Security of TorqueScript sensative information.
by Nathan Huffman · in Technical Issues · 08/04/2006 (6:33 pm) · 4 replies
The project I'm working on is client/server based.
A decent concern of mine is educated users taking the DSO files, reverting them to TorqueScript, seeing how certain things are handled in my game, and using that to aid the creation of a 3rd party 'server application' ("private server").
If you see where I'm going with this, please comment.
Thanks.
A decent concern of mine is educated users taking the DSO files, reverting them to TorqueScript, seeing how certain things are handled in my game, and using that to aid the creation of a 3rd party 'server application' ("private server").
If you see where I'm going with this, please comment.
Thanks.
#2
And of course, that can be countered. (done it myself before with other games...)
Just looks for additional ideas out there. It's just kind of up in the air right now.. anyone?
08/04/2006 (6:46 pm)
Yes, I didn't mention that but I've already implemented that resource. Thanks, Ramen.And of course, that can be countered. (done it myself before with other games...)
Just looks for additional ideas out there. It's just kind of up in the air right now.. anyone?
#3
08/04/2006 (7:12 pm)
You could always build your own custom file format, modify the engine to read from that instead of the DSO's
#4
The thing you really gotta determine is - where's the point where it stops being worth it?
Now, obviously, you must stop the casual snoop... but how far are you willing to go? I've got some good ideas for a system to protect my content (you'll pardon me if I don't publish the details. ;-) but I am confident that it will be broken... the key is, to make it difficult enough that it does require persistence and talent to do it.
The other thing to remember is that anybody that creates a private server isn't likely to create one as good as your original game - that is the real goal. The population levels of hack servers tends to be pretty small, when taken as a percentage of the entire population. Your money might be better spent on creating and supporting a game and community that keep the players from even wanting to play on a private server.
08/04/2006 (9:12 pm)
The thing to remember - there is no way to secure your data. It must be decrypted on the client for your game to run, therefore anyone who is persistent enough and talented enough will break your data format.The thing you really gotta determine is - where's the point where it stops being worth it?
Now, obviously, you must stop the casual snoop... but how far are you willing to go? I've got some good ideas for a system to protect my content (you'll pardon me if I don't publish the details. ;-) but I am confident that it will be broken... the key is, to make it difficult enough that it does require persistence and talent to do it.
The other thing to remember is that anybody that creates a private server isn't likely to create one as good as your original game - that is the real goal. The population levels of hack servers tends to be pretty small, when taken as a percentage of the entire population. Your money might be better spent on creating and supporting a game and community that keep the players from even wanting to play on a private server.
Torque Owner Cinder Games
But there will always be a way to break any security measure.