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| Client Side Map Protection http://miragesource.net/forums/viewtopic.php?f=210&t=1205 |
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| Author: | Xlithan [ Mon Jan 22, 2007 12:25 am ] |
| Post subject: | Client Side Map Protection |
I believe it's currently possible to rip maps simply by copy/pasting the map files on the client to your server maps folder. This was (And still is) possible in Playerworlds. What I need, is some kind of protection system to prevent this from happening. Perhaps changing something in the file so if they were to be put in the server folder, they wouldn't work. |
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| Author: | Lea [ Mon Jan 22, 2007 1:16 am ] |
| Post subject: | |
add a byte into each map that says "Client Version" Lol... simple and effective... though anyone with a little time and a hex editor could figure it out |
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| Author: | Obsidian [ Mon Jan 22, 2007 1:42 am ] |
| Post subject: | |
i guess if you wanted you could add an encryption algorithm... seems kinda excessive though. You might as well do what dave said... on the client side UDT... just add some new/random variables, and set them all to zero. Like Type MapRec Name as String W/e W/e Protection1 as Long RandomVariable2 as Integer End Type Then after you recieve mapdata, you can just assign it a random value (doesn't have to be sent in a packet). Then all you have to do is either read it back in... or not, it really doesn't matter. But like dave said, it can be figured out rather easily. |
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| Author: | Lea [ Mon Jan 22, 2007 1:51 am ] |
| Post subject: | |
How about this... save hte map file backwards Instead of writing the file in the order it is, write it Fringe, Anim, Mask, Then Ground. That way, even if they did steal your maps they would see them backwards |
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| Author: | grimsk8ter11 [ Mon Jan 22, 2007 3:13 am ] |
| Post subject: | |
yeah the only reason that is possible is because all playerworlds maps have the same types. If your maps differ in order and have many more variables and such, they they will have a hard time copying your maps. One thing i looked into for KoC was saving tiles offset with attributes, since with binary you can load in any order really as long as the bytes match up, i was doing 3 tiles, an attribute, 9 tiles an attribute, and other such things. |
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| Author: | Spodi [ Mon Jan 22, 2007 3:17 am ] |
| Post subject: | |
A quick little XOR encryption would throw of pretty much anyone trying to steal your map files, along with would be easy to add and very fast. |
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| Author: | Dragoons Master [ Mon Jan 22, 2007 5:37 am ] |
| Post subject: | |
Do like Dave said, simple and takes a bit to figure out with hex editor. I mean, change from this(Server Side): Code: Type MapRec To something like this(Client Side):Var1 Var2 Var3 Var4 Var5 End Type Code: Type MapRec
Var3 Var5 Var2 Var1 Var4 End Type Just change the order. |
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| Author: | Obsidian [ Mon Jan 22, 2007 5:55 am ] |
| Post subject: | |
Actually you can have those variables in any order, Dragoons. Just change the way that they are Saved/Loaded is what dave is saying. Code: Save....
Tiles Revision Name Shop Etc. Load Same Order as Save |
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| Author: | William [ Mon Jan 22, 2007 9:38 am ] |
| Post subject: | |
Spodi wrote: A quick little XOR encryption would throw of pretty much anyone trying to steal your map files, along with would be easy to add and very fast.
I was just about to ask if that would slow it down |
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