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    Re: Secure IPC Between Anti-Cheat Service and Game Client

    The historical arc here is basically a story of escalating trust assumptions and the failures that forced them. In the early days most anti-cheats leaned on named pipes with WM_COPYDATA or raw shared memory backed by memory-mapped files, and the security was laughably weak—any process that guessed the well-known pipe name could talk to the service. The real turning point was realizing that addressing isn’t authentication: a named pipe endpoint isn’t proof the caller is actually your client. The fixes that stuck were Windows security descriptors on the pipe handle (a properly restricted `SEC

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