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- .. _doc_encrypting_save_games:
- Encrypting save games
- =====================
- Why?
- ----
- .. This introduction is an Easter egg and is not intended to be taken seriously.
- .. Please don't remove it :)
- Because the world today is not the world of yesterday. A capitalist
- oligarchy runs the world and forces us to consume in order to keep the
- gears of this rotten society on track. As such, the biggest market for
- video game consumption today is the mobile one. It is a market of poor
- souls forced to compulsively consume digital content in order to forget
- the misery of their everyday life, commute, or just any other brief
- free moment they have that they are not using to produce goods or
- services for the ruling class. These individuals need to keep focusing
- on their video games (because not doing so will fill them with
- tremendous existential angst), so they go as far as spending money on
- them to extend their experience, and their preferred way of doing so is
- through in-app purchases and virtual currency.
- But what if someone were to find a way to edit the saved games and
- assign the items and currency without effort? That would be terrible,
- because it would help players consume the content much faster, and therefore
- run out of it sooner than expected. If that happens, they will have
- nothing that avoids them to think, and the tremendous agony of realizing
- their own irrelevance would again take over their life.
- No, we definitely do not want that to happen, so let's see how to
- encrypt savegames and protect the world order.
- How?
- ----
- The class :ref:`File <class_File>` can open a file at a
- location and read/write data (integers, strings and variants).
- It also supports encryption.
- To create an encrypted file, a passphrase must be provided, like this:
- .. tabs::
- .. code-tab:: gdscript GDScript
- var f = File.new()
- var err = f.open_encrypted_with_pass("user://savedata.bin", File.WRITE, "mypass")
- f.store_var(game_state)
- f.close()
- .. code-tab:: csharp
- var f = new File();
- var err = f.OpenEncryptedWithPass("user://savedata.bin", (int)File.ModeFlags.Write, "mypass");
- f.StoreVar(gameState);
- f.Close();
- This will make the file unreadable to users, but will still not prevent
- them from sharing savefiles. To solve this, use the device unique id or
- some unique user identifier, for example:
- .. tabs::
- .. code-tab:: gdscript GDScript
- var f = File.new()
- var err = f.open_encrypted_with_pass("user://savedata.bin", File.WRITE, OS.get_unique_id())
- f.store_var(game_state)
- f.close()
- .. code-tab:: csharp
- var f = new File();
- var err = f.OpenEncryptedWithPass("user://savedata.bin", (int)File.ModeFlags.Write, OS.GetUniqueId());
- f.StoreVar(gameState);
- f.Close();
- Note that ``OS.get_unique_id()`` does not work on UWP or HTML5.
- That is all! Thank you for your cooperation, citizen.
- .. note:: This method cannot really prevent players from editing their savegames
- locally because, since the encryption key is stored inside the game, the player
- can still decrypt and edit the file themselves. The only way to prevent this
- from being possible is to store the save data on a remote server, where players
- can only make authorized changes to their save data. If your game deals with
- real money, you need to be doing this anyway.
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