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Re: Online Codes [Re: Aku_Aku] #465840
05/14/17 21:23
05/14/17 21:23
Joined: Oct 2011
Posts: 1,082
Germany
C
Ch40zzC0d3r Offline
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Ch40zzC0d3r  Offline
Serious User
C

Joined: Oct 2011
Posts: 1,082
Germany
If you dont link the data with the steam account or HWID your encryption and key mechanism is worthless.
You can CHEAT in the game itself which will generate nicely more keys for you.
And yes, I know how the public/private key machinc works

The best way is to hardcode ONE public key per game (and dif URL parameter to differ from) and give all customers a different version of the game containing a different public key.
I dont know if steam allows such a thing directly.

Last edited by Ch40zzC0d3r; 05/14/17 21:38.
Re: Online Codes [Re: Ch40zzC0d3r] #465847
05/15/17 07:05
05/15/17 07:05
Joined: Sep 2009
Posts: 991
Budapest
Aku_Aku Offline
User
Aku_Aku  Offline
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Joined: Sep 2009
Posts: 991
Budapest
I didn't write about linking data (although i remarked anything can be combined), so i don't understand why do you write this word worthless.

Public keys has a benefit, they can be distributed in any number to any user. So because one is enough, should not exists the different public key problem.

That is right, different keys are more secure, but in this case wouldn't cause only one key big problems.

Re: Online Codes [Re: Ch40zzC0d3r] #465867
05/15/17 22:47
05/15/17 22:47
Joined: Apr 2007
Posts: 3,751
Canada
WretchedSid Offline
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WretchedSid  Offline
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Joined: Apr 2007
Posts: 3,751
Canada
Originally Posted By: Ch40zzC0d3r
Just dont do it, it will take people with some more reversing skills minutes to hack your game and get all keys.
You'd need a method to check if a certain user already won a key and this is sadly not perfectly possible.


Well, would you look at that, the day I agree with Chaos has come!

Aku Aku, public key cryptography is a great tool for so many things, but not this. Just in general encryption is more or less worthless here, because in the worst case you can just do a replay attack and be done with it. Or, if it's slightly better do what Chaos says, open the game up in IDA (Pro) or whatever you have at hand and figure out where the encryption magic happens and just wire a jump in there from main.

The sad truth is this: If you ship something to a customer, consider it compromised. They can make 1000 mistakes trying to crack it open, but you only need to make one. And besides, it runs on _their_ CPU, and they can make _their_ CPU do whatever they want.

You will have a hard time as is trying to figure out who is legitimate and who isn't. Ideally you monitor exactly what happens and verify on the server what the user does and if it's legitimate or not. That's basically the MMO approach to no cheating, but it'll be hard sell for an single player game to spy on the user legitimately. Honestly, maybe do a raffle to subscribers to your newsletter and hope to god most people are too lazy to create enough email addresses to make a statistical dent for themselves.


Shitlord by trade and passion. Graphics programmer at Laminar Research.
I write blog posts at feresignum.com
Re: Online Codes [Re: WretchedSid] #465886
05/16/17 14:06
05/16/17 14:06
Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
Quad Offline
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Quad  Offline
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Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
If you are going to this, make it so it's just one key per purchase(tie it to the steam accounts), and assume that as many keys as the accounts that purchased the game will be reclaimed.


3333333333
Re: Online Codes [Re: Quad] #465887
05/16/17 14:24
05/16/17 14:24
Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
txesmi Offline
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txesmi  Offline
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Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
take a look at the Steam web API. You can get a key as publisher.

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