On commercial forks FOSS projects
drewdevault.com
drewdevault.com
Bringing up together with what TikTok did is kinda dishonest
StreamLabs is only mentioned as part of the ecosystem that would benefit from commercial collaboration in the FOSS process, alongside vanilla OBS users.
>recent (and illegal) commercial forks of a popular FOSS streaming platform called OBS Studio by companies like TikTok, StreamLabs
https://web.archive.org/web/20211218121304/https://drewdevau...
That doesn't appear to be Gnu's position. Obs plugins definitely "share complex data structures".
"If the main program and the plugins are a single combined program then this means you must license the plug-in under the GPL..."
"If the main program uses fork and exec to invoke plug-ins, and they establish intimate communication by sharing [or shipping] complex data structures...that can make them one single combined program"
"If the main program dynamically links plug-ins, and they make function calls to each other and share data structures, we believe they form a single combined program"
https://www.gnu.org/licenses/old-licenses/gpl-2.0-faq.en.htm...
The prevailing view is that if a GPL application is just implementing a pre-existing plugin API (for example VST or NPAPI) then obviously plugins built for that API can't be held to the licensing of one particular host application. On the other hand, if said API is specific to the GPL application then the GPL applies (for example Linux kernel device driver interfaces).
I'm not sure if it's ever even happened, but it's interesting to contemplate the possibility of a proprietary application implementing compatibility with an existing GPL app's plugin API.
And even if it did we’d only have a precedent that may be hard to apply.
So the GPL only triggers when a work incorporating GPL code is distributed, so the question here boils down to "does the plugin itself contain GPL code" and not to "can it be loaded into a GPL'ed program on the users computer." The GPL does not and cannot force a license on some piece of software that only implements an API - it can only affect software that directly incorporates code.
Think about it this way: If the mere ability to be loaded as a pieces of software into a GPL'ed program is sufficient to force the piece of software under GPL, then I could just write a small GPL program for any piece of closed source software and force it under GPL. That clearly doesn't work.
I don't think it's that simple either. You mentioned the Virtual box kernel modules. There's plenty of discussion, some from Linus that some kernel modules are "derived works of Linux" and some are not. The binary Nvidea kernel drivers had to skip using a zero-copy DMA feature because of this, even if they shipped standalone.
I suspect the same situation exists here. OBS, for example, has some very specific structs, header files, api functions, and other ways of interacting with plugins. A plugin made to work with OBS could very well be a derivative work, regardless of whether it ships with OBS or not. Distribution of the derivative work alone triggers the GPL in that case.
v2 sect 2b
You must cause any work that you distribute or publish, that in whole or in part contains or is derived from the Program or any part thereof, to be licensed as a whole at no charge to all third parties under the terms of this License.
> The understanding of intellectual property among gamers and the companies which serve them differs substantailly from that of free software, and literacy in the values and philosophy of free software among this community is very low.
This is plainly false. Game devs are thoroughly aware of IP law, and the huge variety of licensing contracts and obligations. I mean, we have to be, otherwise we'd be having constant problems with software and business partners on one end, and with internet randos stealing and cloning our work for their own benefit the other hand.
And OSS licenses are typically the least complicated ones - and the values of OSS are very well understood, and many game companies contribute what they can as well.
So what's the real problem here? It's that a huge international video streaming conglomerate decided to intentionally violate software licensing conditions, in order to get a product to market faster.
This was not an accident due to "lack of understanding". Maybe it was a case of "get it to market first, we'll swap out that component later"? Or maybe "go ahead and bundle it in, nobody will be able to sue us in our jurisdiction"? Who knows.
But throwing gamers and game developers under the bus, just because some games-adjacent megacorp is behaving badly, is a really weird look.
oohhhh not sure about that - games are a team sport, even for "loner" game devs. The strange bedfellows of publishers, engine/tooling makers, and wild-eyed coders and artists is not new.. the personal actions of game developers, let no one tarnish their intelligence! cheats on FOSS license, you bet it happens IMHO
P.s. thanks for the typo - fixed!
I'm not sure this is a modern phenomena.
People love to hear themselves talk, myself included.
If someone is looking however, it must emit a sound.
In that sense your criticism is a vacuous one.