Path: csiph.com!x330-a1.tempe.blueboxinc.net!usenet.pasdenom.info!selfless.tophat.at!newsfeed.xs4all.nl!newsfeed6.news.xs4all.nl!xs4all!post.news.xs4all.nl!not-for-mail Return-Path: X-Original-To: python-list@python.org Delivered-To: python-list@mail.python.org X-Spam-Status: OK 0.099 X-Spam-Evidence: '*H*': 0.80; '*S*': 0.00; 'to:name:python list': 0.09; 'pm,': 0.11; 'wrote:': 0.14; 'subject:python': 0.15; 'subject:distribution': 0.16; '16,': 0.16; 'code.': 0.18; 'source.': 0.19; 'code,': 0.20; '(which': 0.21; 'header:In-Reply- To:1': 0.22; 'mon,': 0.22; 'subject:code': 0.23; 'message- id:@mail.gmail.com': 0.28; 'server': 0.29; 'solved': 0.31; 'to:addr:python-list': 0.32; 'idea': 0.32; 'someone': 0.33; 'test': 0.33; 'using': 0.34; 'there': 0.35; 'couple': 0.35; 'open': 0.35; 'quite': 0.36; 'think': 0.36; 'some': 0.37; 'received:209.85': 0.37; 'received:google.com': 0.38; 'but': 0.38; 'end': 0.39; 'to:addr:python.org': 0.39; 'received:209': 0.39; 'solution': 0.40; "it's": 0.40; 'header:Received:5': 0.40; '2011': 0.62; 'free': 0.62; 'play': 0.64; 'online': 0.70; 'gain': 0.80; 'service)': 0.84; 'received:209.85.218.46': 0.91; 'received:mail- yi0-f46.google.com': 0.91 MIME-Version: 1.0 In-Reply-To: <4DD0B903.4090109@tysdomain.com> References: <87boz3gw5u.fsf@benfinney.id.au> <4dd0a1fc$0$29983$c3e8da3$5496439d@news.astraweb.com> <4DD0B903.4090109@tysdomain.com> From: James Mills Date: Mon, 16 May 2011 16:00:12 +1000 Subject: Re: obviscating python code for distribution To: python list Content-Type: text/plain; charset=UTF-8 X-BeenThere: python-list@python.org X-Mailman-Version: 2.1.12 Precedence: list List-Id: General discussion list for the Python programming language List-Unsubscribe: , List-Archive: List-Post: List-Help: List-Subscribe: , Newsgroups: comp.lang.python Message-ID: Lines: 22 NNTP-Posting-Host: 82.94.164.166 X-Trace: 1305525636 news.xs4all.nl 81475 [::ffff:82.94.164.166]:43481 X-Complaints-To: abuse@xs4all.nl Xref: x330-a1.tempe.blueboxinc.net comp.lang.python:5488 On Mon, May 16, 2011 at 3:41 PM, Littlefield, Tyler wrote: > Here's kind of what I want to prevent. I want to write a multi-player online > game; everyone will essentually end up connecting to my server to play the > game. I don't really like the idea of security through obscurity, but I > wanted to prevent a couple of problems. > 1) First I want to prevent people from hacking at the code, then using my > server as a test for their new setups. I do not want someone to gain some > extra advantage just by editing the code. > Is there some other solution to this, short of closed-source? As I mentioned before (which I don't think you quite got)... Write your "game" for the "web". Write is as a SaaS (Software as a Service) - even if it's free and open source. cheers James -- -- James Mills -- -- "Problems are solved by method"