I think you took my answer to be dismissive of yours, or to try to
discourage people trying to learn about piracy.  I find it kind of
strange you took it that way, since I was trying to say you were right
:-)

To clarify, the whole point of my post is that piracy is a cost /
benefit trade off.

It's disingenuous to tell people that their app will be safe just by
using LVL, etc... There are real static analysis problems that you
didn't mention.  While I agree with your post, I wish you'd stop to
think that I was indeed supporting you before you try to imply I'm
derailing people from learning about piracy: that's explicitly not my
point.

Kris

On Fri, Mar 1, 2013 at 1:19 PM, Nobu Games <[email protected]> wrote:
> Here we go again. Senior Android developers being irritated about people
> discussing anti-piracy. As if it were totally insane and offensive to even
> try. My suggestions are the possibilities given the circumstances. I do know
> that they do not make your app bullet-proof and I also mentioned that
> multiple times in previous posts.
>
> I also never said that I think NDK self-checks cannot be circumvented. Read
> again what I was talking about. It is only about buying some time and you
> certainly put off a huge bulk of script kiddies from even trying to crack
> your app or using 1-click tools if you put some thought and effort into
> obfuscation and self-integrity checks.
>
> We both are on the same page here: it is made harder. That's the whole
> point. And that's not good enough? I also said that the one and only
> solution to that problem is using your own server.
>
> About your code analysis argument: that's why you have to change the code
> flow of the license check to make it harder to find. That's also what Google
> has to say about the LVL.
>
> Seriously, there are people out there who are looking for answers to
> specific problems. These solutions are certainly not perfect and may lull
> you into a false sense of security. But they are still better than doing
> nothing about protecting your app.
>
>
>
> On Friday, March 1, 2013 11:42:24 AM UTC-6, Kristopher Micinski wrote:
>>
>> Really the *only* way to really protect against anti piracy is to
>> perform mission critical operations on a server, at least some of the
>> time, and enforce a good strategy to make sure that can't be cracked.
>>
>> Doing checks in native code can be circumvented, what makes you think
>> they can't?
>>
>> Albeit, it's harder to crack your app.
>>
>> In reality, there is not really anything you can do to "crack proof"
>> your app unless you have a pretty significant security background.
>> Even then, your app can probably be cracked by a skilled adversary.
>> But of course, anti piracy is a cost / benefit analysis.
>>
>> By the way, putting in that number of days requirement doesn't
>> fundamentally change things, the cracker can just remove that check.
>> To have a server help, you need to perform critical operations *on*
>> the server.
>>
>> kris
>>
>> On Fri, Mar 1, 2013 at 11:41 AM, dashman <[email protected]> wrote:
>> > Thank you for some excellent suggestions.
>> >
>> > I've watched that google i/o a few times.
>> >
>> > i problem is actually doing it. e.g. just looking at the NDK and wish
>> > they
>> > had a sample to read the package info etc.
>> >
>> > offloading app logic to server is a great idea - but my app is designed
>> > to
>> > work while off-line - so that will not help me.
>> >
>> > i think my thinking is:
>> >     - doing some checks in native code
>> >     - also including some critical app functions in navtive code (thanks
>> > for
>> > that suggestion)
>> >     - check license with my server (if online) - and make it a
>> > requirement
>> > that it
>> >       needs to pass the test within a set # of days (e.g. 30).
>> >
>> > the problem now is that - all the user has to do is uninstall the app
>> > and
>> > re-install it
>> > and then they can use the app for another fixed amount of days.
>> >
>> >
>> >
>> >>
>> >
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