by UnknownGuardian » October 23rd, 2010, 6:46 pm
by default0 » October 23rd, 2010, 8:54 pm
UnknownGuardian wrote:Someone decompiled my game and grabbed my game code and made their own game client. Is there anyway to force authentication, when connecting them? E.g. normally I have have quickConnectKongregate, but on their client, it just simply creates a user that is not authenticated.
by UnknownGuardian » October 23rd, 2010, 8:58 pm
by default0 » October 23rd, 2010, 9:36 pm
UnknownGuardian wrote:How do I force it though? I don't see some option that allows me to disable connection without authentication.
The user created their own client, and just called connect() rather than quickKongregateConnect...
by UnknownGuardian » October 23rd, 2010, 9:58 pm
by default0 » October 23rd, 2010, 11:35 pm
UnknownGuardian wrote:Would limiting the rights on the connection do the same thing? Or is that not advisable?
by Benjaminsen » October 24th, 2010, 1:09 pm
by UnknownGuardian » October 24th, 2010, 3:24 pm