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