Kirk Black kirjoitti viestissään (lähetysaika keskiviikko, 18. tammikuuta 2006 09:03): > 1. How do I protect my customers from receiving a modified > version of the game client that is not authorized or > recognized by my company? You can't, if you release the client as Open Source/Free Software. > 2. How do I protect the security of my MMO servers from > malicious attacks arising from the abuse of having the full > source code of my game client? Proper design of the server and communication protocol. Traffic management in your routers and firewalls. > 3. Aside from server security, there is the matter of account > password security. How can I fathom giving away the full > source code and thus giving anyone the ability to network > snoop and easily grab customer account/password data? Use SSL/TLS or some other encryption scheme. This has nothing to do with releasing the source code, you shouldn't send security-critical data in the clear in any case. Don't trust "security through obscurity". > At the same time, the above concerns are > enough for me to consider not distributing a Linux game client > at all, at least not in the beginning. There's no requirement that software running under Linux must be Open Source. You can distribute a binary-only proprietary client for Linux just like you do for other operating systems. -- Markku Kolkka markku.kolkka@xxxxxx