gbe_fork/CHANGELOG.md
2024-01-24 22:57:32 +02:00

28 KiB

  • fixed the condition of warn_forced_setting, previously it may be reset back to false accidentally
  • deprecated disable_overlay_warning.txt in steam_settings folder in favor of new options/files
  • new disable_overlay_warning_*.txt settings to disable certain or all warnings in the overlay
    • disable_overlay_warning_forced_setting.txt:
      • disable the warning for the usage of any file force_*.txt in the overlay
      • unlocks the settigs menu, this may result in an undesirable output
    • disable_overlay_warning_bad_appid.txt: disable the warning for bad app ID (when app ID = 0) in the overlay
    • disable_overlay_warning_local_save.txt: disable the warning for using local save in the overlay
    • disable_overlay_warning_any.txt: all the above

2024/1/20

  • [Detanup01] added implementation for Steam_Remote_Storage::EnumerateUserSubscribedFiles() +
    mods files handles in Steam_Remote_Storage::UGCDownload() + Steam_Remote_Storage::UGCDownloadToLocation()
    which makes mods now work for many games
  • [Kola124] enhanced the settings parser to detect primary and preview mod files sizes automatically +
    use the base Steam URL by default for workshop URL + auto calculate the mod score from up/down votes
    also thanks to [BTFighter] for providing logs
  • Breaking change mod preview image file must exist in steam_settings\mod_images\<MOD_ID>
  • an enhancement to the settings parser to attempt to auto detect mods when mods.json is not present, with the same behavior as when the json file was created.
    this works for mods with only 1 primary file and only 1 preview file
  • fixed the generated path of mod preview_url, previously it would contain back slashes \ on Windows
  • use last week epoch as the default time for mods dates (created, added, etc...)
  • make sure the mod path is always normalized and absolute, required by some APIs
  • Steam UGC: implement SetUserItemVote(), GetUserItemVote(), AddItemToFavorites(), RemoveItemFromFavorites(),
    favorite mods list are now saved in favorites.txt in the user save data folder
  • cold client loader can now inject user dlls, and force inject the steamclient(64).dll library,
    also you can control the injection order via a file load_order.txt, check its readme and the provided example
  • a new experimental dll (which must be injected first) to patch Stub drm v3.1 in memory, check the injection example of the cold client loader
  • cold client loader will now treat relative paths as relative to its own path, previously it used the current active directory
  • cold client loader no longer needs an explicit setting for the ExeRunDir, by default it would be the folder of the exe
  • in cold client loader, the option ResumeByDebugger is now available for the release build
  • cold client loader is now built for 32-bit and 64-bit separately, and will display a nag about architecture difference if for example the app was 32-bit and the loader was 64-bit, this could be disabled via the setting IgnoreLoaderArchDifference=1
  • the cold client loader will output useful debug info when the debug build is used
  • added a very basic crashes logger/printer, enabled by creating a file called crash_printer_location.txt inside the steam_settings folder, check README.realease.md for more details
  • fixed a problem in the overlay which would cause a crash for the guest player when an invitation was sent
  • Steam UGC: make sure returned mod folder from GetItemInstallInfo() is null terminated, previously some apps would get a bad malformed string because of this
  • Steam_RemoteStorage: very basic implementation for GetQueryUGCNumTags(), GetQueryUGCTag(), GetQueryUGCTagDisplayName()
  • new function in local storage to get list of folders at root level, given some path
  • imitate how the DOS Stub is manipulated during/after the build
  • some fixes to the win build script + use the undocumented linker flag /emittoolversioninfo:no to prevent adding the MSVC Rich Header
  • debug messages are now mostly scoped, ex: Steam_Ugc::XXX
  • added a bunch of helper functions, common_helpers::XXX + pe_helpers::XXX

2024/1/5


2024/1/3

  • added a new option to the Windows version of the client loader to aid in debugging.
    the option is called ResumeByDebugger, and setting it to 1 will prevent the loader from
    auto resuming the main app thread, giving you a chance to attach your debugger.
  • make the script generate_emu_config generate an empty DLC.txt if the app has no DLCs
  • windows build: sign each file after build with a self-signed generated certificate + note in the release readme regarding false-positives
  • windows build: note in readme about Windows SDK
  • windows build: added vesion resource (.rc file)
  • gen emu config: readme + icon attribution
  • added anonymous login to gen emu script, these accounts have very limited access
  • linux + win build scripts: introduce -verbose flag
  • windows build script: ensure /MT when compiling
  • output protoc generated in a subfolder in dll/ for easier code reference +
    don't cleanup protoc generated files, because VScode gets confused and cannot find files/types

2023/12/21 - 2023/12/27

  • [Detanup01] added option to send auth token with new Ticket! + an option to include the GC token
    by default the emu will send the old token format for various APIs, like:

    • Steam_GameServer::GetAuthSessionTicket()
    • Steam_User::GetAuthSessionTicket()
    • Steam_User::GetAuthTicketForWebApi()

    this allows the emu to generate new ticket data, and additionally the GC token.
    check the new config files new_app_ticket.txt and gc_token.txt in the steam_settings folder

  • [Detanup01] fixed print issues in some places

  • [remelt] use the index argument to grab the preview URL from UGC query result, fixed by: https://cs.rin.ru/forum/viewtopic.php?p=2964432#p2964432

  • [remelt] allow overriding mod path & mod preview_url in the mods.json file, suggested by: https://cs.rin.ru/forum/viewtopic.php?p=2964432#p2964432

  • allow setting the mod score in the mods.json

  • when the mod preview_url is not overridden, don't set it automatically if preview_filename was empty, otherwise the preview_url will be pointing to the entire mod_images folder, like: file://C:/my_game/steam_settings/mod_images/
    instead set it to an empty string

  • updated mods.EXAMPLE.json

  • added 2 new config files is_beta_branch.txt and force_branch_name.txt
    by default the emu will report a non-beta branch with the name public when the game calls Steam_Apps::GetCurrentBetaName()
    these new config files allow changing that behavior, check the steam_settings folder

  • refactored the steamclient_loader script for Linux + new options and enhancements to make it similar to the Windows version, check its new README!

  • for steamclient loader (Windows + Linux): pass loader arguments to the target exe, allowing it to be used from external callers, example by the lobby_connect tool

  • deprecated the find_interface scripts, now the executable is built for Windows & Linux!

  • included the steam_settings.EXAMPLE for Linux build

  • updated release READMEs!

  • added a README for the repo with detailed build steps


  • check for invalid data pointer in GetAuthSessionTicket()
  • additional sanity check in InitiateGameConnection() + print input data address in debug build
  • moved the example app id and interfaces files inside steam_settings folder, to avoid encouraging putting files outside

  • fixed all debug build warnings for Linux & Windows (no more scary messages!)
  • updated Linux & Windows build scripts to avoid removing the entire build folder before building + introduced clean flag
  • added licenses & sources of all extrnal libraries + added a new cryptography library Mbed TLS
    you have to rebuilt the deps
  • deprecated the separate/dedicated cleanup script for Windows, it's now inlined in the main build script
  • For Windows build script: deprecated low perf & win xp options
  • For Linux build script: deprecated low perf option
  • restored all original but unused repo files into their separate folder
  • lots of refactoring and relocation in the source repo:
    • all build stuff will be inside build folder
    • restructured the entire repo
    • generate proto source files in the build\tmp folder insead of the actual source folder

  • settings_parser.cpp:
    • cleanup the settings parser code by split it into functions
    • increase the buffer size for account_name to 100 chars
    • increase the buffer size for language to 64 chars
  • common_includes.h:
    • refactor includes order
    • added new helper function to keep yielding the thread for a given amount of time (currently unused)
  • build scripts:
    • in Linux build scripts don't use -d flag with rm
    • added global build stat message
    • use an obnoxious name for the file handle variable used if the PRINT_DEBUG macro to avoid collisions, in the caller has a variable with same name
  • don't cache deps build when pushing tag or opening pull requests
  • remove hardcoded repo path + remove Git LFS flag since it's no longer needed

2023/12/20

  • fixed the implementation of BIsAppInstalled(), it must lock the global mutex since it is thread-safe, otherwise it will cause starvation and the current thread wion't yield, which triggers some games

  • more accurate behavior for BIsAppInstalled(), reject app ID if it was in the DLC list and isUnlockAllDlc was false

  • basic implementation for RequestAppProofOfPurchaseKey() and RequestAllProofOfPurchaseKeys()

  • a simple implementation for GetEarliestPurchaseUnixTime()

  • more accurate implementation for BGetSessionClientResolution(), set both x & y to 0

  • return false in BIsDlcInstalled() when the given app ID is the base game

  • check for invalid app ID uint32_max in different places

  • more accurate implementation for BReleaseSteamPipe(), return true if the pipe was released successfully

  • lock the global mutex and the overlay mutex in different places just to be on the safe side, without it, some games suffer from thread starvation, might slow things down

  • added missing env var SteamOverlayGameId to steam_client and client_loader

  • added a startup timer + counter for reference, currently used to print timestamp in debug log

  • consistent debug log location, for games that change cwd multiple times while running

  • fixed error propagation in Windows build script, apparently set /a var+=another_var works only if another_var is a defined env var but NOT one of the "magic" builtins like errorlevel


2023/12/17

  • More accurate implementation for BIsAppInstalled(), it now rejects uint32_max

  • Allow behavior customizization via installed_app_ids.txt config file

  • Limit/Lock list of installed apps on an empty file (similar to dlc.txt)

  • Changed the behavior of GetCurrentBetaName() to comply with the docs, might break stuff

  • Allow customizing the behavior via ne config files: is_beta_branch.txt + force_branch_name.txt

  • New script to generate native executable for generate_emu_config on Linux using pyinstaller

  • Deprecate the old RtlGenRandom() in favor of the new BCryptGenRandom()

  • Setup Github Worflows to:

    • Build generate_emu_config for Linux when you push code to a branch whose name matches the pattern ci-build-gen-linux*
    • Build generate_emu_config for Windows when you push code to a branch whose name matches the pattern ci-build-gen-win*
    • Build the emu for Linux when you push code to a branch whose name matches the pattern ci-build-emu-linux*
    • Build the emu for Windows when you push code to a branch whose name matches the pattern ci-build-emu-win*
    • Build everything when you push code to a branch whose name is ci-build-all
    • Build everything and create a release when you push a tag whose name matches the pattern release*
  • Packaging scripts for both Windows & Linux, usable locally and via Github Workflows

    • For the emu:
      • First run build_win_deps.bat (Windows)
        or sudo ./build_linux_deps.sh (Linux)
      • Run build_win.bat release + build_win.bat debug (Windows)
        or ./build_linux.sh release + ./build_linux.sh debug (Linux)
      • Finally run package_win.bat release + package_win.bat debug (Windows)
        or sudo ./package_linux.sh release + sudo ./package_linux.sh debug (Linux)
    • The same goes for generate_emu_config (scripts folder) but the scripts do not take any arguments, so no release or debug
  • Added all third-party dependencies as local branches in this repo + refer to these branches as submodules, making the repo self contained


2023/12/14

  • based on cvsR4U1 by ce20fdf2 from viewtopic.php?p=2936697#p2936697

  • apply the fix for the Linux build (due to newer glibc) from this pull request by Randy Li: https://gitlab.com/Mr_Goldberg/goldberg_emulator/-/merge_requests/42/

  • add updated translation of Spanish + Latin American to the overlay by dragonslayer609 from viewtopic.php?p=2936892#p2936892

  • add updated translation of Russian to the overlay by GogoVan from viewtopic.php?p=2939565#p2939565

  • add more interfaces to look for in the original steam_api by alex47exe from viewtopic.php?p=2935557#p2935557

  • add fix for glyphs icons for xbox 360 controller by 0x0315 from viewtopic.php?p=2949498#p2949498

  • bare minimum implementation for SDK 1.58a

    • backup the current version of the interface 'steam ugc'

      • create new file: isteamugc017.h
        • copy the current version of the interface to this file
        • don't copy enums, structs, constants, etc..., just copy the pure virtual (abstract) class of the interface
        • rename the abstract class to include the current version number in its name, i.e. 'class ISteamUGC017'
        • create a file header guard containing the interface version in its name, i.e. 'ISTEAMUGC017_H'
        • if the file has '#pragma once', then guard this line with '#ifdef STEAM_WIN32' ... '#endif', I don't know why
    • isteamugc.h (this always contains the declaration of latest interface version)

      • declare the new API: GetUserContentDescriptorPreferences()
      • update the API: SetItemTags() to use the new argument
      • update the interface version to STEAMUGC_INTERFACE_VERSION018
    • steam_ugc.h (this always contains the implementation of ALL interfaces versions)

      • add the backed-up abstract class to the list of inheritance, i.e. 'public ISteamUGC017'
      • (needs revise) implement the new API: GetUserContentDescriptorPreferences()
      • add a new overload of the API: SetItemTags() which takes the new additional argument
    • backup the current version of the interface 'steam remote play'

      • create new file: isteamremoteplay001.h
        • copy the current version of the interface to this file
        • don't copy enums, structs, constants, etc..., just copy the pure virtual (abstract) class of the interface
        • rename the abstract class to include the current version number in its name, i.e. 'class ISteamRemotePlay001'
        • create a file header guard containing the interface version in its name, i.e. 'ISTEAMREMOTEPLAY001_H'
        • if the file has '#pragma once', then guard this line with '#ifdef STEAM_WIN32' ... '#endif', I don't know why
    • isteamremoteplay.h (this always contains the declaration of latest interface version)

      • declare the new API: BStartRemotePlayTogether()
      • update the interface version to STEAMREMOTEPLAY_INTERFACE_VERSION002
      • fix file header guard from _WIN32 to STEAM_WIN32
    • steam_remoteplay.h (this always contains the implementation of ALL interfaces versions)

      • add the backed-up abstract class to the list of inheritance, i.e. 'public ISteamRemotePlay001'
      • (needs revise) implement the new API: BStartRemotePlayTogether()
    • steam_api.h

      • #include the backed-up interface files:
        • #include "isteamugc017.h"
        • #include "isteamremoteplay001.h"
      • declare the new API: SteamInternal_SteamAPI_Init()
      • add a new enum ESteamAPIInitResult
      • fix return type of SteamAPI_InitSafe() from bool to steam_bool (some stupid games read the whole EAX register)
      • add a useless inline implementation for the API: SteamAPI_InitEx(), not exported yet but just in case for the future
    • steam_gameserver.h

      • declare the new API: SteamInternal_GameServer_Init_V2()
      • fix return type of SteamGameServer_Init() from bool to steam_bool (some stupid games read the whole EAX register)
      • add a useless inline implementation for the API: SteamGameServer_InitEx(), not exported yet but just in case for the future
    • steam_api_common.h

      • declare a new type: SteamErrMsg
    • dll.cpp (this has the implementation of whatever inside steam_api.h + steam_gameserver.h)

      • (needs revise) implement the new API: SteamInternal_SteamAPI_Init()
      • (needs revise) implement the new API: SteamInternal_GameServer_Init_V2()
      • read some missing interfaces versions when parsing steam_interfaces.txt
      • initialize all interfaces versions with the latest ones available, instead of hardcoding them
    • steam_client.cpp

      • add a new version string for the interface getter GetISteamUGC()
      • add a new version string for the interface getter GetISteamRemotePlay()
    • isteamnetworkingsockets.h

      • fix the signatures of the APIs: (ISteamNetworkingConnectionCustomSignaling vs ISteamNetworkingConnectionSignaling)
        • ConnectP2PCustomSignaling()
        • ReceivedP2PCustomSignal()
    • isteamnetworkingsockets009.h

      • fix the signatures of the APIs: (ISteamNetworkingConnectionCustomSignaling vs ISteamNetworkingConnectionSignaling)
        • ConnectP2PCustomSignaling()
        • ReceivedP2PCustomSignal()
    • steam_networking_sockets.h

      • implement the missing overloads of the APIs: (ISteamNetworkingConnectionCustomSignaling vs ISteamNetworkingConnectionSignaling)
        • ConnectP2PCustomSignaling()
        • ReceivedP2PCustomSignal()
    • steam_api_flat.h
      ////////////////////

      • declare new interfaces getters:
        • SteamAPI_SteamUGC_v018()
        • SteamAPI_SteamGameServerUGC_v018()
      • declare the new API: SteamAPI_ISteamUGC_GetUserContentDescriptorPreferences()
      • (needs revise) update signature of the API: SteamAPI_ISteamUGC_SetItemTags() to add the new argument this will potentially break compatibility with older version of the flat API
        ////////////////////
      • declare new interface getter: SteamAPI_SteamRemotePlay_v002()
      • declare the new API: SteamAPI_ISteamRemotePlay_BStartRemotePlayTogether()
        ////////////////////
      • fix the signatures of the APIs: (ISteamNetworkingConnectionCustomSignaling vs ISteamNetworkingConnectionSignaling)
        • SteamAPI_ISteamNetworkingSockets_ConnectP2PCustomSignaling()
        • SteamAPI_ISteamNetworkingSockets_ReceivedP2PCustomSignal()
    • flat.cpp
      ////////////////////

      • implement new interfaces getters:
        • SteamAPI_SteamUGC_v018()
        • SteamAPI_SteamGameServerUGC_v018()
      • implement the new API: SteamAPI_ISteamUGC_GetUserContentDescriptorPreferences()
      • (needs revise) update signature of the API: SteamAPI_ISteamUGC_SetItemTags() to use the new argument this will potentially break compatibility with older version of the flat API
        ////////////////////
      • implement new interface getter SteamAPI_SteamRemotePlay_v002()
      • implement the new API: SteamAPI_ISteamRemotePlay_BStartRemotePlayTogether()
        ////////////////////
      • fix the signatures of the APIs: (ISteamNetworkingConnectionCustomSignaling vs ISteamNetworkingConnectionSignaling)
        • SteamAPI_ISteamNetworkingSockets_ConnectP2PCustomSignaling()
        • SteamAPI_ISteamNetworkingSockets_ReceivedP2PCustomSignal()
    • isteamfriends.h

      • (needs revise) add a missing (or new?) member m_dwOverlayPID to the struct GameOverlayActivated_t, hopefully this doesn't break stuff
    • steamnetworkingtypes.h

      • add new (or missing?) members to the enum ESteamNetworkingConfigValue:
        • k_ESteamNetworkingConfig_RecvBufferSize
        • k_ESteamNetworkingConfig_RecvBufferMessages
        • k_ESteamNetworkingConfig_RecvMaxMessageSize
        • k_ESteamNetworkingConfig_RecvMaxSegmentsPerPacket
    • add the file isteamdualsense.h, it isn't used currently but just in case for the future

    • update descriptions/comments or refactor/spacing

      • isteamapplist.h
      • isteamgamecoordinator.h
      • isteamps3overlayrenderer.h
      • isteamuserstats.h
      • isteamutils.h
      • isteamvideo.h
      • steamhttpenums.h
      • steamtypes.h
  • use Unicode when sanitizing settings, mainly for local_save.txt config file

    • new dir "utfcpp": containg all the source/include files of this library: https://github.com/nemtrif/utfcpp
    • common_includes.h: include the new library "utfcpp"
    • settings.cpp: in Settings::sanitize(): convert to utf-32 first, do the sanitization, then convert back to std::string and return the result
  • avoid locking the global mutex every time when getting the global steamclient instance

    • dll.cpp: in get_steam_client(): only lock when the instance is null and double check for null, should speed up things a little bit
  • in different places, avoid locking gloal mutex if the relevant functionality was disabled

    • example in steam_user_stats.h: SetAchievement()
    • example in steam_overlay.cpp:
      • Steam_Overlay::AddMessageNotification()
      • Steam_Overlay::AddInviteNotification()
  • explicitly use the ASCII version of Windows APIs to avoid conflict when building with define symbols UNICODE + _UNICODE

    • base.cpp: GetModuleHandleA()
    • steam_overlay.cpp: PlaySoundA()
  • fix the implementation of RtlGenRandom stub:

    • return a number
    • use extern "C" if building in C++ mode
  • add new build scripts for both Windows and Linux for a much easier dev/build experience,
    both Windows and Linux scripts will run parallel build jobs for a much faster build times,
    by default, the scripts will use 70% of the max available threads, but if the auto detection didn't work,
    you can pass for example -j 10 to the scripts to use 10 parallel jobs

    on Linux, archives (.a files) of third party libraries are bundled wholly, and built statically via:
    -Wl,--whole-archive -Wl,-Bstatic -lssq -lcurl ... -Wl,-Bdynamic -Wl,--no-whole-archive
    this ensures that the final output binary (for example: libsteam.so) won't require these libraries at runtime

    • to build on Linux (I'm using latest Ubuntu on WSL)

      • run as sudo ./build_linux_deps.sh, this will do the following:

        • download and install the required build tools via apt-install
        • unpack the third party libraries (protobuf, zlib, etc...) from the folder third-party to build-linux-deps
        • build the unpacked libraries from build-linux-deps

        you only need this step once, additionally you can pass these arguments to the script:

        • -verbose: force cmake to display extra info
        • -j <n>: force cmake to use <n> parallel build jobs
      • without sudo, run ./build_linux.sh and pass the argument release or debug to build the emu in the corresponding mode, this will build the emu inside the folder build-linux
        some additional arguments you can pass to the script:

        • -lib-32: prevent building 32-bit libsteam_api.so

        • -lib-64: prevent building 64-bit libsteam_api.so

        • -client-32: prevent building 32-bit steamclient.so

        • -client-64: prevent building 64-bit steamclient.so

        • -tool-clientldr: prevent copying the script steamclient_loader.sh

        • -tool-itf: prevent copying the script find_interfaces.sh

        • -tool-lobby-32: prevent building executable lobby_connect_x32

        • -tool-lobby-64: prevent building executable lobby_connect_x64

        • +lowperf: (UNTESTED) pass some arguments to the compiler to prevent emmiting instructions for: SSE4, popcnt, AVX

        • -j <n>: force build operations to use <n> parallel jobs

    • to build on Windows (just install Visual Studio 2019/2022)

      • without admin, run build_win_deps.bat, this will do the following:

        • unpack the third party libraries (protobuf, zlib, etc...) from the folder third-party to build-win-deps
        • build the unpacked libraries from build-win-deps

        you only need this step once, additionally you can pass these arguments to the script:

        • -verbose: force cmake to display extra info
        • -j <n>: force cmake to use <n> parallel build jobs
      • without admin, run build_win.bat and pass the argument release or debug to build the emu in the corresponding mode,
        this will build the emu inside the folder build-win some additional arguments you can pass to the script:

        • -lib-32: prevent building 32-bit steam_api.dll

        • -lib-64: prevent building 64-bit steam_api64.dll

        • -ex-lib-32: prevent building experimental steam_api.dll

        • -ex-lib-64: prevent building experimental steam_api64.dll

        • -ex-client-32: prevent building experimental steamclient.dll

        • -ex-client-64: prevent building experimental steamclient64.dll

        • -exclient-32: prevent building experimental client steamclient.dll

        • -exclient-64: prevent building experimental client steamclient64.dll

        • -exclient-ldr: prevent building experimental client loader steamclient_loader.exe

        • -tool-itf: prevent building executable find_interfaces.exe

        • -tool-lobby: prevent building executable lobby_connect.exe

        • +lowperf: (UNTESTED) for 32-bit build only, pass the argument /arch:IA32 to the compiler

        • -j <n>: force build operations to use <n> parallel jobs

  • added all required third-party libraries inside the folder third-party

  • greatly enhanced the functionality of the generate_emu_config script + add a build script

    • run recreate_venv.bat to
      • create a python virtual environemnt
      • install all required packages inside this env
    • run rebuild.bat to produce a bootstrapped .exe built using pyinstaller
    • inside the folder of the built executable
      • create a file called my_login.txt, then add your username in the first line, and your password in the second line
      • run the .exe file without any args to display all available options
  • revert the changes to SetProduct() and SetGameDescription()

  • in steam_overlay.cpp, in AddAchievementNotification(): prefer original paths of achievements icons first, then fallback to achievement_images/

Older changes

  • add missing implementation of (de)sanitize_string when NO_DISK_WRITE is defined which fixes compilation of lobby_connect

  • check for empty string in (de)sanitize_file_name() before accessing its items

  • implement new API: GetAuthTicketForWebApi()

    • base.h: declare the new API: getWebApiTicket()
    • base.cpp: implement the new API: Auth_Ticket_Manager::getWebApiTicket()
    • steam_user.h: call the new API inside GetAuthTicketForWebApi()
  • add an updated and safer impl for Local_Storage::load_image_resized() by RIPAciD from viewtopic.php?p=2884627#p2884627

  • add missing note in ReadMe about libssq

  • add new release 4 by ce20fdf2 from viewtopic.php?p=2933673#p2933673

  • add hotfix 3 by ce20fdf2 from viewtopic.php?p=2921215#p2921215

  • add hotfix 2 by ce20fdf2: viewtopic.php?p=2884110#p2884110

  • add initial hotfix by ce20fdf2