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Joined 10 months ago
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Cake day: January 29th, 2025

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  • Update from Simon aka imsodin, Syncthing Maintainer

    tl;dr for android users: No need to switch apps at this time, the current install continues to work and is safe. If you can disable app auto-updates, please do that for now to be on the safe side.

    Good news: Had a good chat with @nel0x. He is a collaborator on researchxxl’s repo and just marked those releases as “pre-release”, which prevents the obtainium auto-upgrades. So we are back to no immediate risk for users and we can take it slowly, trying to establish communication and more context. It’s still possible and imo likely that nothing nefarious is going on, just a very suboptimal handover that needs clearing up. There’s no need to go dig for repos on github, the technicalities of continuing to publish an app are not an issue - the open/relevant points are about a possible direct continuation of the existing app (or not), the time/effort that needs to be volunteered to publish an app and the trust in whoever does that. Hopefully we can work something out. If you are interested in helping maintain the app, let us know, other than that imo nothing to do here except if you are a user, to do the above in the tl;dr and every now and then check-in on the status (now and then being more like every week than every hour 😉 ).

    https://forum.syncthing.net/t/does-anyone-know-why-syncthing-fork-is-no-longer-available-on-github/25661/58


  • pulsewidth@lemmy.worldtoSelfhosted@lemmy.worldPSA syncthing-fork has changed owners
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    15 days ago

    Sounds like a really good reason not to use Obtainium, if any repo you have tracked for updates can just redirect you to a completely different repo If they have the keys - and throw no complaints when updating to an entirely different apk.

    With F-Droid they at least have to have the same signing keys, and the code must be a replicable build by F-Droid’s internal apk signature copying process - meaning the code for the supplied APK always matches the code on the repository for the build.






  • Haven’t seen anyone say this so I will: if your home isn’t Fort Knox or a billionaire bunker, then presume it will be broken into. If they don’t steal your shit, they might just smash it for funsies. If you’re running home lab, you probably don’t have the money to turn your home into Fort Knox, but even if you did you’d probably be better off removing the need:

    1. back important data up to another site automatically: Friends house, family, cloud, etc. Preferably far away.
    2. encrypt everything that’s got private data on it, both onsite and remotely.

    Then you don’t have to worry about theft or damage or fire. Congrats, you’re doing better than probably 50% of businesses-grade setups.


  • The difference is that passworded zip files are used to distribute malware regularly. For a few reasons such as they’re very simple to use (malware creators are often lazy) and they can be generally be unpacked with preinstalled libraries or programs on the OS. A random encrypted file will require a DLL or runtime that can unpack the blob, and antivirus engines find that kind of stuff packaged together very sus.


  • Thanks for the effort digging. This does not actually point out any game doing it in particular though, and it’s actually a perfect example of a working antivirus picking up a suspect file (a password protected archive) in a game’s install tree.

    This is from Aug 2024 and could even be from one of the games that distributed malware. Its absolutely something that Steam should be blocking/flagging for manual review, and a huge red flag that any developer would use this as a tool for distributing their game content.




  • Citation please for any indie dev using passworded zip files to lock game content. That would be a pretty dumb approach given all retail security suites / antiviruses will flag a password-protected archive as suspect by default (because they’re so commonly used in the past to distribute malware).


  • pulsewidth@lemmy.worldtoGames@lemmy.world*Permanently Deleted*
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    2 months ago

    All they’re expected to do is pay for upstream providers to scan their submissions (eg third party security providers), no need to hire new staff. This is the fourth instance publicized this year! They should communicate regarding issues like OPs - but like usual, it’s crickets.


  • pulsewidth@lemmy.worldtoGames@lemmy.world*Permanently Deleted*
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    2 months ago

    They’ve already missed four instances of malware this year that have been publicly reported. How many have other storefronts missed?

    I don’t see why asking them out to improve is an unbalanced response or unfair, given the enormous budget they have and the market dominance.


  • pulsewidth@lemmy.worldtoGames@lemmy.world*Permanently Deleted*
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    2 months ago

    Who said you need to pay more for games? Steam already takes thirty percent of sales (for the vast majority of sales), they are a $10b+ game distribution company… They’re worth more than several leading security/antivirus companies combined.

    I just don’t understand the mindset people get around Steam. They are a business that makes a fortune distributing games, run by a billionaire - they are not a little indie company struggling under the weight of their success.


  • pulsewidth@lemmy.worldtoGames@lemmy.world*Permanently Deleted*
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    2 months ago

    Well since Steam provide absolutely zero details about their scanning process (or even if it exists), seems like conversely people are making a lot of really complementary assumptions about Steam, no?

    This is certainly not the first malware distributed by Steam - this is in fact the fourth publicly-known instance just this year.
    Seems like they need to step up their game if you ask me.