As quoted above, a TEE is a hardware-backed secure area of the main processor (like ARM TrustZone or Intel SGX). Technically speaking, the TEE is just the hardware fortress (exceptions exist like TrustZone) whilst a Content Decryption Module (CDM) like Google’s Widevine, Apple’s FairPlay, and Microsoft’s PlayReady use the TEE to ensure cryptographic keys and decrypted media buffers are never exposed to the host operating system let alone the user’s browser. For the purposes of this article, I may at times refer to them interchangeably but all you need to know is that they work together and in any case, the host OS can’t whiff any of their farts so to speak.
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The topic of always-online live-service games shutting down and ultimately becoming unplayable has been a popular topic of internet discourse for many years. Through my work on Towerborne I've seen first-hand just how challenging and time-consuming it can be to make a game originally designed like this work offline. Every game has its own unique challenges in both design and technical architecture, making offlining a uniquely complex undertaking that is hard to understand for many of its players. However, the Native AOT approach we leveraged shows that it is possible and I hope other developers finding themselves in a similar position find it useful in showcasing one possible path.