Didn't know they actually published some source code. I looked at their GitHub account, unfortunately almost all of their repositories have this in their readme:
This is proprietary software owned by Anego Studios. All rights reserved.
You may NOT sell this software in any way, shape or form. You may NOT distribute this software in its unmodified form.
I don't get what that has to do with DRM. For example, I need to have a package manager installed to install packages. Doesn't mean the package manager is DRM.
How? Steam games don't necessarily have DRM, they can be the exact same files you download elsewhere. And the Steam client may be proprietary, but no mechanism prevents you from copying it around or using it, other than requiring login data, which stores like GOG also require?
My guess is that this is part of some kind of machine learning pipeline, where users label edge cases to help train the model. Since it operates on account data, match data, and logs (see CSteamGPT_GetTask_Response), an anti-cheat use case would make sense, but it’s hard to say for sure.
This looks like data exchanged between the Steam client and server, and doesn’t contain any logic on its own.
Well, he doesn't seem so sure about it himself. From the same link:
(But as noted in a separate thread, it is possible it stems from bitkeeper's master/slave terminology. I hoped to do some historical research but health emergency in my family delayed that.)
Didn't know they actually published some source code. I looked at their GitHub account, unfortunately almost all of their repositories have this in their readme:
Which part of it is open source?
And you don't need the official Steam client to download games. There's tek-steamclient and steamctl, for example.
I don't get what that has to do with DRM. For example, I need to have a package manager installed to install packages. Doesn't mean the package manager is DRM.
How is that any more DRM than GOG requiring you to use their website to download games from them?
How? Steam games don't necessarily have DRM, they can be the exact same files you download elsewhere. And the Steam client may be proprietary, but no mechanism prevents you from copying it around or using it, other than requiring login data, which stores like GOG also require?
Isn't latency still a pretty big issue?
It's not about "someone else probably will", it's about "someone else already has". No one is advocating for diffusion of responsibility.
My guess is that this is part of some kind of machine learning pipeline, where users label edge cases to help train the model. Since it operates on account data, match data, and logs (see
CSteamGPT_GetTask_Response), an anti-cheat use case would make sense, but it’s hard to say for sure.This looks like data exchanged between the Steam client and server, and doesn’t contain any logic on its own.
That's because it's a Protobuf file. Has nothing to do with prototypes.
Well, he doesn't seem so sure about it himself. From the same link:
That's just not true. It originally came from Bitkeeper's terminology, which had a master branch and slave branches.