Commit Graph

1064 Commits

Author SHA1 Message Date
JustArchi
d3470624bc Log processID too 2016-09-21 15:22:42 +02:00
JustArchi
0439656499 Misc 2016-09-20 16:29:13 +02:00
JustArchi
dc1ae32d37 Slightly improve key data updates 2016-09-20 16:05:04 +02:00
JustArchi
b3b07a465b Misc optimization 2016-09-20 15:37:40 +02:00
JustArchi
e6fff8c6bd Bump 2016-09-18 22:27:29 +02:00
JustArchi
b010009a2d AppVeyor: Skip build status changes 2.1.5.1 2016-09-18 22:15:06 +02:00
JustArchi
444eb97f49 Remove time left from !2fa
It doesn't make any sense if code works for ~2 minutes anyway
2016-09-18 22:10:11 +02:00
JustArchi
fbbe3c1d09 Partially revert < 5 seconds waits
It seems that Valve actually accepts not one but several tokens generated close to the point of request being sent, so our 2FA code will be always valid for 1-2 more minutes after supposed timeout...
2016-09-18 20:31:06 +02:00
JustArchi
69bf0022d5 Don't use MONO_DNS 2016-09-18 11:15:24 +02:00
JustArchi
ac6e9bc15a Bump 2016-09-17 05:45:07 +02:00
JustArchi
1df2c3b042 Implement my previous idea
Thanks to that, we can guarantee some room for networking, but also make users more happy as they'll never get 2FA tokens no human is capable of entering in time
2.1.5.0
2016-09-16 23:40:52 +02:00
JustArchi
160bfd612f Approach the problem in better way
The general problem is a mix of a few things: The fact that we don't have much time before steam network disconnects us, if we connect to it and not send log in request in acceptable time, the fact that Steam API might be unavailable and not provide us with server time, and the fact that we must know that time to generate valid tokens.
Previous solution would simply generate token immediately without asking Steam API, and schedule update in background for later, so even if we had incorrect time and failure of first try, second try would usually come with the right clock. If not, eventually we'd succeed anyway.
However, it's possible to slightly improve that - we can generate 2FA code BEFORE even connecting to steam network, this way we have time to ask Steam API, and in worst case of API timeout we'll simply try with our own clock anyway, and if it succeeds, timeframe before connecting and sending logon request should be small enough to fit - in worst case of being on the edge of 30 seconds, we'll simply try again later.
Perhaps it'd also make sense to modify slightly MobileAuthenticator to block and wait in case code is expiring in less than 5 seconds, that could be cool too!
2016-09-16 23:09:09 +02:00
JustArchi
feb80fbf49 Revert "Fix logging in when steam API is unavailable"
This reverts commit 5a267eb225.
2016-09-16 22:46:10 +02:00
JustArchi
5a267eb225 Fix logging in when steam API is unavailable
Or at least part of it...
2016-09-14 19:00:03 +02:00
JustArchi
ccfad31053 Misc 2016-09-14 18:43:34 +02:00
JustArchi
bd3dfa3664 Bump 2016-09-13 03:15:55 +02:00
JustArchi
18c6fd639a Misc 2.1.4.9 2016-09-13 03:12:58 +02:00
JustArchi
75e3ef9818 SteamClient.IsConnected hardening 2016-09-13 02:58:22 +02:00
JustArchi
44b401aabd Never override existing values 2016-09-12 21:01:09 +02:00
JustArchi
4d6f2811bb Unify mono params 2016-09-12 20:52:30 +02:00
JustArchi
11d4430bbc Rename Steam contextID to match ArchiBoT 2016-09-12 05:54:34 +02:00
JustArchi
0cea70ef6a Rename card checks methods to match ArchiBoT 2016-09-12 03:49:17 +02:00
JustArchi
e4df12fc5b Misc 2016-09-11 16:37:18 +02:00
JustArchi
19818f126f Bump 2016-09-09 02:53:33 +02:00
JustArchi
f2a2f93273 Allow an hour of time difference with offline messages 2.1.4.8 2016-09-09 02:50:13 +02:00
JustArchi
e6d4304ca1 Misc consistency 2016-09-05 20:21:50 +02:00
JustArchi
e020f54753 Optimize SteamTimeDifference
In very unlikely case of actually having exactly the same time difference, notice the difference between no value and value of 0
2016-09-05 18:46:00 +02:00
JustArchi
cada3fa920 Don't use bashisms in envsetup 2016-09-02 18:57:13 +02:00
JustArchi
2c99c4b433 Misc 2016-09-02 18:41:40 +02:00
JustArchi
a25a181cd9 Don't use bashisms in post-build scripts
They're always run with /bin/sh and that doesn't always equal to bash
2016-09-02 11:40:30 +02:00
Łukasz Domeradzki
5f3a6d4c10 Update CONTRIBUTING.md 2016-09-02 10:58:38 +02:00
JustArchi
3e82c9f11e Misc 2016-08-31 14:19:27 +02:00
JustArchi
bed87c4c80 Integrate DebugListener with Logger 2016-08-31 13:56:09 +02:00
JustArchi
37f5f82cf8 Bump 2016-08-31 09:27:33 +02:00
JustArchi
ff00b3049a Correct LoginID to use 0
It seems that some broken OSes actually can lead to result of obfuscation mask instead of real value, so ASF shouldn't use it
2.1.4.7
2016-08-30 17:42:01 +02:00
JustArchi
b316d3b03a Don't attempt to farm hours if we have only 1 game left to farm
FarmSolo() function allows more precise tracking, and FarmMultiple() shouldn't be used only with 1 game
2016-08-30 14:05:03 +02:00
JustArchi
3f735d165c Misc 2016-08-30 13:54:40 +02:00
JustArchi
abde04cc83 Misc 2016-08-30 13:46:42 +02:00
JustArchi
e606ca05ed Bump 2016-08-30 12:53:42 +02:00
JustArchi
e0dbd70b37 Final attempt to fix #318 2.1.4.6 2016-08-30 12:45:02 +02:00
JustArchi
d37f5bb250 Maintain debug directory for each bot 2016-08-30 10:16:22 +02:00
JustArchi
fdd9744556 Add standard PP donate option
As per request
2016-08-28 22:58:42 +02:00
JustArchi
3814bd64f0 Bump 2016-08-27 10:15:11 +02:00
JustArchi
98679545d3 Give up, Mono in travis is truly broken 2.1.4.5 2016-08-27 10:02:05 +02:00
JustArchi
49b1259817 Misc 2016-08-27 09:56:52 +02:00
JustArchi
0c14128b63 Final try 2016-08-27 09:53:30 +02:00
JustArchi
c115158279 More debug 2016-08-27 09:45:55 +02:00
JustArchi
2a61ecb681 Attempt to fix Mono weekly in travis (once again) 2016-08-27 09:34:08 +02:00
JustArchi
d06fbda6d6 Prefer 64-bit ASF
ASF is AnyCPU binary which means it'll run fine on both 32-bit as well as 64-bit OSes.
Up to today 32-bit runtime was preferred for ASF, as it uses less memory and can be faster than 64-bit equivalent.
However, in very busy environments it's easily possible for ASF to require even more than 2 GB of memory, and in addition to that extending our userspace to 64-bit can bring benefits on more modern setups.
Therefore, keep being compatible on both 32-bit and 64-bit OSes, but on 64-bit ones use actual 64-bit runtime instead of preferred 32-bit one.
In addition to that, optimize some unused references and other things while we're at it.
2016-08-27 08:40:40 +02:00
JustArchi
7ba2e829d3 Code review 2016-08-22 00:10:29 +02:00