I doubt you'll find anything directly linked into the Sandbox...
Though, since we would know how the game was built, we can do many things in hopes of preventing hacking:
Encryption
Although most likely not supported by the Cube language, a simple Visual Basic program can encrypt files when they are not being used, and then decrypt them as needed- though, this requires Visual Basic to somehow detect when the game needs access to a file so that it can decrypt it and obtain the information from it. You could also, in theory, use the Visual Basic program as a terminal for information between the encrypted file and the game.
The game will need to send a request to the Visual Basic program, which would then access the required files and transfer the needed information to the game. In this way the file is never decrypted, only read in a decrypted way. But all this would require extensive testing and more experimentation between Cube and Visual Basic. Though, it may be possible t write a Cube script allowing Visual Basic integration.
Program Detection
The Visual Basic program can easily detect what programs a user is running at the time of them using another program. This information can be sent back to the sever and if any 'Black List' programs are running you can terminate the users connection to the server and database. You could also do many server side options such as delete or ban the users account, block their ip, or whatever.
File Tampering
Visual Basic can detect if a file have been tampered with in an unauthorized way, which may be a mod to the game or a hack. The Visual Basic program will have to cross reference all user files with an official server-side set. Any changed files could then deny the user access to the game and do a list of other things like report the offense, where the user can be banned or whatever.
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Basically, as long as Visual Basic can someone be integrated into the Cube language, then you can make the game as secure as you want it to be. If Visual Basic cannot be so easily integrated, i am sure you can at least have the two programs transfer data back and forth to each other. There are actually many ways to control the flow of data between the server, game, VB program, and the user. Below is a basic set of flow charts to give a visual of how these relations can be set up:
Okay, so here are only 3 ways the system can be set up- each setup has its pros and cons.
Red System
This system runs all data through you Hack Prevention program before it is transferred to its destination. This method is the most secure, since all data going to the server, from the server, to the game, from the game, to the user, and from the user has to pass through the hack prevention program. Though, this setup is almost surely going to slow down your game. If you can make the scanning of data quick, then this system may work, otherwise there will be major lag throughout the entire system.
Green System
This system allows all data to flow naturally between the server and the game, and the game and the user. The hack prevention system merely monitors activity within the game, which may or may not be very effective. This system has much less security, since the user can access the game directly, which can access the server directly. Though, although more prone to being hacked, this system is the fastest, allowing unhindered transferal of data between the server, game, and user.
Blue System
This system is basically a hybrid of the Red and Green Systems- though, it too is prone to lagging up the users connection the the game server. This system allows the user to directly access the game, so it is more than likely that they will be able to cheat on the client side of the game. However, since all data between the game and server will be monitored, the player will not be able to hack the game server. Basically, the user may be able to change their 1 coin to 1 million, and it would say 1 million- but when they go to buy something, the value goes back to one, since the game checks the server data to see if they have enough money.
ERROR: The blue system actually would monitor user inputs, not game outputs- the game and server would have direct communication, while the game and user have a anti-hacking buffer. Sorry i messed it up, but this is what i meant.
This system is much better suited, and may only add a few milliseconds to cross referencing time. Though, with all information being stored server-side, users will have a much harder time hacking the game, even if no Hack Prevention software was implemented. As in the game you tested, and hacked, that would be a client side game, though- server-side games are much different.
Also, while looking through the Sandbox files, i found that the engine run C-lite scripts, which means that Sandbox has C roots. This will allow for C# or Visual Basic integration if it is done right and slightly modded (i would assume). Anyways, time to wrap up my long winded book.
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Basically, whether we can integrate a anti-hack program into the game or if we must use an outside program, the game will be harder to hack with server-side data. Though, hacking on the server-side is still possible, so we will have to enact some sort of anti-hacking system- but we will not need that until the game is near finished. Until then i will look into it and let you know if i get anything going with it. If it comes down to it, we can always manually ban users who hack
Hope this helped answer your question

and i hope you like reading books.
There may be some errors in this post, but i don't have the time to check it

so be warned.