1098 Commits

Author SHA1 Message Date
JustArchi
2aec630b71 Final code review for today 2.1.5.6 2016-10-01 01:02:16 +02:00
JustArchi
ab129f27c3 Code review 2016-10-01 00:56:29 +02:00
JustArchi
e3534f4440 Code review 2016-10-01 00:36:48 +02:00
JustArchi
676409eb56 Misc 2016-10-01 00:26:02 +02:00
JustArchi
d9e241a1b4 Code review 2016-10-01 00:25:15 +02:00
JustArchi
f7e31a5754 Add !startall 2016-09-30 05:32:14 +02:00
JustArchi
7683b98180 Bump 2016-09-30 04:05:44 +02:00
JustArchi
4a0866f93f Add family sharing inactivity timer 2.1.5.5 2016-09-30 04:02:25 +02:00
JustArchi
e3dabe272e Appveyor update 2016-09-30 03:15:15 +02:00
JustArchi
629c40b807 First wave of family sharing bugfixes 2016-09-30 02:41:27 +02:00
JustArchi
d0e8cc869b Misc optimization 2016-09-30 01:48:04 +02:00
JustArchi
b0b13773f5 Misc 2016-09-30 01:45:42 +02:00
JustArchi
a48ec88e2f Final family sharing bits 2016-09-30 01:44:14 +02:00
JustArchi
d49f1947c4 Misc optimization 2016-09-30 01:16:17 +02:00
JustArchi
d39ed71d89 Add first family sharing bits 2016-09-30 01:15:26 +02:00
JustArchi
72b0ae21df EXPERIMENTAL: Make GetConfirmations() recursive 2016-09-29 21:04:34 +02:00
JustArchi
4b7efca3a9 Bump 2016-09-28 15:10:49 +02:00
JustArchi
0b80e69c4d Fix LoginLimiter being ignored on non-ASF 2FA accounts 2.1.5.4 2016-09-28 15:07:52 +02:00
JustArchi
0acef23ffd Don't do extra work when user is not using ASF 2FA 2016-09-27 13:20:22 +02:00
JustArchi
d3a65f956c Misc 2016-09-27 09:57:11 +02:00
JustArchi
fcf081c640 Misc 2016-09-27 09:53:27 +02:00
JustArchi
5830ad117e Bump 2016-09-25 03:16:50 +02:00
JustArchi
cd9f255a11 Modify severity of fails
Those are now client-sided errors, so they're serious (yeah, like everything in Steam...)
2.1.5.3
2016-09-25 01:26:38 +02:00
JustArchi
2e3f40802f Misc 2016-09-25 01:25:31 +02:00
JustArchi
b8a0ab9d95 Move redeeming steam gifts from community to client
Glory to reverse-engineering and Madu for testing!
2016-09-25 01:23:31 +02:00
JustArchi
09e9b24c39 Bump 2016-09-22 19:34:22 +02:00
JustArchi
91a96990aa Add !redeem^ 2.1.5.2 2016-09-22 19:27:16 +02:00
JustArchi
abff9bd28d Code review 2016-09-21 19:26:20 +02:00
JustArchi
e2a8c14a0d Code review 2016-09-21 18:22:27 +02:00
JustArchi
6489502be7 Misc 2016-09-21 16:10:28 +02:00
JustArchi
f6e7c06141 Code review 2016-09-21 15:56:35 +02:00
JustArchi
3548411cda Misc 2016-09-21 15:37:39 +02:00
JustArchi
43ce5eb257 Misc 2016-09-21 15:35:13 +02:00
JustArchi
2756a2ebc7 Shutdown double instances 2016-09-21 15:34:29 +02:00
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