…cogito, ergo sum…

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  • 6 Comments
Joined 5 months ago
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Cake day: December 3rd, 2025

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  • Indeed, ineffably marvelous artists at Steam and Valve!
    Just in case, it’s worth to mention that Steam DRM is opt-in by default. The developer is solely responsible for implementing and activating it.

    The Steam DRM wrapper by itself is not an anti-piracy solution. The Steam DRM wrapper protects against extremely casual piracy (i.e. copying all game files to another computer) and has some obfuscation, but it is easily removed by a motivated attacker…

    The Steam wrapper can and should be used in combination with other DRM solutions. To do so, apply the Steam wrapper in compatibility mode first before applying any other DRM. Apply it first so that it does not interfere with the DRM solution. Compatibility mode will disable DRM capabilities of the wrapper.

    Source: Public Steamworks Documentation [web-archive]




  • I am not sure nowadays about the limit from Steam/Valve side.

    Cached license ownership Steam App tickets data is indeed stored locally, including a property apptickets in encrypted state in file .../Steam/userdata/${steamUserId}/config/localconfig.vdf.

    The data is to be eventually mapped to the interface EAuthSessionResponse which may be used to implement the value for k_EAuthSessionResponseNoLicenseOrExpired.

    k_EAuthSessionResponseNoLicenseOrExpired - 2 - The user doesn’t have a license for this App ID or the ticket has expired.

    Source [web-archive]

    This data is normally used by the Steam client only, and is available for explicit requests via Steam API, including third-party launchers.

    # App Ownership Ticket

    This part of the ticket is signed by Steam and is valid for a longer period of time, usually a couple weeks. It proves to your peer that you own the game you’re trying to authenticate for. It can be reused many times with different GC tokens.

    It contains things like your SteamID, the ID of the app it was assigned for, your external and internal IP addresses, the times when the ticket was generated and when it expires, the licenses you own which grant you this game, any DLC you own, and a signature.

    Since this part of the ticket is signed, has an expiration date, and can be reused, there’s no need to send it to Steam for validation, so it’s validated locally.

    Source: https://github.com/DoctorMcKay/node-steam-user/wiki/Steam-App-Auth

    If I do recall it correctly, previously, the Steam client debug console command licenses_print returned local “expiration times” for next checks with the remote API (as “handshakes”) within the 14 days limit.

    The encrypted tickets data is considered signed, and I do recall reading about its signed “expires at” was set to 14 or maximum 30 days only. The 14 days matches out with the discounting limit:

    Launch discounts start once your title is released on Steam and can be staged to run for between 7 and 14 days, ending at 10am Pacific on the applicable day…
    Source [web-archive]

    -–

    Steam is an online service offered by Valve.
    Source [web-archive]

    -–

    This is not actually true - Offline Mode is designed to be indefinite… Looks like Kotaku decided to link to this post from six months ago, and every game blog has copy-pasted it. The “two week” timeout issue has been fixed for months now, along with several other bugs. We’re still working on improvements, and you might catch them if you read the patch notes carefully, but we don’t bother to post on the forums every time we fix something (maybe out of fear that it will get posted as front-page news six months later?).
    Source [web-archive]

    Yet, still, I wish I had more time… to investigate it myself. It feels like the signature time depends on the title. considering the following article:

    I constantly see people unknowingly spreading misinformation about how Steam Offline Mode operates and most of it dates back to 2004…
    This post exists to explain how there is no time limit on Steam offline mode and Steam isn’t going to prevent you from preserving your games forever, assuming you take steps to back up your installation (which you should do anyway for any digitally downloaded games.)

    Backup your Steam install folder, make one registry key, and you can play your games offline forever on any computer.

    Source: https://redd.it/xt3xec (Steam Offline Mode has no time limit: an explanation…) [2022-10-01]

    Related: Steam Guide: Steam Offline Mode has no time limit: an explanation [web-archive]






  • Lemmy trolls…

    I’ve been into web-dev since 2007, I’ve been working with corporations who are processing high load traffic, including payment systems. I tell you that 80% of these work with PHP and have no major issues. Valve’s Steam is PHP even, and still does work, right?

    Have you even considered Laravel, and Symfony? Optimizations as OpCode and Jit?

    It all works and is stable. Not only that, but it’s easy to deploy and release since you don’t have to compile it every single time.
    Depending on the team, the code is greatly organized, syntax is featureful and allows for both static and runtime/dynamic safety.

    You, @Skullgrid@lemmy.world? You might haven’t yet worked in actual enterprise. You should get fundamental knowledge on the subject you raise your voice at.

    I am sorry, but please do invest some accountable time and actually read something about the subject, prior claiming people are idiots and don’t do their own research of almost 40 years of life.

    PHP is a perfectly capable and freaking awesome language for almost any web-dev and is lovely to work with.

    Oh! You might as well ask your “vibes” about the trends/statistics around the globe at enterprise, make some comparisons, or well some valuable research etc. if you are not capable to achieve the same manually, considering your infant attitude to complex systems.

    You do you, indeed.

    P.S. We may wait now for copy-pasted or LLM-generated pros/cons, too, for a sudden “proof” no one asked for.



  • Oh no no no no no…
    Please, God, Gods, or whoever, no…

    I absolutely don’t want my descendants to talk with some void-empty limited bloody-meatground utter nonsense… I don’t want that freaking awful mess of terribly limited data to talk with my children or their children possibly framing and damaging their true memories and genuine confidence in me I had been developing the whole life… I don’t want them to remember the algorithm or some imitation of me talking with a machine or some chat bot… no… never… please no… PLEASE NO…
    No… No… Never…
    No…

    Some limited inhuman empty chat/voice/avatar/anything bot? No…
    Some bot that may erroneously represent me behind my back?
    Never…
    Some nonsense that may reshape memories of my ancestors and my descendants?
    No… Never… No…

    If I am dead, I am dead. I want my descendants to just remember me, talk to me in their memories, real videos, audios, and photos, my effort, my ideas and love in artwork if ever they’ll be interested… and once in a while visit the grave, at least 2-3 times per their life, if ever possible… and that’s it…

    If I am dead, I am dead as my ancestors are, who are not dead for me being alive but in my memories or something more magnificent/supernatural, and how I remember them, where they wanted to be the best they could, respected, glorified, and admired, without disturbing them in memories, soul, and the heart they gifted me, who I will always appreciate, respect, and love…