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As for freinds, you can do the same thing. If you expect it to happen a lot, then copy it to a disk or other media. I know several people with slow connections that have others do this for them so they don't have to wait 8 hours for a 5 GB file.
As long as they legaly own the game, it is fine.
I believe this is a feature only a minority of users would appreciate. The time to code and maintain it is simply not worth it.
I have an old PC too weak to play games. I'm thinking maybe I should slap linux on it, hide it in a closet but hook it up to the network and just upload the steamapps folder directories from my various macs/pcs in the house and keep them there to jumpstart downloads. :D
Finding other Steam clients running on the local network
Give the Steam client the ability to act as a mini content server
Authenticate other clients to be sure they own games they're trying to download
The first feature on that list there has plenty of other potential applications beyond downloading; it could power a feature that let you chat with / see the status of other players who are on your local network, for example. You'd probably want to use something like SSDP (as Bittorrent does).
The authentication bit is a feature that already exists; it's used for doing authentication in peer-to-peer games.
Letting Steam act like a mini content server is also relatively straight-forward. Under the new content system, the content server is essentially a web server, and implementing a very simple web server is relatively easy.
Then on the client end it's relatively easy to integrate, just add the discovered local servers to the head of the internal list of servers used for downloading by the client.
Then boom, you can get both newly installed games and updates from other clients, pretty much painlessly.
A minority? Student or young professional house shares? University dorms? A win win, steam saves bandwidth on a huge scale and people get games quicker.
No idea why it's been this long and we still don't have it!
https://blog.multiplay.co.uk/2014/04/lancache-dynamically-caching-game-installs-at-lans-using-nginx/
I've seen this, it's an impractical and unsupported solution for 99.9% of multi user (ie, more than 1) environments. As well as a dedicated server and disk space to keep the cache on It also requires ongoing maintenance to keep the hostnames up to date and can be and has been broken by any number of changes in practise by steam, origin etc - hell, if it d that simple any caching proxy would work, it's not a new concept. I'm a professional IT geek with half a dozen gaming machines on the LAN and more than one server in the home, and even I haven't bothered.
A separate and supported LAN caching app, or additional features bolted onto steamCMD might be a little better, but really what's needed is local P2P or 'in home master' options on the client. Zero config local P2P that's on by default would be best and save substantial bandwidth going into universities etc just in itself.
Although just hints have shown up in the client doesn't necessarily mean that it'll get finished and released.