


IE, if you have a set of level data and a set of enemy data, where it would be expected that levels are retrieved then enemies for that level, it wouldn’t make sense if you saw back to back requests from an account for level data without requests for enemy data in-between.

You can look for two things that would be suspicious:ġ - Requesting resources in an order that doesn’t make sense in my game. On the server side, you need to monitor the resources people are requesting. You should be protecting data - look at how websites, Netflix, and Spotify protect themselves from scrapers. Don’t look at how code has been protected - your game engine isn’t your game. I think people caught on this problem are looking at it wrong. (But production code should be minified to reduce its data footprint.)īut if you're in a situation where, say, your boss wants some kind of code protection, you can google "Javascript obfuscator" - there's a lot of free and for-pay software out there that makes JS at least about as impervious to decompiling as Flash is. Minifying code does provide a tiny amount of protection against people who are too lazy to unminify it using one of the many tools out there. In fact, in MMO development (which is where the bulk of my professional experience is) the assumption from the very beginning is that the client is compromised: whatever you have written for the client is already in the hands of whoever wants it, malicious or not. This is true for JavaScript, Flash, C++, anything else. The main issue is that if code is running on my computer, I can inspect it, decompile it, and figure out how it works. The only way to be reasonably certain that your game code will be secure is to build a client/server type of game and put as much code as you can on the server.
