manipulation Detection: Detects if a player is manipulating time for exploits. 55. Case 55 - Unauthorized Data Injection: Prevents injection of unauthorized data into the game process. 56. Case 56 - Account Recovery Abuse Detection: Detects attempts to bypass bans or restrictions through account recovery methods. 57. Case 57 - Advanced Aimbot Detection: Uses machine learning and pattern recognition to detect advanced aimbot programs. 58. Case 58 - Replay Data Analysis: Analyzes player replays for any signs of cheating or abnormal behavior. 59. Case 59 - Cross-Platform Cheating Prevention: Detects cheats being used across multiple platforms (e.g., PC and mobile). 60. Case 60 - Anti-Botting Measures: Implements additional checks to detect and block bot usage. MADE BY @Galaxy_Cheat_Owner CREDIT:- Galaxy Among all the cases which case nuterlized all case work flow and powerful among all
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struct verbs_ctrl_buf { __u8 cmd; __u8 status; }; struct vrdma_sq_stats { struct u64_stats_sync syncp; __u64 packets; __u64 bytes; __u64 xdp_tx; __u64 xdp_tx_drops; __u64 kicks; __u64 tx_timeouts; }; struct vrdma_rq_stats { struct u64_stats_sync syncp; __u64 packets; __u64 bytes; __u64 drops; __u64 xdp_packets; __u64 xdp_tx; __u64 xdp_redirects; __u64 xdp_drops; __u64 kicks; }; /* Internal representation of a send virtqueue */ struct vrdma_send_queue { /* Virtqueue associated with this send _queue */ struct virtqueue *vq; /* TX: fragments + linear part + virtio header */ struct scatterlist sg[MAX_SKB_FRAGS + 2]; /* Name of the send queue: output.$index */ char name[16]; struct vrdma_sq_stats stats; struct napi_struct napi; /* Record whether sq is in reset state. */ bool reset; }; /* RX packet size EWMA. The average packet size is used to determine the packet * buffer size when refilling RX rings. As the entire RX ring may be refilled * at once, the weight is chosen so that the EWMA will be insensitive to short- * term, transient changes in packet size. */ DECLARE_EWMA(pkt_len, 0, 64) /* Internal representation of a receive virtqueue */ struct vrdma_receive_queue { /* Virtqueue associated with this receive_queue */ struct virtqueue *vq; struct napi_struct napi; struct bpf_prog __rcu *xdp_prog; struct vrdma_rq_stats stats; /* Chain pages by the private ptr. */ struct page *pages; /* Average packet length for mergeable receive buffers. */ struct ewma_pkt_len mrg_avg_pkt_len; /* Page frag for packet buffer allocation. */ struct page_frag alloc_frag; /* RX: fragments + linear part + virtio header */ struct scatterlist sg[MAX_SKB_FRAGS + 2]; /* Min single buffer size for mergeable buffers case. */ unsigned int min_buf_len; /* Name of this receive queue: input.$index */ char name[16]; struct xdp_rxq_info xdp_rxq; }; struct vrdma_info { struct virtio_device *vdev; struct virtqueue *cvq; struct net_device *dev; struct vrdma_send_queue *sq; struct vrdma_receive_queue *rq; unsigned int status; /* Max # of queue pairs supported by the device */ __u16 max_queue_pairs; /* # of queue pairs currently used by the driver */ __u16 curr_queue_pairs; /* # of XDP queue pairs currently used by the driver */ __u16 xdp_queue_pairs; /* xdp_queue_pairs may be 0, when xdp is already loaded. So add this. */ bool xdp_enabled; /* I like... big packets and I cannot lie! */ bool big_packets; /* number of sg entries allocated for big packets */ unsigned int big_packets_num_skbfrags; /* Host will merge rx buffers for big packets (shake it! shake it!) */ bool mergeable_rx_bufs; /* Host supports rss and/or hash report */ bool has_rss; bool has_rss_hash_report; __u8 rss_key_size; __u16 rss_indir_table_size; u32 rss_hash_types_supported; u32 rss_hash_types_saved; /* Has control virtqueue */ bool has_cvq; /* Host can handle any s/g split between our header and packet data */ bool any_header_sg; /* Packet virtio header size */ __u8 hdr_len; /* Work struct for delayed refilling if we run low on memory. */ struct delayed_work refill; /* Is delayed refill enabled? */ bool refill_enabled; /* The lock to synchronize the access to refill_enabled */ spinlock_t refill_lock; /* Work struct for config space updates */ struct work_struct config_work; /* Does the affinity hint is set for virtqueues? */ bool affinity_hint_set; /* CPU hotplug instances for online & dead */ struct hlist_node node; struct hlist_node node_dead; struct control_buf *ctrl; /* Ethtool settings */ __u8 duplex; u32 speed; /* Interrupt coalescing settings */ u32 tx_usecs; u32 rx_usecs; u32 tx_max_packets; u32 rx_max_packets; unsigned long guest_offloads; unsigned long guest_offloads_capable; /* failover when STANDBY feature enabled */ struct failover *failover; }; 继续修改一下,成为内核标准代码
09-24
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