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Killjoy_Cutter: BATTLETECH

I have the non-Galaxy version of the game installed.

On every startup, it attempts to access something out on the internet that's located at an IP that traces to Amazon AWS, not much more specific than that.

If I refuse to allow it outbound access, the game crashes.

This occurs around the time the Altas skull appears in the startup.

There is no crash/error log generated by the game when this happens.

The Windows crash report indicates that it is an APPCRASH linked to Galaxy64.dll.

If I don't have Galaxy installed and I'm not signing in for Multiplayer, why the heck is the game trying to access a server somewhere, and why does refusing it access to that server cause it to crash?
BTW. Did you contact support about this?
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nightcraw1er.488: I only pop in once in a while now to see how bad its got. They are responsible for things they sell, simple as that, they control acces to the products, it's is their decision to sell and support such things. As we can see with the long list of declined for no reason titles (another one missed off the list) where mobile games seeen to be right in favour, or retro pixelated titles. Anyways, that is my check for this week, nothing to see here so moving on.
A lot of your complaints are rooted in GOG trying to sell new release games, which I do agree they fumble the ball with a lot of the time. They're trying to walk a line between people who see any kind of client or what-have-you as inherently evil and people who want the newest features on the same day Steam gets them. It's a rock and a hard place situation if you ask me.

If you stick to using GOG as an old games store and buy stuff with the old installers and no complications then it still works just as well as it ever did, in my experience. When I buy something recent here, like say PoE2: Deadfire, I sometimes have minor regrets but I try to keep in mind I wanted to make a statement about DRM, as pointless as it probably is at this point.
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nightcraw1er.488: ...
As I said, there's enough to complain about here, and actually a lot of things on that list Steam does actually better (so your GOG == Steam is invalidated en passant).

But the topic at hand is telemetry built into the game engine, and that's something that GOG has no ruling over (other than deciding to not sell Unity games... imagine the outcry). Which may be considered Spyware (MS/Win 10 really broke the dam here, I guess...), but isn't DRM.

I don't want to belittle the problem, games (or all applications at that) using telemetry should at least nicely ask before sending any data. But blaming GOG here is like blaming you local electronics store for selling Amazon Echo.
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Killjoy_Cutter: "Instead of setting my firewall to manually ask each time the game tries to access the internet, I switched to having the firewall auto-deny. Now, the game loads fine, and does not crash. Will keep digging into the issue, but for now, I can play without the game phoning home."
I take it you've seen the responses in this post on Paradox's own forums?:-
https://forum.paradoxplaza.com/forum/index.php?threads/game-keeps-phoning-home.1096956

I agree with the poster who wrote this:-

"In that case it probably just had an issue with timing out while trying to determine if it was online or offline. Like maybe it's not even really trying to send anything, just determine if it is online or not so it can decide if it should be sending achievements to galaxy or whatever. That would make sense even for the non-galaxy install, since it would still need to check if galaxy was running and in online or offline mode. It's maybe not the best implementation, but it makes sense. The person who wrote the code didn't account for the indeterminate state, assuming the packet would quickly be responded to either as a ping or a rejection notice."

It might be worth doing a summary Crash / No Crash "test result" post like:-

Firewall disabled = No Crash
Firewall enabled, asks user for permission = Crash
Firewall enabled, auto-block outbound by default rule = No Crash?
Firewall disabled + Network cable unplugged / Wi-Fi disconnected = ?
Firewall disabled + Network adaptor disabled in Device Manager = ?
etc.

It might help the devs / GOG narrow down the issue. Eg, it's highly unlikely the Windows Firewall is bugged given it works fine with every other game, but it's possible the network access detection code in the game / Galaxy.dll may be buggy if it expects an instant success / failure network access response, whilst the Firewall instead gives no response whilst waiting for user input and that delay is what's causing it to crash? I don't know if it is that, just throwing ideas out there. It definitely needs sorting though.
Post edited May 12, 2018 by AB2012
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Killjoy_Cutter: Will keep digging into the issue, but for now, I can play without the game phoning home.
Hi!

Sorry for the problem. This definitively shouldn't work like this. Does your firewall show the domain name? Alternatively, could you give me the IP address? I could try checking what services run there, which would help us with reproducing and fixing this problem.

Liosan
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Liosan: Hi!...
I still think the problem is on the side of Harebrained/Paradox. The network stack of Windows has always been a bit wonky and full of traps (like getting "I have network" from the OS but then failing when accessing it...). I bet they forgot some try/catch in a crucial place.
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Liosan: Hi!...
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toxicTom: I still think the problem is on the side of Harebrained/Paradox. The network stack of Windows has always been a bit wonky and full of traps (like getting "I have network" from the OS but then failing when accessing it...). I bet they forgot some try/catch in a crucial place.
Hi,

could be, but
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Killjoy_Cutter: The Windows crash report indicates that it is an APPCRASH linked to Galaxy64.dll.
tells me we should take a look :)

Liosan
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Killjoy_Cutter: The Windows crash report indicates that it is an APPCRASH linked to Galaxy64.dll.
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Liosan: tells me we should take a look :)

Liosan
Overlooked that part... kind of beats me though why a game would use Galaxy functions to "phone home".
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Killjoy_Cutter: So, interesting update.

Instead of setting my firewall to manually ask each time the game tries to access the internet, I switched to having the firewall auto-deny.

Now, the game loads fine, and does not crash.

Will keep digging into the issue, but for now, I can play without the game phoning home.
okay that sounds a bit better aas it indeed confirms the game works offline
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Liosan: tells me we should take a look :)

Liosan
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toxicTom: Overlooked that part... kind of beats me though why a game would use Galaxy functions to "phone home".
In general, we are aiming at:
- if you run a game via Galaxy, it should have multiplayer, achievements etc - depending on how the developer used GOG Galaxy
- if you don't have Galaxy running and launch the game directly, for example via a shortcut, the game should not do anything of that sort, all Galaxy features should be turned off

If you use Galaxy but block ports or addresses via firewall - the Galaxy implementation in the game will try to connect to GOG services, and fail. Maybe this is happening here. Of course, the game shouldn't crash when failing to connect :)

Liosan
high rated
Example "Witcher 3":

No Galaxy installed.
Game tries to connect to 46.105.121.139 (galaxy-log.gog.com)

Complete block by firewall: CRASH
Allow local loopback, block all other connections: NO CRASH

The problem is the galaxy.dll. I made a dummy for this dll and the game worked without trying to phone home.
I have this weird problem with many GOG-games. It really needs a fix.
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Cattie: Complete block by firewall: CRASH
Allow local loopback, block all other connections: NO CRASH

The problem is the galaxy.dll. I made a dummy for this dll and the game worked without trying to phone home.
I have this weird problem with many GOG-games. It really needs a fix.
A couple of questions as I have a few games that do this.

Firstly, how do you allow local loopback, I have 127.0.0.1 galaxy-log.gog.com and 127.0.0.1 in my host file but the game(s) still crash. I feel I'm missing something but I really don't know what.

Secondly, how do I make a dummy galaxy.dll? This sounds like a good workaround.

Thanks in advance.
high rated
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Liosan: In general, we are aiming at:
- if you run a game via Galaxy, it should have multiplayer, achievements etc - depending on how the developer used GOG Galaxy
- if you don't have Galaxy running and launch the game directly, for example via a shortcut, the game should not do anything of that sort, all Galaxy features should be turned off

If you use Galaxy but block ports or addresses via firewall - the Galaxy implementation in the game will try to connect to GOG services, and fail. Maybe this is happening here. Of course, the game shouldn't crash when failing to connect :)

Liosan
[emphasis added]

Please give the last bit in the OP (right after the one you quoted in your post #37) another read - Killjoy_Cutter indirectly says that they don't even have the client installed. They stated it more clearly here (installed the game using the classic standalone installer).

This isn't the only game that behaves this way, and this behaviour has been a topic of discussion going for a couple of years (for just a couple of examples, follow the links given in this thread, and especially Geralt_of_Rivia linked post; it's 2yrs old, but still current) - a recent one in the German announcement thread of profiles, where user Cattie provided some unsettling info.
So yes, please fix this problem.
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Killjoy_Cutter: On every startup, it attempts to access something out on the internet that's located at an IP that traces to Amazon AWS, not much more specific than that.
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Liosan: If you use Galaxy but block ports or addresses via firewall - the Galaxy implementation in the game will try to connect to GOG services, and fail.
Er... hold on a minute, GOG is now using Amazon AWS for its servers? I really hope this is some kind of misunderstanding, because AWS's ToS makes it explicit using their servers gives Amazon unlimited access to any information being used in the process.
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Lukaszmik: Er... hold on a minute, GOG is now using Amazon AWS for its servers?
No, it's the Unity engine's telemetry. Read my previous post.