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+.. _doc_compiling_with_script_encryption_key:
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+
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+.. highlight:: shell
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+
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+Compiling with script encryption key
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+====================================
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+
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+The export dialog gives you the option to encrypt your scripts with an 256bit
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+AES key, when releasing your game. This will make sure your scripts are not
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+stored in plain text and can not easily be ripped by some script kiddie.
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+Of course the key needs to be stored in the binary, but if it's compiled,
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+optimized and without symbols, it would take some effort to find it.
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+
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+For this to work, you need to build the export templates from source,
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+with that same key.
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+
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+Step by step (Linux)
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+--------------------
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+
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+1. Generate a 256bit AES key in HEX. You can use the aes-256-cbc variant from
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+ `this service <https://asecuritysite.com/encryption/keygen>`_.
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+
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+ Alternatively, you can generate it yourself by using OpenSSL:
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+
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+ ::
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+
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+ openssl enc -aes-256-cbc -k secret -P -md sha1 > godot.gdkey
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+
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+ This should output the following to ``godot.gdkey`` file:
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+
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+ ::
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+
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+ salt=5786FE8B91CA048A
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+ key=D2F90FCC4FCA64B8990F916EF5A73230C1841601D1EA06B2380EC0F530E4EF85
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+ iv =047C353AEC9E6C211515E3341BF9C61B
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+
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+ You can generate the key without redirecting the output to a file, but
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+ that way you can minimize the risk of exposing the key.
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+
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+
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+2. Set this key as environment variable in the console that you will use to
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+ compile Godot, like this:
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+
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+ ::
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+
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+ export SCRIPT_AES256_ENCRYPTION_KEY="your_generated_key"
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+
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+
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+3. Compile Godot export templates and set them as custom export templates
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+ in the export preset options.
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+
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+4. Set the encryption key in the ``Script`` tab of the export preset:
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+
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+ .. image:: img/script_encryption_key.png
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+
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+5. Export the project. The game should run with encrypted scripts now.
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+
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+Possible Errors
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+---------------
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+
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+If you get an error like below, it means the key wasn't properly included in
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+your Godot build. Godot is encrypting the scripts during export, but can't read
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+them at runtime.
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+
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+::
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+
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+ ERROR: open_and_parse: Condition ' String::md5(md5.digest) != String::md5(md5d) ' is true. returned: ERR_FILE_CORRUPT
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+ At: core/io/file_access_encrypted.cpp:103
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+ ERROR: load_byte_code: Condition ' err ' is true. returned: err
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+ At: modules/gdscript/gdscript.cpp:755
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+ ERROR: load: Condition ' err != OK ' is true. returned: RES()
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+ At: modules/gdscript/gdscript.cpp:2135
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+ ERROR: Failed loading resource: res://Node2D.gde
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+ At: core/io/resource_loader.cpp:279
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+ ERROR: poll: res://Node2D.tscn:3 - Parse Error: [ext_resource] referenced nonexistent resource at: res://Node2D.gd
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+ At: scene/resources/scene_format_text.cpp:439
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+ ERROR: load: Condition ' err != OK ' is true. returned: RES()
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+ At: core/io/resource_loader.cpp:202
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+ ERROR: Failed loading resource: res://Node2D.tscn
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+ At: core/io/resource_loader.cpp:279
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+ ERROR: Failed loading scene: res://Node2D.tscn
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+ At: main/main.cpp:1727
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+ WARNING: cleanup: ObjectDB Instances still exist!
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+ At: core/object.cpp:2081
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+ ERROR: clear: Resources Still in use at Exit!
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+ At: core/resource.cpp:425
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