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Data Unions framework in public beta, phase 1 of tokenomics research complete, and Network end-to-end encryption 90% ready — read June's dev update from Henri Pihkala

Data Unions framework in public beta, phase 1 of tokenomics research complete, and Network end-to-end encryption 90% ready — read June's dev update from Henri Pihkala

Dev update, June 2020

https://preview.redd.it/zv2dq3ryl0b51.jpg?width=3739&format=pjpg&auto=webp&s=47596edd1fc5c298b7bfd7d3638a8ae48fc741cb
This is the Streamr project dev update for June 2020, welcome! Here are the highlights of the month:
  • Data Unions framework now available in public beta!
  • Finished a proof-of-concept for a next-generation DU architecture
  • Network whitepaper being finalised, should be out in late July/early August
  • Completed Phase 1 of token economics research with BlockScience
  • End-to-end encryption with automatic key exchange now 80% ready

Data Unions in public beta

The Data Unions framework, which was in private beta since October last year, is now publicly available to everyone. So what’s new?
  • There are new docs, detailing the steps to create Data Unions and integrate apps to the framework.
  • The “Create a Product” wizard on the Marketplace now includes the option to create a Data Union, instead of a regular product.
  • For Data Union products, the product view now shows various stats about members, earnings, and Data Union parameters.
  • DU products also expose an admin section, where DU creators can manage members, app keys, and such.
  • The JS SDK ships with easy accessors to the DU-related methods, making integration a breeze for JS-based platforms. The Java SDK will get support before the official launch, and even if you’re working on a platform with no official SDK just yet, integration to the raw API isn’t hugely complicated, although it does require some effort (and we’re happy to help).
The beta is feature-complete in terms of the fundamentals. The purpose of the beta is to expose any remaining issues before the framework is officially launched after the summer. We’ll be expanding the SDK support as we go, as well as creating other useful tooling for Data Union admins, such as scripts to kick out inactive members and to implement custom join procedures (a Data Union might want to include a captcha to prevent bots from joining, etc.).

Upcoming Data Unions architecture

We have already started working on the first major post-release upgrade to the Data Unions framework. In the previous update, I mentioned we’re working on a proof-of-concept, and this task has now been completed.
We’re calling this upgrade Data Unions 2.0, communicating a major version bump with an improved architecture. In contrast to the current architecture built around Monoplasma and its OperatoValidator model for scalability and security, Data Unions 2.0 will feature an Ethereum sidechain to contain the Data Union state fully on-chain, with the POA TokenBridge (with AMB) connecting the sidechain to mainnet.
All the current Data Unions will be upgradable to the new infrastructure once it’s ready later this year. While the proof-of-concept has been completed and we’re now committed to this approach for the next upgrade, there is still plenty of work to be done. A blog post detailing the upgrade will be posted in due course

Network whitepaper

The whitepaper, detailing the Corea milestone of the Streamr Network, is almost ready. The experiments are complete, and we’re working on the text to accompany the results. In June, the work snowballed slightly, as we realised we need to prove the randomness of the generated network topologies in order to relate to some earlier literature, but that hurdle has thankfully now been crossed. If no further obstacles are encountered, the paper should be ready by the end of July or early August.

Phase 1 with BlockScience completed

We’ve reached the end of Phase 1 in the token economics research project with BlockScience. The Phase 1 deliverable was a document containing mathematical formulations of the objects and rules in the Streamr Network.
In Phase 2, we’ll start the actual modeling process, in which the first, simple simulations of the Streamr Network token economics are built using the cadCAD framework. In future phases, the models will be further refined and iterated, and those models will inform our decisions about the future incentive model.

End-to-end encryption with key exchange

Streamr has had protocol-level support for end-to-end encryption for a long time. It’s also been implemented in the SDKs as a pre-shared key variant. This is a simple implementation that relies on each party’s ability to communicate secrets outside the system, over another secure channel. The downside of the pre-shared key approach is that the publishing and subscribing parties need to know and contact each other in advance before they exchange encrypted data.
We’ve recently been working on a key exchange mechanism that happens directly on the Streamr Network to securely communicate the keys to the correct parties. This makes end-to-end encryption effortless and automatic for all parties involved. This is very important, because end-to-end encryption is obviously a requirement for decentralization; nodes in the network will generally be untrusted. And usability shouldn’t be sacrificed for security - the automatic key exchange achieves both.

Looking forward

July and August will be the epicentre of the team’s annual holidays, and we’ll be producing only one dev update over this period, due in the second half of August. However, over the next couple of months you can also look forward to dedicated posts about the Network whitepaper and the Data Unions 2.0 architecture.
A summary of the main development efforts in June is below, as well as a list of upcoming deprecations that developers building on Streamr should be aware of. As always, feel free to chat with us about Streamr in the official Telegram group or the community-run dev forum.

Network

  • Whitepaper making slow but steady progress, should be ready in late July/early August
  • Encryption key exchange 80% ready in both JS and Java SDKs
  • Discovered an issue where a tracker gives a node more peers than it should, working on a fix
  • WebRTC issues still being investigated, opening an issue with the library developers
  • Storage refactor in PR, working on data migration tool
  • Token economics research Phase 1 completed
  • Support for old ControlLayer protocol v0 and MessageLayer v28 and v29 dropped, as previously communicated in the breaking changes section

Data Unions

  • Data Unions framework launched into public beta
  • Alerts & system monitoring improvements to detect problems
  • Data Unions 2.0 proof-of-concept successfully completed

Core app, Marketplace, Website

  • Terms of use, contact details, and social media links added to Marketplace products
  • Working on a website update containing updates to the top page, a dedicated Data Unions page, and a Papers page to collect the whitepaper-like materials the project has published.
  • Stream page now shows code snippets for easy integration

Deprecations and breaking changes

This section summarises deprecated features and upcoming breaking changes. Items marked ‘Date TBD’ are known to happen in the medium term, but a date has not been set yet.
  • (Date TBD): Support for API keys will be dropped. As part of our progress towards decentralization, we will eventually end support for authenticating based on centralized secrets. Applications integrating to the API should authenticate with the Ethereum key-based challenge-response protocol instead. Instructions for upgrading from API keys to Ethereum keys will be posted well in advance of dropping the support for API keys.
  • (Date TBD): Support for unsigned data will be dropped. Unsigned data on the Network is not compatible with the goal of decentralization, because malicious nodes can tamper data that is not signed. As the Streamr Network will be ready to start decentralizing at the next major milestone (Brubeck), support for unsigned data will be ceased as part of the progress towards that milestone. Users should upgrade old client library versions to newer versions that support data signing, and use Ethereum key-based authentication (see above).
See the original post on the Streamr blog: https://blog.streamr.network/dev-update-june-2020/
submitted by thamilton5 to streamr

GoG Galaxy 2.0 some common issues and their solution

I'm writing it from my phone but I tried to compile a few of the most common problems encountered with GoG Galaxy 2.0 and their solutions or workarounds.
You can report any issue here.

Common issues:

Bookmarks dissapear:
  • Solved, update GoG Galaxy 2.0. source
Can´t access recently bought GoG´s DLCs:
  • Should be solved. source.
  • Workaround should be: download the installer manually in the "Extras" tab and install.
Connected clients not closing (with "close client" option enabled for that client):
  • Workaround: Close manually, should be fixed soon, if not already.
Demos not showing:
  • May be working as intended, currently there are a couple issues in the issue tracker, here and here. Waiting response.
GoG Galaxy 2.0 Doesn´t launch at system startup:
  • Check the tab "start" in Task Manager to see if you have Gog Galaxy turned off. (May have another name, my computer is not in english, option may be in the control panel in older versions of windows.)
Duplicated games:
  • Workaround: hide the duplicated item.
Games installed into external drive dissapearing:
  • Apparently support is needed. No solutión/workaround found yet.

Steam:

The Steam integration plugin can´t use the API because of it´s request limit. So instead, the plugin gets the cookie. It runs and updates information in a loop (for the game and friend list, etc). This may cause security-discomfort to some, the issue is already in review. Source.
Disclaimer: I´m no security expert and security issues are beyond the scope of this post, please understand. I only remark it so you can look into the source.
Some games may not show achievements correctly:
  • This is a game by game issue. Report it here.
Can´t connect (eresult: 5):
  • Nerdy stuff but in synthesis, it should work in a couple hours, you can also disconnect and reconnect. TIP: avoid spamming the retry button.
  • You can also reinstall the plugin. (Credits: FriendsOfGalaxy on github, source )
Can´t connect (eresult 63):
Seems related to Steam Guard, no solution/workaround found yet. Reinstalling seems to solve it sometimes. (Credit: NamesAreSilly in Github. Source) May break when changing between multiple steam accounts.
Steam showing friends always offline:
  • Disable Steam Beta.
Not showing Steam games:
  • Check privacy settings, make sure your library is visible.
  • Disable Steam Beta
  • Refresh connections on GoG Galaxy 2.0
  • Manual Reinstallation:
  1. Disconnect your Steam on GOG Galaxy, and shut down the client completely, (may not need to disconnect from steam)
  2. Grab the latest release here of the Steam Integration for GOG Galaxy 2.0
  3. Go to C:\Users\UserName\AppData\Local\GOG.com\Galaxy\plugins\installed
  4. Find the folder that has steam in the name, go inside of it
  5. Delete the entire content of the folder, replace it with the contents of the zip file you downloaded.
  6. Start up Galaxy and log in to Steam again, (may require a restart or a refresh.)
(Credits: u/mauro_rimp) (how to check your current versión and update by user NamesAreSilly in github. Source. may become outdated)
Integration crashes:
  • Reinstall with solution above.
Steam Apps (like wallpaper engine) not showing in GoG Galaxy:
  • Working as intended. (Source) you may add them manually though. (source needed)

Itch.io

Installation:
  • You can find the integration Here.
Games not showing:
  • Reinstall the integration:
  1. Close GoG G2.0 completely.
  2. Make a manual installation of the integration
  3. Unzip it in its own folder in the plugins folder %LOCALAPPDATA%\GOG.com\Galaxy\plugins\installed
  4. Restart the client.
Should show up in the integrations. (Credits: u/OkayMoogle)

Battle.net:

Warcraft III reforged will show gog's and battle.net's version sometimes. The program may confuse them.
Destiny 2 may still show as a Battle.net game.
Games not launching properly.
  • Not solution/workaround found yet.
Free and trail versions appear on the library:
  • Workaround: Hide them.

Riot games:

Installation:
  • Here is the integration.

Microsoft Store

Installation/ Games not running:
  • This post explains the process better than I could have. (Credits: u/auliyaa33)
Games detected as Xbox titles, and not launching:
  • See above solution.

PSN

Doesn't connect correctly sometimes:
  • No solution/workaround found yet.
Connection times out.
  • Workaround:
  1. Log in PSN through the browser
  2. After login click the link: https://auth.api.sonyentertainmentnetwork.com/2.0/ssocookie
  3. Copy content of "npsso"
  4. Edit file %AppData%\Local\GOG.com\Galaxy\plugins\installed\psn_RANDOM_KEY\plugin.py
  5. Go to line 64 and change value stored_npsso to copied "npsso" for example:
  6. Restart GOG Galaxy
  7. Click connect with PSN
(Credits: Bustacap GoG´s Forums Source and u/Dunais55 Source)
  1. In addition to totally REPLACING the line 64, delete lines 65 and 66
  2. Because: Python is indent-sensitive, it means the script interpreter uses the vertical alignment to know if blocks of code are within certain statements/conditionals/loops or others. To make sure that the script is correctly interpreted you need to make sure that the line 64 you have just replaced starts with the "s" of stored_npsso right under the "c" of async which is in line 63. Actually it, the line 64 has to start after 8 blank SPACES (do not use tabs).
May be related to ReCaptcha (Source.)

PCXS2

Games not showing/launch:
  • Workaround: create executable/launch command:
  1. Create a separate folder for your games you want to display in PCSX2, call it "Batch Files" or something like that.
  2. Now create a "Name of Your Game".txt file.
  3. Open it. Now copy and paste the following line:start "" "File Path of Your pcsx2.exe" "File Path of Your .iso or .bin or .cue" --nogui(you can find the path in the exe and bin file's context menus: Properties > Security > Object Name)
  4. Save the .txt file.
  5. Change the .txt. ending to .bat.
  6. Add game manually in GOG Galaxy 2 and mark it as owned.
  7. Now you can link the .bat executable for the game you want to add to GOG G2.
Repeat these steps for each .bat game file you want to add to GOG Galaxy 2.
(Credits: u/nvrendingfall)

Any game

Game not showing:
  • If you add a game manually with "add games manually" and "mark as owned" option, you have to point to the executable. Game should be auto-imported and launchable when you connect a specific integration.
(Credits: u/Johny_)
Recently bought game not showing:
  • Press refresh integrations or give it a seconds.
  • Alternative restart GoG Galaxy 2.0

HELP NEEDED!
If you have any suggestion or addition, please let me know! I will be updating this post if possible.
submitted by Cthugh to gog

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