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[Nel] Re: NeL's GPL status


From: Damon Trask
Subject: [Nel] Re: NeL's GPL status
Date: Fri, 09 Jul 2004 20:15:03 -0700




On Thu, Jul 08, 2004 at 03:33:20PM -0700, Damon Trask wrote:
> A friend of mine said that GPL is interpreted that if you link, call or use
> GPL'd code in any fashion in a piece of software intended for public
> distribution, that you must include *all* the source code of the intended
> software, even if the GPL parts are very small/minor.
> Is this true?

<snip>

Essentially, if the code is in the same executable, or even a shared
library (they call into each other etc), it all has to be GPL.  The only
real way to keep them seperate is by chaining together seperate
executables with some high level IPC apparently.  Or you can (for
example), have your login/patch interface be a seperate program then
your actual game client.  Although I'm sure making revolutionary
proprietary developments in game launcher technology isn't exactly your
main focus.

They go on to say that this type of behavior is intended, as mixing GPL
and non-GPL causes all sorts of ambiguity with the users and such as they
determine what they can and can't modify etc.  GPL is one of the more
heavy handed licenses (BSD and Artistic are known to be a bit more
friendly to third parties), and intentionally so.

Technically, the developer can make an exception and dual license the
code.  Which lets them release closed modifications for their own
purposes etc.  So, you may be able to get Nevrax to grant you an
exception, although you would of course have to work that out on your
own. ;)  However, I am not sure of the legal issues of other people
contributing code to NeL with the understanding that it was GPL.  As
there may be code copyrighted to third parties commited to the NeL
codebase as GPL, which would mean they would need to authorize any
license split as well.

http://www.gnu.org/licenses/gpl-faq.html#ReleaseUnderGPLAndNF
http://www.gnu.org/licenses/gpl-faq.html#Consider

So in essence if I wanted to make a game using NeL, I can expect that I'm likely going to need to release the source to any software which is distributed, namely the client-side software?

> Also, if this *is* true, how would it be possible to design a commercial
> Persistant State World game client under GPL (meaning the source becomes
> public), and still maintain system/service security.
> If the source to the client becomes public, is it still possible to keep
> people from hacking, cheating, or any number of malicious activities
> against your product/service?
>
> Any help here would be appreciated...

<snip>

I'm not really sure of any other security issues outside of the cheating
that is already possible with existing games (anywhere from Diablo2
closed realm dupe hacks, to Everquest speed hacks, to UO player run shards...)
that open source would exascerbate.  There's also the legal route, where
you can require users to play nice or you cancel their account at best,
and take legal action at worst.

Hope that helped a bit. ;)

It does a bit. If I used NeL for a commercial game I'd have to release the source, but that wouldn't automaticly mean that said game would be easy to hack/cheat/etc?
Is that about the sum of things?

Thanks.

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