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License keys system


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#21 Nje789

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Posted 01 August 2009 - 01:49 PM

Does anyone know of a python script I could use to help copy protect my game? (My game's made using python scripts)

I'm really lost about actually implementing this the right way.

#22 zebeste

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Posted 01 August 2009 - 04:17 PM

Very interesting thread. My biggest concern with many DRM methods are those that use the hardware. What if a component in someone's computer fails? Then there is a chance that when they replace it that, depending on what you are checking, they will no longer be able to play the game. Now, I had a thought, what if you created a disabled version and posted it on the torrent sites yourself. Then when, the user tries to run it, it installs either a small oblivous file on the system or a key (or more than one) in someplace like the registry, then in your release version have a checker that checks for those files or keys so that when they come across a working copy on the torrent sites, it can just not work. Then some people will report that it doesn't work, they'll report it as a fake or something like that. Now, you need a way to ensure that people who downloaded your disabled version and then bought a legit copy can still run it. One way to do this may be during an online activation, where you can send them a small executable that fixes it. Not the way I would like to do it personally, but off the top of my head it is the only one I can think of. Please note, that this is an idea I had just like 5 min ago, so it may not be very good.

#23 JarkkoL

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Posted 01 August 2009 - 04:44 PM

zebeste said:

What if a component in someone's computer fails?
You just register again.

#24 Nje789

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Posted 02 August 2009 - 08:06 PM

Does using a MAC or IP address for your licensing involve using Common Gateway Interfaces at the download web site?

#25 Reedbeta

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Posted 02 August 2009 - 09:05 PM

Common Gateway Interface or CGI is just one (nowadays not often used) method of server-side scripting. Most people use PHP, JSP, or ASP.NET for this kind of scripting now. All forms of server-side scripting allow you to retrieve the client's IP address, but no other form of machine ID (cpuid, MAC address, etc). To use one of these other forms you would have to have the registration take place not at download time but the first time the user runs the game. Then the game running on the client's computer could extract whatever information is necessary and send it to the license server.
reedbeta.com - developer blog, OpenGL demos, and other projects

#26 Nje789

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Posted 02 August 2009 - 09:21 PM

Is there a way to setup a general copy protection that doesn't require a server?
I don't even care about piraters, I just want to stop kids from giving free copies to their friends.

I just want an opinion on what would be a good way to do this that's not hard or complicated and doesn't cost anymore than it needs to.

#27 Nick

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Posted 02 August 2009 - 11:01 PM

rhamm1320 said:

To an extent, I am not too bothered by torrent copies or pirated copies... those people would probably never have purchased anyways. This can be used to an advantage in a sort of viral way.
While there appears to be some advantage to piracy in the form of viral advertisement, I'm really not sure if those people would never have purchased it anyways. Many simply believe that their expensive internet connection justifies that anything they can grab for free is rightfully theirs. They just never bother to think further and realize that no money is going to the creators and it's practically stealing. Plus, 'everyone' is doing it so why should they be the ones who pay and not the rest?

I truely believe that if you take away the possibility of downloading a cracked version you'll sell a lot more copies. I've read and heard of numerous cases where sales dropped significantly the day a working crack appeared online.

Also think for example of World of Warcraft. Unless you steal someone's account there's no way to play it online. And while virtually uncracked it's one of the most popular games, with people happily paying to play.

So good crack protection really pays off. You'll just need to do more advertisement to increase popularity. And personally I believe the best way to do that is to have an extensive demo. Nowadays there are a lot of games without a decent demo, often with just a trailer that doesn't even show actual gameplay. That's really sad. Any good product should be able to 'sell itself'. Let the people have a good taste of what the game is like, for free, and let those who really enjoy it pay to play the rest of the game.

#28 Nick

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Posted 02 August 2009 - 11:33 PM

Nje789 said:

Is there a way to setup a general copy protection that doesn't require a server? I just want to stop kids from giving free copies to their friends.
You'll always need an activation server, because there's no way to detect digital copying. But you can keep track of the number of activations. Anyway, since you're distributing it online you know that the buyer has an internet connection, so I don't see the problem with requiring a server.

#29 Nje789

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Posted 03 August 2009 - 12:20 AM

Ok, I guess I need a server then.

..So does anyone know of a good server to use?

How should I setup the license system?(I'm using python)

Would it be a good idea to have the game check what MAC address or file number the game is?

#30 Nick

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Posted 03 August 2009 - 02:37 AM

Quote

I don't even care about piraters, I just want to stop kids from giving free copies to their friends.
I don't understand your way of thinking here. You don't care about thousands of downloads on peer-to-peer networks, but you do care about a kid giving the game to his sister?

You really have to avoid that your anti-copying measures annoy the paying customers while the pirates have a cracked version free of annoyances. That makes people who at first considered bying the game, look for the pirated version instead.

So, unfortunately, you have to care about pirating too if you care about making a buck and building a good reputation with your customers. The only other option is to just not care about copying at all...

I think a reasonable approach would be to add to your EULA (which nobody reads) that the game can only be installed on three systems, and in reality allow it to be installed with five different MAC addresses (to account for ethernet card replacements and such). This way they can still give it to a limited number of close friends, but it can't be spread on peer-to-peer networks. Show a warning on activation as soon as it's installed on more than one system, to make sure they do understand that the installation count is limited. A de-activation tool is also appreciated, in case they sell their old system, or they exceed the activation count just to see how many times they can install it...

#31 alphadog

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Posted 03 August 2009 - 08:59 PM

Nje789 said:

How should I setup the license system?

Seriously, I would highly recommend you buy a canned solution. (Not sure if there is a free and open version out there. Never looked.)

Software obfuscation, trapping and protection is not for the faint-of-heart (or mind). It is very tricky and involved.

Or else, based on your questions, you will likely re-create a system that can probably be cracked in a few seconds, by some script kiddie's first shot in a disassembler, if and when your game gains any kind of popularity.

You don't get a license system with one Python script, unfortunately.

#32 Nje789

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Posted 04 August 2009 - 09:29 PM

I've been looking for a canned solution, but I'm not sure what would work well.

Does anyone know of a good one?

#33 alphadog

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Posted 04 August 2009 - 10:01 PM

What's your budget, if any?

Actually, now that I think about it, I've never seen a (F)OSS activation/protection software package. Probably because FOSS and that kind of software is a little like oil and water... :)

#34 Nje789

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Posted 05 August 2009 - 01:16 AM

What about this 100% free download:

http://spiceworks.co...ory-audit-tool/

Is this an easy way to create licenses for software downloads? Anyone tried it?

#35 alphadog

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Posted 05 August 2009 - 04:11 AM

That an asset management system, not a license generator/manager...

#36 Nje789

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Posted 05 August 2009 - 05:45 PM

Has anyone tried this:

http://download.cnet...4-10704258.html

-is this something someone that knows nothing about license keys could use?

#37 alphadog

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Posted 05 August 2009 - 06:20 PM

It just generates keys, which any stupid script can do. The trick is managing the keys and protecting the executable.

#38 Nje789

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Posted 05 August 2009 - 11:33 PM

..so that's just a half-baked solution, then? (and a rip-off at that)

Well, back to searching, then.

I'm still just learning the engine I want to use, this is just something I wanted to have cleared up long before I get to making my game. This is so I'd know beforehand that everything would be in order should I become ready to get my game out there.

Speaking of which, it's Blender, and I was hoping they'd hurry up and finish the next version(which is a vast improvement), before I get started on the game.(I've already finished writing most of how the game works and started writing scripts in free-form for the game).

I heard some people don't use Blender for commercial purposes because they think the license doesn't allow protection of assets, but someone else said this isn't true, and that it's a great license for any commercial purposes.
I read the GPL, and it seems to be the later case as far as I could tell.

#39 Nje789

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Posted 10 August 2009 - 10:11 PM

I'm having a lot of trouble finding a license generating software. I might have to just make my own license key system that uses a key server.

Does anyone know of any tutorials that could help me do this?

#40 JarkkoL

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Posted 11 August 2009 - 05:31 AM

You could check out Silicon Realms SoftwarePassport DRM solution. It costs $299, but if you don't expect even that as ROI, then your game is probably better off without any DRM ;) I haven't used it and have no idea if it's any good, but well, you find out and let us know (:





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