Script security
#1

Hello. I've been browsing Pawn source, and came to realisation that decompiling amx to pawn shouldn't be so hard. Now, as a scripter I'm worried that someone might simply steal my work. I'm using deamx array bug exploit and emit solutions (+ ip check before release). But is it enough? My gamemode is distributed between many .inc files, because I like to organise my projects. Is it any diffrent for modern decompilers? Maybe better solution would be to port it to C++ and serve as a plugin? Or should I even port my code to assembly and obsfucate it manually? I'm paranoid. Thanks for your opinions.
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#2

If you're using IP checks, I don't think it would make such a problem to you then, I suppose, but modern technologie just fucks us over.
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#3

I hope so. Main threat are always those damn skids who use some generic software.
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#4

Quote:
Originally Posted by Misiur
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I hope so. Main threat are always those damn skids who use some generic software.
I don't think anyone would put so much effort on doing so, unless they have it on you
but again, they might just be sicko's


ONTOPIC: you should have 0 fears with the IP check
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#5

Do you have any idea what a decompiled script looks like? It's totally unreadable.
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#6

If you're using mysql databases and don't declare the script to do them the skids atleast have to re-make your whole mysql daabase before using the script (I don't know that much about this but that's something that came over my mind when i read this)
And just make it if you can't connect to the database you won't be able to run the script.
Or you maybe can have some text files wich need to be the same as the script text or something.
As the skids usually don't know a shit about scripting they'll never figure out how to start the gamemode.
(I'm not very good at this I'm just brainstorming ^^)
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