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Groups > comp.lang.javascript > #33505
| Newsgroups | comp.lang.javascript |
|---|---|
| Date | 2017-06-04 15:40 -0700 |
| References | <ddb6e66f-cd1b-46fc-9b10-98b581758a50@googlegroups.com> |
| Message-ID | <3013fc11-470a-47fc-ae0e-5fb7bef3e776@googlegroups.com> (permalink) |
| Subject | Re: Preventing piracy on the web |
| From | "Michael Haufe (TNO)" <tno@thenewobjective.com> |
bit-n...@hotmail.com wrote: > But what I'd like to know is the situation where *one* guy pays for the game, downloads it, and then simply "views source" in his/her browser, and then just puts that JS on the web! - IS THERE ANY WAY IN WHICH THIS CAN BE PREVENTED?!! Like, I suppose you could intersperse the code with constant checks to the server, with some kind of unique "gameid" embedded in the game (posession of which is the proof that you've paid), - but even this seems rickety. In the olden days hackers use to go through *binary* to remove copy protection like this, how hard could it be with *source*??!! Know what I'm saying? So - what's the way out? Legal problems have legal solutions.
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Preventing piracy on the web bit-naughty@hotmail.com - 2017-06-04 10:36 -0700
Re: Preventing piracy on the web "Michael Haufe (TNO)" <tno@thenewobjective.com> - 2017-06-04 15:40 -0700
Re: Preventing piracy on the web Robert Heller <heller@deepsoft.com> - 2017-06-04 20:05 -0500
Re: Preventing piracy on the web JJ <jj4public@vfemail.net> - 2017-06-05 09:04 +0700
Re: Preventing piracy on the web bit-naughty@hotmail.com - 2017-06-09 08:48 -0700
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