amok: neat, thank you for correcting me. since you know this, and I am currious, what methodology does Galaxy use to verrify ownership when it starts a multiplayer session?
I haven't reverse-engineered it so I wouldn't know, but probably at some point it just makes a call to authenticate with GOG's servers which would tell if the user owns the game.
I'm just going by the public docs: "The GOG GALAXY SDK requires users to be authenticated in order to use online features such as Achievements, Multiplayer or Friends."
After authentication, two statuses are set:
SignedIn -> "Determines whether the user has a license for the game and is logged in to the GOG GALAXY client locally"
LoggedOn -> "Determines if the user has a license for the game, is logged in to the GOG GALAXY client and is connected to the GOG GALAXY Backend Services"
IAuthListener, used by the authentication calls, has a failure reason of "FAILURE_REASON_NO_LICENSE."
Start here if you want to dig in. This page also contains a matrix of what's (not) supported when the user has (no) license.
https://docs.gog.com/sdk-galaxy-feats-and-states/
clarry: Funny.. they could offer DRM-free multiplayer, but they choose not to.
StingingVelvet: Hahahaha... what exactly do you expect them to do? Re-engineer games? Use their non-existant leverage to force Sega or whoever to put the work in and do it? This is a suuuuuper unrealistic expectation to the point of comedy.
Hahahah.. well, you know, there's thing called galaxy.dll. Written by GOG, and happily used by the games. No need to re-engineer anything at all. There is nothing preventing GOG from using this API to provide DRM-free multiplayer, but instead they decided that the multiplayer features are gated behind authentication and a license check.