[Flightgear-devel] Content protection for modders?

2011-08-25 Thread Paul Guhl
Hello everybody,

not sure if this discussion arose before... From what i have seen so 
far, all usable 3d formats for aircraft/building models are either ASCII 
text or reversible/convertible formats. Mod developers told me, that 
they would wish close format for 3d models which would prevent reverse 
engineering of the content they create for free. I feel it is a legitim 
wish and would invite more modelers to join the FlightGear project.

Is it legal to provide closed source plug-in to FlightGear (more exact 
OSG file reader plug-in). The only need to keep code close is the 
prevention of reverse engineering.

Thoughts, suggestions?

Best Regards
Paul

--
EMC VNX: the world's simplest storage, starting under $10K
The only unified storage solution that offers unified management 
Up to 160% more powerful than alternatives and 25% more efficient. 
Guaranteed. http://p.sf.net/sfu/emc-vnx-dev2dev
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] Content protection for modders?

2011-08-25 Thread TDO_Brandano -

Sorry, but closing the content would be against the spirit of a GPL project. 
Also, reverse engineering to allow interoperability of formats is expressely 
allowed in the DMCA. The content is protected by copyright law, that ought to 
be enough. If plane developers are interested in creating content for money by 
closing down the model format with drm measures they will have to go the whole 
length and make their own flight simulator to run them on. But artificial 
scarcity is destined to fail in an economy where content can be duplicated.
Btw, there's no actual way you can close completely a format, eventually it 
would be possible to rip it, even from the graphic card memory.

 Date: Thu, 25 Aug 2011 11:44:57 +0200
 From: ad...@simtechnologies.de
 To: flightgear-devel@lists.sourceforge.net
 Subject: [Flightgear-devel] Content protection for modders?
 
 Hello everybody,
 
 not sure if this discussion arose before... From what i have seen so 
 far, all usable 3d formats for aircraft/building models are either ASCII 
 text or reversible/convertible formats. Mod developers told me, that 
 they would wish close format for 3d models which would prevent reverse 
 engineering of the content they create for free. I feel it is a legitim 
 wish and would invite more modelers to join the FlightGear project.
 
 Is it legal to provide closed source plug-in to FlightGear (more exact 
 OSG file reader plug-in). The only need to keep code close is the 
 prevention of reverse engineering.
 
 Thoughts, suggestions?
 
 Best Regards
 Paul
 
 --
 EMC VNX: the world's simplest storage, starting under $10K
 The only unified storage solution that offers unified management 
 Up to 160% more powerful than alternatives and 25% more efficient. 
 Guaranteed. http://p.sf.net/sfu/emc-vnx-dev2dev
 ___
 Flightgear-devel mailing list
 Flightgear-devel@lists.sourceforge.net
 https://lists.sourceforge.net/lists/listinfo/flightgear-devel
  --
EMC VNX: the world's simplest storage, starting under $10K
The only unified storage solution that offers unified management 
Up to 160% more powerful than alternatives and 25% more efficient. 
Guaranteed. http://p.sf.net/sfu/emc-vnx-dev2dev___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] Content protection for modders?

2011-08-25 Thread lists
+++ TDO_Brandano - [25/08/11 10:07 +]:

Btw, there's no actual way you can close completely a format, eventually it 
would be possible to rip it, even from the graphic card memory.

You wouldn't even need to do that - how can you have a closed format when
the code for reading it would need to be open source?

I'm still not sure if this is a genuine misunderstanding of what we're
trying to do here, or if we've acquired ourselves a new troll.

-- 
Jon Stockill
li...@stockill.net

--
EMC VNX: the world's simplest storage, starting under $10K
The only unified storage solution that offers unified management 
Up to 160% more powerful than alternatives and 25% more efficient. 
Guaranteed. http://p.sf.net/sfu/emc-vnx-dev2dev
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] Content protection for modders?

2011-08-25 Thread Jan Mattsson
2011/8/25  li...@stockill.net:
 You wouldn't even need to do that - how can you have a closed format when
 the code for reading it would need to be open source?

An encrypted file?
The whole idea certainly seems contradictory to the spirit of the project.

/JanM

--
EMC VNX: the world's simplest storage, starting under $10K
The only unified storage solution that offers unified management 
Up to 160% more powerful than alternatives and 25% more efficient. 
Guaranteed. http://p.sf.net/sfu/emc-vnx-dev2dev
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] Simgear - netinfo/in.h not availablefor windows

2011-08-25 Thread Alan Teeder
James

With the latest I get link errors looking for freeaddrinf and getaddrinfo.
It is cured when I add Wsiapi.h to raw_socket.cxx.

i.e. 
#if defined(WINSOCK)
# include winsock2.h
# include ws2tcpip.h
# include Wspiapi.h
# include stdarg.h
#else

The platform is Windows7, Visual studio 8. 

I understand that MS had fixed this particular bug back in Windows 2000 days, 
but it seems to have crept back in – on my system at least.

Alan


From: James Turner 
Sent: Monday, August 22, 2011 10:36 AM
To: FlightGear developers discussions 
Subject: Re: [Flightgear-devel] Simgear - netinfo/in.h not availablefor windows


On 22 Aug 2011, at 10:28, Alan Teeder wrote:


  Thanks for the fix. That was quick !

But not sufficient - I've reverted the whole set of changes until I have a 
chance to go over them again, since everything seems to have broken. Bah.

James




--
uberSVN's rich system and user administration capabilities and model 
configuration take the hassle out of deploying and managing Subversion and 
the tools developers use with it. Learn more about uberSVN and get a free 
download at:  http://p.sf.net/sfu/wandisco-dev2dev




___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel
--
EMC VNX: the world's simplest storage, starting under $10K
The only unified storage solution that offers unified management 
Up to 160% more powerful than alternatives and 25% more efficient. 
Guaranteed. http://p.sf.net/sfu/emc-vnx-dev2dev___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] Content protection for modders?

2011-08-25 Thread Curtis Olson
On Thu, Aug 25, 2011 at 5:50 AM, Jan Mattsson jan...@gmail.com wrote:

 2011/8/25  li...@stockill.net:
  You wouldn't even need to do that - how can you have a closed format when
  the code for reading it would need to be open source?

 An encrypted file?
 The whole idea certainly seems contradictory to the spirit of the project.


Do other sims offer content encryption or content protection?  For instance,
I've been able to locate and test a blender plugin that can open up many
MSFS aircraft models.  How about xplane?  It's been a *long* *long* time
since I fiddled with their package, but at the time I was paying attention,
all their 3d formats were open and well defined.

Often the commercial sims will store things in their own binary formats, but
in most cases these aren't encrypted and the end users figure these out
pretty quickly -- so they can either edit the content or create new content
with the same format.  I wouldn't consider a binary format much of a content
protection scheme ... especially in an open source project where the source
to load and store the binary format is readily available.

I understand the desire for content creators to not get ripped off.  But
also understand that one of the main reasons that FlightGear can be
successful is because we make all the source code and content open.  If we
didn't make everything open, then we wouldn't get nearly the same amount of
volunteer contributions and high quality volunteer contributions is the
critical reason why FlightGear has been so successful.  If we were a closed
off commercial outfit, who would want to pitch in and help someone else make
money?  But with everything open, you know that your contributions can be
enjoyed equally by everyone else, just as much as you are enjoying everyone
else's contributions.

There are some low-lifes out there that try to make a profit on other
people's work, and will gladly lie and misrepresent things to swindle as
much money as possible from unsuspecting end users.  But the truth is that
these people have always existed, and will always exist.  They are
remarkably good and persistent at copying things ... going so far as to
break copy protection schemes, reverse engineer hardware designs, copy the
exact look of products (even including the logo.)  This isn't a problem that
is unique to the FlightGear project -- and it's something we would still
face no matter how hard we worked to create copy protection schemes.

If you designed a binary content format, someone will reverse engineer it.

If you design an encryption scheme, someone will just modify the sim code to
dump out the decrypted version after it's been loaded into memory by the
proprietary decrypting plugin. (If not outright break the encryption scheme
or steal your encryption keys.)

In all these case, the content can still be easily copied, replicated, sold,
etc.

The best scheme I've seen is something that has a node-lock key that will
only run on a single PC (key'd to mac address, or processor id.)  But this
implies a more complicated 2 step install where the user must come back to
you after installing the product, report their unique id, get a key, and
then install that key before they are able to run.

And the problem with all of this is that in an open source project, someone
could simply compile a new version of the simulator that skips the key check
or accepts a trivial key, or any key.

I'm just thinking down various avenues here, but hopefully you can see that
what seems like a simple request at first is actually quite complex and
creates all kinds of down stream issues (both technically and with user
support.)  And at the end of the day, the bad guys can usually find work
arounds anyway and aren't slowed down too much.

When farmers grow crops, they have to put up with weeds.  We can try
reasonable things to minimize the weeds, but if you are too aggressive at
killing the weeds and don't tolerate a single one, then you most likely end
up killing much of your crop too.  So it's my view that this is something we
just have to put up with.  We can try to take reasonable steps to minimize
the problem, but we can't eliminate all the bad guys without harming all the
good things about our project.

Curt.
-- 
Curtis Olson:
http://www.atiak.com - http://aem.umn.edu/~uav/
http://www.flightgear.org - http://gallinazo.flightgear.org
--
EMC VNX: the world's simplest storage, starting under $10K
The only unified storage solution that offers unified management 
Up to 160% more powerful than alternatives and 25% more efficient. 
Guaranteed. http://p.sf.net/sfu/emc-vnx-dev2dev___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] Simgear - netinfo/in.h not availablefor windows

2011-08-25 Thread James Turner

On 25 Aug 2011, at 15:21, Alan Teeder wrote:

 I understand that MS had fixed this particular bug back in Windows 2000 days, 
 but it seems to have crept back in – on my system at least.

Should be fixed (in a different way) by an imminent FG commit.

James


--
EMC VNX: the world's simplest storage, starting under $10K
The only unified storage solution that offers unified management 
Up to 160% more powerful than alternatives and 25% more efficient. 
Guaranteed. http://p.sf.net/sfu/emc-vnx-dev2dev
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] Simgear - netinfo/in.h notavailablefor windows

2011-08-25 Thread Alan Teeder
Well, that fixed the compilation, but at run time I see:

mismatch in socket address sizes
Error: connect() failed in make-client_socket()
SG_IO_OUT socket creation failed
Error opening channel communication layer.
I/O Channel config failed.

Alan

From: Alan Teeder 
Sent: Thursday, August 25, 2011 3:21 PM
To: FlightGear developers discussions 
Subject: Re: [Flightgear-devel] Simgear - netinfo/in.h notavailablefor windows

James

With the latest I get link errors looking for freeaddrinf and getaddrinfo.
It is cured when I add Wsiapi.h to raw_socket.cxx.

i.e. 
#if defined(WINSOCK)
# include winsock2.h
# include ws2tcpip.h
# include Wspiapi.h
# include stdarg.h
#else

The platform is Windows7, Visual studio 8. 

I understand that MS had fixed this particular bug back in Windows 2000 days, 
but it seems to have crept back in – on my system at least.

Alan

--
EMC VNX: the world's simplest storage, starting under $10K
The only unified storage solution that offers unified management 
Up to 160% more powerful than alternatives and 25% more efficient. 
Guaranteed. http://p.sf.net/sfu/emc-vnx-dev2dev___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel