Comment on [PlayStation] [DRM] Licenses now requires an online check-in every 30 days.

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artwork@lemmy.world ⁨2⁩ ⁨weeks⁩ ago

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 launchers.

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# 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: github.com/DoctorMcKay/…/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]

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Steam is an online service offered by Valve.
Source

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

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