100 lines
3.4 KiB
ReStructuredText
100 lines
3.4 KiB
ReStructuredText
.. _doc_compiling_with_script_encryption_key:
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Compiling with script encryption key
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====================================
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.. highlight:: shell
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The export dialog gives you the option to encrypt your scripts with a 256-bit
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AES key when releasing your project. This will make sure your scripts are not
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stored in plain text and can not easily be ripped by some script kiddie.
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Of course, the key needs to be stored in the binary, but if it's compiled,
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optimized and without symbols, it would take some effort to find it.
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For this to work, you need to build the export templates from source,
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with that same key.
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.. warning::
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This will **not** work if you use official, precompiled export templates.
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It is absolutely **required** to compile your own export templates to use
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PCK encryption.
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Step by step
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------------
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1. Generate a 256-bit AES key in hexadecimal format. You can use the aes-256-cbc variant from
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`this service <https://asecuritysite.com/encryption/keygen>`_.
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Alternatively, you can generate it yourself using
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`OpenSSL <https://www.openssl.org/>`__ command-line tools:
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::
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openssl rand -hex 32 > godot.gdkey
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The output in ``godot.gdkey`` should be similar to:
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::
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# NOTE: Do not use the key below! Generate your own key instead.
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aeb1bc56aaf580cc31784e9c41551e9ed976ecba10d315db591e749f3f64890f
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You can generate the key without redirecting the output to a file, but
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that way you can minimize the risk of exposing the key.
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2. Set this key as environment variable in the console that you will use to
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compile Godot, like this:
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.. tabs::
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.. code-tab:: bash Linux/macOS
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export SCRIPT_AES256_ENCRYPTION_KEY="your_generated_key"
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.. code-tab:: bat Windows (cmd)
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set SCRIPT_AES256_ENCRYPTION_KEY=your_generated_key
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.. code-tab:: bat Windows (PowerShell)
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$env:SCRIPT_AES256_ENCRYPTION_KEY="your_generated_key"
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3. Compile Godot export templates and set them as custom export templates
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in the export preset options.
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4. Set the encryption key in the **Script** tab of the export preset:
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.. image:: img/script_encryption_key.png
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5. Export the project. The game should run with encrypted scripts now.
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Troubleshooting
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---------------
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If you get an error like below, it means the key wasn't properly included in
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your Godot build. Godot is encrypting the scripts during export, but can't read
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them at runtime.
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::
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ERROR: open_and_parse: Condition "String::md5(md5.digest) != String::md5(md5d)" is true. Returning: ERR_FILE_CORRUPT
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At: core/io/file_access_encrypted.cpp:103
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ERROR: load_byte_code: Condition ' err ' is true. returned: err
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At: modules/gdscript/gdscript.cpp:755
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ERROR: load: Condition ' err != OK ' is true. returned: RES()
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At: modules/gdscript/gdscript.cpp:2135
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ERROR: Failed loading resource: res://Node2D.gde
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At: core/io/resource_loader.cpp:279
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ERROR: poll: res://Node2D.tscn:3 - Parse Error: [ext_resource] referenced nonexistent resource at: res://Node2D.gd
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At: scene/resources/scene_format_text.cpp:439
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ERROR: load: Condition ' err != OK ' is true. returned: RES()
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At: core/io/resource_loader.cpp:202
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ERROR: Failed loading resource: res://Node2D.tscn
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At: core/io/resource_loader.cpp:279
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ERROR: Failed loading scene: res://Node2D.tscn
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At: main/main.cpp:1727
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WARNING: cleanup: ObjectDB Instances still exist!
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At: core/object.cpp:2081
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ERROR: clear: Resources Still in use at Exit!
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At: core/resource.cpp:425
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