obviscating python code for distribution

L

Littlefield, Tyler

Hello all:
I have been considering writing a couple of programs in Python, but I
don't want to distribute the code along with them. So I'm curious of a
couple things.
First, does there exist a cross-platform library for playing audio
files, whose license I would not be violating if I do this?
Second, would I be violating the twisted, wxpython licenses by doing this?
Finally, is there a good way to accomplish this? I know that I can make
..pyc files, but those can be disassembled very very easily with the
disassembler and shipping these still means that the person needs the
modules that are used. Is there another way to go about this?

--

Take care,
Ty
my website:
http://tds-solutions.net
my blog:
http://tds-solutions.net/blog
skype: st8amnd127
“Programmers are in a race with the Universe to create bigger and better idiot-proof programs, while the Universe is trying to create bigger and better
idiots. So far the Universe is winning.”
“If Java had true garbage collection, most programs would delete themselves upon execution.”
 
L

Littlefield, Tyler

I'm putting lots of work into this. I would rather not have some script
kiddy dig through it, yank out chunks and do whatever he wants. I just
want to distribute the program as-is, not distribute it and leave it
open to being hacked.
This topic has been raised many times before, and there is a response
which is now common but may sound harsh:

What is it you think you would gain by obfuscating the code, and why is
that worthwhile? What evidence do you have that code obfuscation would
achieve that?

Not really, no. You would be best served by critically examining the
requirement to obfuscate the code at all.


--

Take care,
Ty
my website:
http://tds-solutions.net
my blog:
http://tds-solutions.net/blog
skype: st8amnd127
“Programmers are in a race with the Universe to create bigger and better idiot-proof programs, while the Universe is trying to create bigger and better
idiots. So far the Universe is winning.â€
“If Java had true garbage collection, most programs would delete themselves upon execution.â€
 
H

harrismh777

I'm putting lots of work into this. I would rather not have some script
kiddy dig through it, yank out chunks and do whatever he wants. I just
want to distribute the program as-is, not distribute it and leave it
open to being hacked.

Protection via obfuscation is invalid practically as well as
philosophically. Those of us who work in the free software movement (or
the open software movement too) specifically believe that obfuscation is
an incorrect approach.

Obfuscation is the paramount Microsoft strategy for protection and for
security. It doesn't work. In fact, making the code open permits what
many of us who consider open source to be 'good science' more secure by
allowing peer review and community improvement.

Some of us believe that code is not useful unless its open. If I can't
see what you're doing, comment on it, improve it if I like, and share it
with others I don't need it (its really that simple).

Nobody can make this decision for you, of course, but please consider
making your coding free software (GPL license), or at least open and GPL
compatible licensed.

kind regards,
m harris
 
S

Steven D'Aprano

I'm putting lots of work into this. I would rather not have some script
kiddy dig through it, yank out chunks and do whatever he wants.


The best way to do that is to labour in obscurity, where nobody either
knows or cares about your application. There are hundreds of thousands,
possibly millions, of such applications, with a user base of one: the
creator.

One other alternative is to ask yourself, what's the marginal value of
yanking out chunks from my code? What harm does it do me if Joe Haxor
spends hours pulling out one subroutine, or a dozen, from my app, and
using them in his app? Why should I care?

It never ceases to amaze me how often people write some trivial
application, like a thousand others, or even some trivial function or
class, and then treat it like the copyright to Mickey Mouse. I don't know
what your application is, or how it works. It's conceivable that it's the
next Microsoft Office. But my advice to you is to take a pragmatic,
realistic view of the cost of copyright infringement.

If it's going to cost you $1000 in extra effort to prevent $100 of harm,
it's simply not worth it.


I just
want to distribute the program as-is, not distribute it and leave it
open to being hacked.

Right... because of course we all know how Windows being distributed
without source code makes it soooooo secure.

You are conflating two different issues:

* Can people "steal" or copy my ideas and code?

* Can people hack my code (in the bad sense)?


I hope this does not offend, because I mean it in the nicest possible
way, but if you think that not distributing source code will prevent your
code from being broken, then you are delusional.

Look at Facebook and its periodic security holes and accounts being
hacked. Not only don't Facebook distribute source code, but they don't
distribute *anything* -- their application is on their servers, behind a
firewall. Does it stop hackers? Not a chance.
 
C

Chris Angelico

The best way to do that is to labour in obscurity, where nobody either
knows or cares about your application. There are hundreds of thousands,
possibly millions, of such applications, with a user base of one: the
creator.

And I'm sure Steven will agree with me that this is not in any way a
bad thing. I've written hundreds of such programs myself (possibly
thousands), and they have all served their purposes. On a slightly
larger scale, there are even more programs that have never left the
walls of my house, having been written for my own family - not because
I'm afraid someone else will steal them, but because they simply are
of no value to anyone else. But hey, if anyone wants a copy of my code
that's basically glue between [obscure application #1] and [obscure
application #2] that does [obscure translation] as well to save a
human from having to do it afterwards, sure! You're welcome to it! :)

However, I do not GPL my code; I prefer some of the other licenses
(such as CC-BY-SA), unless I'm working on a huge project that's not
meant to have separate authors. For something that by and large is one
person's work, I think it's appropriate to give attribution. But
discussion of exactly _which_ open source license to use is a can of
worms that's unlikely to be worth opening at this stage.

Chris Angelico
 
L

Littlefield, Tyler

Hello:
Thanks all for your information and ideas. I like the idea of open
source; I have a fairly large (or large, by my standards anyway) project
that I am working on that is open source.

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?
Thanks,
 
J

James Mills

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
 
C

Chris Angelico

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?

1) If you're worried about people getting hold of the code that's
running on your server, that's a server security issue and not a
Python obscurity issue (if they get the code, they can run it no
matter how obscured it is).

2) Was there a problem 2? :)

As James Mills said, just leave it on the server and then you don't
have to give out the source (and by "don't have to", I mean ethically,
legally, and technically).

You may want to give some thought to scaleability of your code; Google
told their staff to avoid Python for things that are going to get
hammered a lot (although it's possible that Google's idea of "a lot"
is five orders of magnitude more than you'll ever get!!). But if your
game world puts a hard limit on its own load (eg if players are on a
50x50 board and you know you can handle 2500 simultaneous players),
you won't have a problem.

Also, Python doesn't really cater to servers that want to have their
code updated on the fly; I'm sure you could work something out using a
dictionary of function objects, but otherwise you're stuck with
bringing the server down to do updates. That's considered normal in
today's world, but I really don't know why... downtime is SO last
century!

Chris Angelico
happily running servers on fully open source stacks
 
L

Littlefield, Tyler

Write your "game" for the "web".
Write is as a SaaS (Software as a Service) - even if it's free and
open source.
I understood you loud and clear. And that makes a lot of assumptions on
my game and the design. I don't really care to host this over the web. I
want a
centralized server that would perform the logic, where I can offload the
playing of sounds (through a soundpack that's already installed) to the
client-side.
Not only that, but a lot of web technologies that would be used for this
wouldn't really work, as I am doing this for the blind; Flash as well as
a lot
of the popular setups are not very accessible.
 
L

Littlefield, Tyler

Hello:
I wanted to make the client in python, and the server possibly, though
I'm not really sure on that. I was not worried about the code for the
server being stolen, as much as I was worried about people tinkering
with the client code for added advantages. Most of the logic can be
handled by the server to prevent a lot of this, but there are still ways
people could give themselves advantages by altering the client.
 
J

James Mills

I understood you loud and clear. And that makes a lot of assumptions on my
game and the design. I don't really care to host this over the web. I want a
centralized server that would perform the logic, where I can offload the
playing of sounds (through a soundpack that's already installed) to the
client-side. Not only that, but a lot of web technologies that would be used
for this wouldn't really work, as I am doing this for the blind; Flash as
well as a lot of the popular setups are not very accessible.

Funny you should mention this "now" :)
I happen to be blind myself.

Yes I agree Flash is not very accessible (never has been).

Web Standards web apps and such however are quite
accessible!

cheers
James
 
G

geremy condra

Hello:
Thanks all for your information and ideas. I like the idea of open source; I
have a fairly large (or large, by my standards anyway) project that I am
working on that is open source.

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?
Thanks,

I don't know that closing the source does you much more good than
obfuscating it. The obvious attack surface here is pretty much totally
exposed via network traffic, which any legitimate client can gain
access to. A better approach would be to simply write more secure code
in the first place.

Geremy Condra
 
S

Steven D'Aprano

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? Thanks,

Closed source is not a solution. Please wipe that out of your mind.
People successfully hack closed source applications. The lack of source
is hardly a barrier at all: it's like painting over the door to your
house in camouflage colours so from a distance people won't see it. To a
guy with a network sniffer and debugger, the lack of source is no barrier
at all.

You're trying to solve a hard problem, and by hard, I mean "impossible".
It simply isn't possible to trust software on a machine you don't
control, and pretty damn hard on a machine you do control. To put it in a
nutshell, you can't trust *anything*. See the classic paper by Ken
Thompson, "Reflections on Trusting Trust":

http://cm.bell-labs.com/who/ken/trust.html

Now, in a more practical sense, you might not fear that the operating
system will turn on you, or the Python compiler. Some threats you don't
care about. The threat model you do care about is a much more straight-
forward one: how to trust the desktop client of your game?

Alas, the answer is, you can't. You can't trust anything that comes from
the client until you've verified it is unmodified, and you can't verify
it is unmodified until you can trust the information it sends you. A
vicious circle. You're fighting physics here. Don't think that obscuring
the source code will help.

On-line game servers are engaged in a never-ending arms race against
"punks" who hack the clients. The servers find a way to detect one hack
and block it, and the punks find another hack that goes unnoticed for a
while. It's like anti-virus and virus, or immune systems and germs.

The question you should be asking is not "how do I make this secure
against cheats?", but "how much cheating can I afford to ignore?".

If your answer is "No cheating is acceptable", then you have to do all
the computation on the server, nothing on the client, and to hell with
performance. All your client does is the user interface part.

If the answer is, "Its a MUD, who's going to cheat???" then you don't
have to do anything. Trust your users. If the benefit from "cheating" is
small enough, and the number of cheaters low, who cares? You're not
running an on-line casino for real money.

See also here:

http://web.archiveorange.com/archive/v/bqumydkHsi2ytdsX7ewa


Another approach might be to use psychology on your users. Run one server
for vanilla clients to connect to, and another server where anything
goes. Let the punks get it out of their system by competing with other
punks. Run competitions to see who can beat the most souped up, dirty,
cheating turbo-powered clients, for honour and glory. Name and shame the
punks who cheat on the vanilla server, praise the best cheaters on the
anything-goes machine, and you'll (hopefully!) find that the level of
cheating on the vanilla server is quite low. Who wants to be the low-life
loser who wins by cheating when you can challenge your hacker peers
instead?

(Note: I don't know if this approach ever works, but I know it does *not*
work when real money or glory is involved. Not even close.)

If Blizzard can't stop private servers, rogue clients and hacked
accounts, what makes you think you can?
 
C

Chris Angelico

If your answer is "No cheating is acceptable", then you have to do all
the computation on the server, nothing on the client, and to hell with
performance. All your client does is the user interface part.

If the answer is, "Its a MUD, who's going to cheat???" then you don't
have to do anything. Trust your users. If the benefit from "cheating" is
small enough, and the number of cheaters low, who cares? You're not
running an on-line casino for real money.

The nearest I've seen to the latter is Dungeons and Dragons. People
can cheat in a variety of ways, but since they're not playing
*against* each other, cheating is rare. As to the former, though...
the amount of computation that you can reliably offload to even a
trusted client is low, so you don't lose much by doing it all on the
server. The most computationally-intensive client-side work would be
display graphics and such, and that's offloadable if and ONLY if
there's no game-sensitive information hidden behind things. Otherwise
someone could snoop the traffic-stream and find out what's behind that
big nasty obstacle, or turn the obstacle transparent, or whatever...
not safe.

There's an old OS/2 game called Stellar Frontier that moves sprites
around on the screen using clientside code, but if there's a bit of
lag talking to the server, you see a ship suddenly yoinked to its new
position when the client gets the latest location data. That's a fair
compromise, I think; the client predicts where the ship "ought to be",
and the server corrects it when it can.

Chris Angelico
 
J

Jean-Michel Pichavant

Hello:
Thanks all for your information and ideas. I like the idea of open
source; I have a fairly large (or large, by my standards anyway)
project that I am working on that is open source.

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?
Thanks,
If your App meet some success, you'll need some help. You'll be able to
get some only if the community grows and has access to your code. If you
want to battle versus hackers, you have already lost (if your app hos no
success, there will be no hacker anyway :eek:) )
Otherwise I guess that most online games execute all decisions and state
machine transitions at server side, which is the only code you can
trust. The client only forwards user inputs to the server, and display
the resulting effect .

JM
 
N

Nobody

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?

Closed source will not help in the slightest.

What will help is to remember the fundamental rule of client-server
security: Don't Trust The Client. If you don't remember this rule, you
have no security whatsoever, whether the source is open or closed.

Obfuscating the source won't prevent someone from running it under a
modified Python interpreter, or running an unmodified Python interpreter
under a debugger, or with modified DLLs (or even device drivers).

To give just one example, Blizzard has a whole team of people working on
anti-cheating measures, most of which involve installing various pieces of
privacy-invading, security-endangering malware on their customers'
systems. And it still doesn't work.
 
G

Grant Edwards

How do these arguments apply to your code base when they don't apply to,
say, LibreOffice or Linux or Python or Apache or Firefox?

One obvious way that those arguments don't apply is that the OP didn't
put lots of work into LibreOffice, Linux, Python, Apache or Firefox
and therefore doesn't have any right to control their distribution.
How is your code base going to be harmed by having the source code
available to recipients, when that demonstrably doesn't harm
countless other code bases out there?

The owner of something is free to determine how it is distributed --
he doesn't have any obligation to prove to you that some particular
method of distribution is harmful to him or anybody else.
 
L

Littlefield, Tyler

Funny you should mention this "now"
I don't go around parading the info, until I have to.
Yes I agree Flash is not very accessible (never has been).
Web Standards web apps and such however are quite
accessible!
If I was making a browser-based game, yes. As I'm not though...

Anyway, thanks to everyone else who answered this thread. I've not done
much like this besides muds, and all the logic is on the server there, I
think I will build the client in python, open source it for people to
fix/add to if they want and make sure to keep the server as secure as it
can be.
 
H

harrismh777

Steven said:
To put it in a
nutshell, you can't trust*anything*. See the classic paper by Ken
Thompson, "Reflections on Trusting Trust":

This is true, but there's another way to put it pro-active---


.... expect the client to be untrustworthy.


In other words, write the server code with a protocol that 'expects' the
client to be hacked. Yes, it takes three times the code and at least
five times the work, but its worth it.

What do you do with syn floods?

What do you do with attempted overruns?

What if someone builds a client emulator, just to hammer your protocol
and slow the server down, just for fun...?

You must build your server side 'assuming' that *all* of these things
are going to happen (and more), and then be able to handle them when
they do. That is what makes server-side coding so difficult.

In other words, you build the server in such a way that you can
confidently hand Mr junior cracker your client source code and be
confident that your gaming server is going to be a.o.k.

Many, many, coders don't want to go to all this trouble (and don't)...
mainly because they're just glad if they can get simple sockets to work.
So, they don't handle attempted overruns, or syn flood open attempts, or
other.

One thing to remember (think about this) is whether your server/client
is in a push or pull mode. *Never* allow the client to be in control
(pushing) while your server is passively (pulling). The server must
control everything so that the untrusted client will be *controlled*
regardless of client side hacks.

I realize that this probably means redesign of your server. Do it.

Happy gaming!

m harris
 
A

alex23

Littlefield said:
Anyway, thanks to everyone else who answered this thread. I've not done
much like this besides muds, and all the logic is on the server there, I
think I will build the client in python, open source it for people to
fix/add to if they want and make sure to keep the server as secure as it
can be.

The browser-based game Lacuna Expanse actually open sources the Perl
client for their game, it might be a good place for ideas on how to
approach this: https://github.com/plainblack/Lacuna-Web-Client

The MMO EVE uses Stackless Python for both the client & server. Here's
a slightly older doc detailing their architecture:
http://www.slideshare.net/Arbow/stackless-python-in-eve

Hope this helps.
 

Ask a Question

Want to reply to this thread or ask your own question?

You'll need to choose a username for the site, which only take a couple of moments. After that, you can post your question and our members will help you out.

Ask a Question

Members online

No members online now.

Forum statistics

Threads
473,769
Messages
2,569,579
Members
45,053
Latest member
BrodieSola

Latest Threads

Top