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Got a warning for allowing incoming connections on this (macos Sierra) - since it's a single player game, is there any reason for it to be listening on any given socket?

Maybe leftover dev code for remote logging?
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jhkrischel: Got a warning for allowing incoming connections on this (macos Sierra) - since it's a single player game, is there any reason for it to be listening on any given socket?

Maybe leftover dev code for remote logging?
The GOG Galaxy achievement system is likely trying to connect - it's not active yet in-game - so feel free to block or ignore. No connection is required to play!
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jhkrischel: Got a warning for allowing incoming connections on this (macos Sierra) - since it's a single player game, is there any reason for it to be listening on any given socket?

Maybe leftover dev code for remote logging?
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JuggernautGames: The GOG Galaxy achievement system is likely trying to connect - it's not active yet in-game - so feel free to block or ignore. No connection is required to play!
I'm not sure how that would require accepting *incoming* connections.

Does the GOG Galaxy achievement system listen on a port and wait for external clients to connect to it? I would have thought that any network connection would be initiated locally, and hit external servers, rather than the other way around.

I am blocking it, and play doesn't seem affected, but I can look closer to see exactly what port it's trying to listen on - my paranoia filter is a a tad higher since WannaCry :)
I do not have Galaxy installed on my rig, and I still got the message.

Also, I have other games through GOG that can do that silly achievement crap through Galaxy. Games that do not automatically seek external connections.

Juggernaut needs to get rid of this in the next patch.
More details: looks like this is the port it's listening on:

TCP *:9264 (LISTEN)

Doesn't seem like a standard listen port for any particular protocol.

https://www.speedguide.net/port.php?port=9264
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alcaray: I do not have Galaxy installed on my rig, and I still got the message.

Also, I have other games through GOG that can do that silly achievement crap through Galaxy. Games that do not automatically seek external connections.

Juggernaut needs to get rid of this in the next patch.
AFAIK, as long as the game has Galaxy support it will happen. It does not matter if you don’t have Galaxy. That’s how GOG library works.
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tinysalamander: AFAIK, as long as the game has Galaxy support it will happen. It does not matter if you don’t have Galaxy. That’s how GOG library works.
Well sure, but...
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JuggernautGames: The GOG Galaxy achievement system is likely trying to connect - it's not active yet in-game - so feel free to block or ignore. No connection is required to play!
Here they are saying that it is *Galaxy* initiating the connection. I was proving that this is not the case since Galaxy is not running on my machine.

Dragon Age Origins, for instance, has achievements through Galaxy (or so I'm told) and it does not seek connection on my rig.

I'm making a (minor) "big deal" out of this because there will be many GOG enthusiasts who will leap out of the woodwork and call Juggernaut and GOG the conjoined-twin anti-Christs over stuff like this. In my own case, I would like the option to refuse connection, once and for all, and not have to deal with it again.
To be clear, I've got no problem with a game seeking connections to update achievements - the problem is I'm detecting the game running a server *waiting* for connections on port 9264.

Now, yes, I have a NAT, and I'm not port forwarding 9264, so it's not like having a server listening there is a complete breach of my defenses. But if I'm running the game on a network that isn't so secure, and some random person scanning ports finds I'm listening on 9264, what will they be able to do? Will they be able to access information about the game? Other parts of my computer?

If I'm running a multiplayer server where people need to connect, I get it, I need to be listening on a port to get their requests. But a single player game, regardless of what kind of GOG Galaxy integrations they have, doesn't seem to have any valid reason for listening on an open port for incoming connections from random people.
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jhkrischel: To be clear, I've got no problem with a game seeking connections to update achievements - the problem is I'm detecting the game running a server *waiting* for connections on port 9264.

Now, yes, I have a NAT, and I'm not port forwarding 9264, so it's not like having a server listening there is a complete breach of my defenses. But if I'm running the game on a network that isn't so secure, and some random person scanning ports finds I'm listening on 9264, what will they be able to do? Will they be able to access information about the game? Other parts of my computer?

If I'm running a multiplayer server where people need to connect, I get it, I need to be listening on a port to get their requests. But a single player game, regardless of what kind of GOG Galaxy integrations they have, doesn't seem to have any valid reason for listening on an open port for incoming connections from random people.
It's very likely not a conspiracy by a 2-person dev team, but I'll happily remove the Galaxy .dlls if they're bothering people.
Might also be Unity performance reporting service, but there's really no need for that either :)
Post edited May 26, 2017 by JuggernautGames
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jhkrischel: To be clear, I've got no problem with a game seeking connections to update achievements - the problem is I'm detecting the game running a server *waiting* for connections on port 9264.

Now, yes, I have a NAT, and I'm not port forwarding 9264, so it's not like having a server listening there is a complete breach of my defenses. But if I'm running the game on a network that isn't so secure, and some random person scanning ports finds I'm listening on 9264, what will they be able to do? Will they be able to access information about the game? Other parts of my computer?

If I'm running a multiplayer server where people need to connect, I get it, I need to be listening on a port to get their requests. But a single player game, regardless of what kind of GOG Galaxy integrations they have, doesn't seem to have any valid reason for listening on an open port for incoming connections from random people.
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JuggernautGames: It's very likely not a conspiracy by a 2-person dev team, but I'll happily remove the Galaxy .dlls if they're bothering people.
Might also be Unity performance reporting service, but there's really no need for that either :)
Ah, yes, unity maybe: https://github.com/fmod/UnityIntegration/blob/master/Assets/Plugins/Editor/FMOD/SettingsEditor.cs

Some sort of Unity Live Update feature?
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jhkrischel: Ah, yes, unity maybe: https://github.com/fmod/UnityIntegration/blob/master/Assets/Plugins/Editor/FMOD/SettingsEditor.cs

Some sort of Unity Live Update feature?
Aha! That is actually our SFX plugin FMOD - it has a feature called Live Update that allows the audio engineers to make adjustments to sounds while playing the game live. They were using it pretty extensively while we were In Dev, but I'll disable it for next update. Good catch!
Just confirmed this is fixed in v1.0 5.30 HOTFIX.

Thank you so much!