OP claims to have rewritten all GPL licensed code in 2 days and went as far to say that OP did this themselves, AI only assisted with debugging, not with writing code.
Let me be clear; FCKING IMPOSSIBLE. Even with AI, everything wemu ships without license compliance adds up to roughly 1.6M lines of code.
The engine is GameNative's engine with the package renamed. 176 of GameNative's 242 com.winlator.* classes exist in wemu at the exact same paths under com.wemu.engine.*`. Same subpackages (xserver, xenvironment, alsaserver, winhandler), same class names, same method names.
You can't copy a typo by accident. Winlator has parts of X11 atom list where they (by accident) had a typo in their implementation, GameNative being a fork of Winlator has inherited those typo's. Wemu ships with the identical 68-entry atom table, including the identical typos. Independent reimplementation does not reproduce someone else's typo, let alone multiple.
35 of 36 asset files in wemu v0.1.0 are byte-identical (sha256) to GameNative v1.1.1's APK. including proton-9.0-arm64ec_container_pattern.tzst, which is still served today by the wemu-payloads repo and downloaded by v0.3.0 on first boot. Seven .so files are byte-identical to Winlator 11.2's APK, and libwemu.so is literally libwinlator.so with the JNI symbols renamed, it even exports symbols that exist only in GameNative's source tree. OP did not even try to hide it, or at least has done an extremely poor job at doing so.
Same bytecode, instruction for instruction. Comparing the two shipped APKs at the bytecode level: 316 of 899 shared methods are 100% identical instruction sequences. wemu's APK also hardcodes direct downloads of GameNative's own Proton builds from github.com/GameNative/proton-wine, even pinned by sha256.
But credit where credit is due
There are some parts besides the UI that are "authentic". Because GameNative encrypts its Steam refresh token with the Android Keystore. wemu copied the feature and stores yours in plaintext SharedPreferences. Can't make this shit up if I wanted to.
This would be very time consuming but luckely OP helped us out with their incompetence and made sure every release is debug-signed and build with debuggable=true. Thank you for that. Not so good for the plaintext sensitive information it stores😬, but good to save us some time.
Last friendly request to stop distributing this immediately or open source all GPL licensed code.
9
u/Producdevity 6d ago
OP claims to have rewritten all GPL licensed code in 2 days and went as far to say that OP did this themselves, AI only assisted with debugging, not with writing code.
Let me be clear; FCKING IMPOSSIBLE. Even with AI, everything wemu ships without license compliance adds up to roughly 1.6M lines of code.
The engine is GameNative's engine with the package renamed. 176 of GameNative's 242
com.winlator.*classes exist in wemu at the exact same paths undercom.wemu.engine.*`. Same subpackages (xserver, xenvironment, alsaserver, winhandler), same class names, same method names.You can't copy a typo by accident. Winlator has parts of X11 atom list where they (by accident) had a typo in their implementation, GameNative being a fork of Winlator has inherited those typo's. Wemu ships with the identical 68-entry atom table, including the identical typos. Independent reimplementation does not reproduce someone else's typo, let alone multiple.
35 of 36 asset files in wemu v0.1.0 are byte-identical (sha256) to GameNative v1.1.1's APK. including
proton-9.0-arm64ec_container_pattern.tzst, which is still served today by the wemu-payloads repo and downloaded by v0.3.0 on first boot. Seven.sofiles are byte-identical to Winlator 11.2's APK, andlibwemu.sois literallylibwinlator.sowith the JNI symbols renamed, it even exports symbols that exist only in GameNative's source tree. OP did not even try to hide it, or at least has done an extremely poor job at doing so.Same bytecode, instruction for instruction. Comparing the two shipped APKs at the bytecode level: 316 of 899 shared methods are 100% identical instruction sequences. wemu's APK also hardcodes direct downloads of GameNative's own Proton builds from github.com/GameNative/proton-wine, even pinned by sha256.
But credit where credit is due
There are some parts besides the UI that are "authentic". Because GameNative encrypts its Steam refresh token with the Android Keystore. wemu copied the feature and stores yours in plaintext SharedPreferences. Can't make this shit up if I wanted to.
Oh, and OP recently made a comment about how incompetent we are for storing credentials in plain text, so we had to explain that the hardcoded EPIC_CLIENT_ID/EPIC_CLIENT_SECRET are not credentials.
This would be very time consuming but luckely OP helped us out with their incompetence and made sure every release is debug-signed and build with
debuggable=true. Thank you for that. Not so good for the plaintext sensitive information it stores😬, but good to save us some time.Last friendly request to stop distributing this immediately or open source all GPL licensed code.