Nope. Did some tests and there are just some words flying around if you open it up with a hex editor. I compiled my (short) joystick script and the things left were the third line (with my name and email, thanks by the way ) and some words flying aroung like "love............graphics..............joystick". Nothing harmfull. The only exception would be that it contained the directory where the script was as I compiled it. But who cares..osgeld wrote:i thought luac would leave the source script in the comments
Protecting Source?
Re: Protecting Source?
Re: Protecting Source?
just for giggles grab a decompiler for lua and see what it outputs
(or ill do it when i get home in a couple hours)
(or ill do it when i get home in a couple hours)
Re: Protecting Source?
Found some, most are for Lua 4.0 or 5.0.2. The one that should work is only available as Source for Windows and I'm not going to set up MVCP++ in a VM just for giggles If you can provide me a link to a decompiler for 5.1 or a compiled version of the one I'm talking of I would be happy. But it looks like it really outputs nice lua source..osgeld wrote:just for giggles grab a decompiler for lua and see what it outputs
(or ill do it when i get home in a couple hours)
http://luadec51.luaforge.net/index.html
Re: Protecting Source?
yea, i thought there was more progress in 5.1 than that, ive used luadec on 5.0 projects and it does spit out pretty easily read scripts (altho it might not be perfect)
there is a command line option for luac (i think its -c , for "clean") but you better have your code 110% bug free cause if it errors it has nothing to tell you, altho it have never really tried it so millage may vary
there is a command line option for luac (i think its -c , for "clean") but you better have your code 110% bug free cause if it errors it has nothing to tell you, altho it have never really tried it so millage may vary
Re: Protecting Source?
Theres a World of Warcraft add-on that had tried to encrypt their source code, They couldnt use byte-code though because World of Warcraft didn't support it.
Even though they did a good job of encrypting it ( It wasn't totally human readable ), it wasnt enough. German hackers had made some clever algorithm to go through the entire scripts and remove the encryption leaving the source editable and readable.
The add-on is Carbonite if anyone was wondering
Even though they did a good job of encrypting it ( It wasn't totally human readable ), it wasnt enough. German hackers had made some clever algorithm to go through the entire scripts and remove the encryption leaving the source editable and readable.
The add-on is Carbonite if anyone was wondering
Re: Protecting Source?
Ah, stumbled across carbonite yesterday as I searched for a decompiler.mikembley wrote:The add-on is Carbonite if anyone was wondering
Hehe, German hackers Wish I would have such knowledge..mikembley wrote: German hackers had made some clever algorithm to go through the entire scripts and remove the encryption leaving the source editable and readable.
Re: Protecting Source?
To come back to the topic:
I am programming a multiplayer game.. progress is going on very good so far. I'm not worried about people beeing able to just make a similar one(I would love to see some), I'm woried about guys understanding the client-server communication of it to cheat or something, since (to be honest) it's a non-authoratative server(till yet).
I need to cloak client-server communication as much as possible. I think having "closed-source" is a start(will provide trustable löve-programmers with code if wanted).
Are there any ways doing this?
I am programming a multiplayer game.. progress is going on very good so far. I'm not worried about people beeing able to just make a similar one(I would love to see some), I'm woried about guys understanding the client-server communication of it to cheat or something, since (to be honest) it's a non-authoratative server(till yet).
I need to cloak client-server communication as much as possible. I think having "closed-source" is a start(will provide trustable löve-programmers with code if wanted).
Are there any ways doing this?
Re: Protecting Source?
With Love? No, not really. Although you could obfuscate the code as much as possible, it's not really a security measure so much as a mild annoyance. Rest assured: anyone wanting to cheat at your game will figure out how.
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Re: Protecting Source?
True, I proved that with the highscores script. As one of the other friendly species would say: "Resistance is futile"
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Re: Protecting Source?
If people don't have the source, they can simply use a packet sniffing app to figure out the protocol anyway.
Most packet sniffers are free, although there are a few commercial ones.
Most packet sniffers are free, although there are a few commercial ones.
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Now, outgay that!
Now, outgay that!
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