Friday, June 18, 2010

[android-developers] Re: I've found a way to stop piracy of my apps

I would be interested in discussing this, Al. Assuming that our use
cases align and that your APIs provide necessary functionality, it
should work quite nicely.

As for the code base, I split LicenseManager and LicenseManagerImpl
primarily to facilitate obfuscation (I don't obfuscate LicenseManager
and a few other classes in the public API, but the remainder of the
classes get scrambled up during the build process). There will be
some level of refactoring that will need to be done in
LicenseManagerImpl to support pluggable purchase verification
providers, but this shouldn't be too difficult.

Let's take this into the AAL message group to discuss further.

Dave

On Jun 18, 3:45 am, Al Sutton <a...@funkyandroid.com> wrote:
> Dave,
>
> Would you be interested in working with us at AndAppStore to offer an
> alternative purchase location?
>
> From your code I can see that we could create a LicenseManagerImpl
> which interfaces into our purchase checking system to cover the
> license management aspect, and we accept payments via PayPal so it
> looks like a good fit. I don't really want to spend time doing it if
> you're not interested in incorporating the code into the project
> because we don't want to create fork your code base just to support
> us.
>
> What do you think?
>
> Al.
>
> On Jun 17, 9:31 pm, keyeslabs <keyes...@gmail.com> wrote:
>
> > Biggest issues that I've seen for my own apps (and those other brave
> > souls who use AAL) have been related to legitimate users that somehow
> > can't validate their purchase.  For example:
>
> > 1. user buys app on marke using a 2.0-based phone.  validation happens
> > just fine.
> > 2. user backs up app, flashes rom to as-of-yet unreleased 2.2, and
> > restores app
> > 3. Upon startup of the app on the newly-flashed phone, AAL properly
> > detects the missing license.
> > 4. AAL fails validation, since 2.2-based devices can't "see" paid apps
> > on the market since Google hasn't registered that release in the
> > market database.
>
> > Other fringe scenarios similar to this.  When I deployed AAL into my
> > apps, I had a few loud complainers that has tapered off now and I
> > don't really have any serious problems.  I now get a lot of emails
> > from people in countries that can't buy from Android market.
>
> > Overall, AAL seems to be working quite well.
>
> > Lately I've been wondering if there's a way that I can offer the user
> > an "alternative" mechanism for purchasing the pirated app.  For
> > example, I upload to Android Market, pirates post on download boards,
> > others download, and then when validation fails offer to let them buy
> > from PayPal and license things that way.  I don't think that would
> > break any of the Android Market rules (since the pirated version isn't
> > being "distributed" by the market -- it's being distributed by a
> > pirate board), and it sure would open up distribution to markets that
> > Google doesn't currently serve.
>
> > Dave
>
> > On Jun 17, 3:39 pm, String <sterling.ud...@googlemail.com> wrote:
>
> > > On Jun 17, 8:05 pm, keyeslabs <keyes...@gmail.com> wrote:
>
> > > >AALhas now been open-sourced.  Find details here:  http://bit.ly/coz0yB.
>
> > > Cool. Thanks for sharing it.
>
> > > Are you still having good luck usingAALwith your own app(s)? Any
> > > downsides you've found?
>
> > > String

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