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Releases: Miabeyefendi/SteamEdge

SteamEdge 1.8.2

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@Miabeyefendi Miabeyefendi released this 31 Oct 04:57
832abd1

Full Changelog: 1.8.1...1.8.2

Playing a game in the Steam client no longer starts a tug of war with SteamEdge, finished games leave the Realistic Mode queue, and games without achievements are not offered any more.

Fixed

  • Opening a game in the Steam client while SteamEdge ran jobs on the same account started a logon every six seconds. Steam lets one session of an account play. When the Steam client starts a game it takes that from SteamEdge (LoggedInElsewhere); SteamEdge took it for a dropped connection, logged on again five seconds later, opened its games and was thrown out again, for as long as you played (seen on a real account; in a test of ten minutes, 107 logons). Now the connection comes back once and SteamEdge opens no game while one of the account is open elsewhere; a strip under the top bar says so. When that game closes, Steam says so and the jobs' games open again at once. If Steam says nothing, SteamEdge tries again after two minutes, not after six seconds. Realistic Mode waits meanwhile, the unlocks are not counted as failed.
  • Games with every achievement unlocked stayed in the Realistic Mode queue. A run skipped them at every start and they never left. A game now leaves the saved queue when a run unlocks its last achievement, when a run starts and finds nothing left in it, or when the plan finds it done. The feed says so. A game whose target was only a part of its achievements stays. Its panel said "No achievements in this game" for a game with all of them unlocked (2130 on Zup!); it says "Nothing left to unlock" now.

Changed

  • The game list of Realistic Mode only offers games with achievements. The switch "Show games without achievements" is gone: such a game could only be added to be thrown out again. A game Steam marks wrongly is still dropped as soon as its achievements are read, as before.
  • npm test runs 66 tests. New: playing-elsewhere (a game on another device for ten minutes, a silent Steam, a plain drop) and realistic-finished (one after the other, together, a partial target).

As always: never share your settings/ folder - it holds your Steam login token.

SHA-256 (SteamEdge-v1.8.2-win-x64.rar): b0db56329f3957ed8fc84f7cc541f6a9af00696f533956d08bdbc60c9db1073f

SteamEdge 1.8.1

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@Miabeyefendi Miabeyefendi released this 30 Oct 00:09
88bf297

Full Changelog: 1.8.0...1.8.1

Your visibility on Steam is chosen in the top bar now, and it stays what you chose: a game opened by a job or a reconnect no longer makes you online.

Added

  • Account visibility in the top bar, next to the version: Online (green), Away (yellow) or Invisible. It changes what your friends see on Steam at once, for the account on screen, the way the Steam client does. Every account keeps its own choice, and it is sent again at every sign-in, after every reconnect and whenever a game opens or closes.

Fixed

  • "Appear offline" did not always keep you offline. Two cases, both measured with the code of 1.8.0:
    • With it on when the app started, the first game a job opened (card farming, the Hour Booster, Realistic Mode) made the account online.
    • Switched on while connected, it was lost at the next reconnect: the account came back online.
      The engine kept the choice in two places, and the logon and a game change each read a different one. There is one now, and the visibility above replaces the switch.
  • "Hide the game name" was not applied after a reconnect, and its tip said friends still see you online. It makes you invisible while a game is open and gives back the visibility you chose when the game closes; the tip says so.

Changed

  • "Appear offline" is gone from Settings > Privacy and from the Hour Booster page. If it was on, every saved account starts as Invisible.
  • The last Turkish setting values of old settings files (sinirsiz, kapali) are renamed from src/core/keyMigration.js like the rest; two log lines that were still Turkish are English.
  • npm test runs 64 tests. New: visibility (sign-in, a game opened by a job, Away, Hide the game name, two drops and reconnects, the old setting moved to every saved account).

As always: never share your settings/ folder - it holds your Steam login token.

SHA-256 (SteamEdge-v1.8.1-win-x64.rar): 0ab661c1238c9a75572a306a50bcf14c446bf77d989a8ceb87a22d47c2e7f7ed

SteamEdge 1.8.0

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@Miabeyefendi Miabeyefendi released this 29 Oct 03:46
9bf4968

Full Changelog: 1.7.9...1.8.0

The Steam connection keeps a history you can read, the logs have a folder of their own, and the app can start with Windows quietly in the tray.

Added

  • Connection history (Settings > Advanced & data > Connection). The last 24 hours of the account on screen: how many times the Steam connection dropped, how long it was down in total, the longest drop, and the time and cause of the last one. While it is down it says since when. A "reconnecting for hours" can now be looked up instead of guessed. Open shows the file behind it, logs/connection.log: one line for every drop, every wait, every attempt and every return, of every account, with the cause and the number of attempts it took. The history is read back at the next start; a drop the app was closed in ends where the app stopped, so a night with the computer off is not counted as a night without Steam.
  • Start in the tray with Windows (Settings > General preferences, on by default). When Windows starts SteamEdge, no window opens: the app sits in the tray, connects the saved accounts and resumes the jobs that were left. Click the tray icon to open the window. Starting the app yourself always opens the window, and without a saved sign-in the sign-in screen still comes up. If "Start with Windows" is on, start SteamEdge once after updating: it writes the start-up entry with the new switch.

Fixed

  • Starting SteamEdge while it was already running started a second app for a few seconds. The second copy was meant to hand over to the open one and end, and it did, but only after it had gone through the whole start: a window, and the logon of every saved account begun next to the open copy's (Steam keeps one session per account). Found while checking the tray start, where the window is not on screen and a second start is likely. The second copy now only brings the open window up.

Changed

  • The logs have their own folder, logs/, next to settings/ and cache/. Three files: steamedge.log (events, at the level chosen under Log file), connection.log (the connection history above) and crash.log (errors nothing else caught, written whatever the level). The level only applies to steamedge.log; Off stops connection.log too, the history on screen then lasts until the app closes. The connection lines 1.7.8 wrote to steamedge.log at every level are in connection.log now; steamedge.log keeps them at its own level. Each file is capped (2 MB for steamedge.log, 1 MB for the others) and keeps one older part as .1. The old cache/steamedge.log is moved into the folder at the first start. Open next to Log file opens the folder.
  • The Turkish names left in the code are English now. Variable names, comments, attributes and file names that were still Turkish are English now; only the interface text is translated from Turkish, as before. A broken data file that is set aside is now called .corrupt (it was .bozuk); files from older versions are renamed once at start, and a file whose new name is taken already is left alone.
  • npm test runs 63 tests. New: logger (the folder, the move of the old file, the level, rotation, crashes, the connection history over a restart and a crash, the old file names). login-item covers the tray switch, window-tray a window started in the tray and the second copy, farm-pause-resume the connection lines.

As always: never share your settings/ folder - it holds your Steam login token.

SHA-256 (SteamEdge-v1.8.0-win-x64.rar): a5d88138466c26e1bb6a0eed1b94dbd1408d8dcb1e879a753320225202a4d596

SteamEdge 1.7.9

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@Miabeyefendi Miabeyefendi released this 28 Oct 17:27
72e5ebf

Full Changelog: 1.7.8...1.7.9

Two defects found while every job was checked live on a real account after 1.7.8; both are fixed. The rest of the checks found nothing.

Fixed

  • "Start with Windows" could start the wrong program, or nothing. Every start of any copy of SteamEdge wrote the Windows start-up entry for itself. A copy with the setting off (a new version just extracted, before its settings folder was copied over) removed the entry of the copy you actually start, and a run from the source put the bare Electron there, which opens an empty window at the next sign-in (that happened during the checks). Now only the built app touches the entry, and turning the setting off removes it only when it belongs to this copy. If "Start with Windows" is on, start SteamEdge once after updating: it writes its own entry again.
  • Changing "Reconnect if the connection drops" during a drop waited out the old wait. With 3 or 10 attempts the app waits five minutes after the quick attempts; switching to unlimited in the meantime only took effect after those minutes. It now tries at once with the new setting.

Checked live, no defect

On a real account (a copy of its settings, through a local proxy that cut the network on command): every page opens without an error; the Hour Booster and Realistic Mode are resumed after the app is closed and started again (Realistic Mode with the right number left and no failure); switching between two accounts while a job runs; reconnecting set to off (no attempt, the Reconnect button connects in 2 seconds); a five minute drop with 3 attempts (connected 3 seconds after the network was back); the Realistic Mode schedule starts a run inside its time range.

Changed

  • npm test runs 62 tests. New: login-item (the start-up entry: a run from the source, the setting on, off in another copy, off in this copy).

As always: never share your settings/ folder - it holds your Steam login token.

SHA-256 (SteamEdge-v1.7.9-win-x64.rar): a585e150a0b9422b20a336d44c896552a412572b355fa43aa7cf9bcaad88d47a

SteamEdge 1.7.8

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@Miabeyefendi Miabeyefendi released this 28 Oct 16:58
1d20a9c

Full Changelog: 1.7.6...1.7.8

The Steam connection comes back after a drop: the app no longer stays on "reconnecting" for hours. This release also carries 1.7.7, which was never published: overdue achievements at Steam's pace and the unlocks that failed half of the time.

Fixed

  • After a drop the app could stay on "Steam connection lost, retrying in N s (attempt 1)" for hours, and never reconnect. Three causes, all fixed:
    • The reconnect loop started an attempt and waited for Steam to answer. The Steam library retries a connection it cannot make on its own, without a word, and an attempt begun while the network was dead could never answer at all; with no answer the loop never tried again and the strip kept its old text. Every attempt now has a deadline of a minute: one that has not logged on by then is thrown away together with its connection, and a fresh one is made. A new attempt is never started on a connection that is still busy (that raised an error outside of the loop). The longest wait between attempts is one minute instead of five, and the heartbeat starts the loop again if it ever finds the account disconnected with nothing under way.
    • Opening a page during a drop made a second connection for the same account next to the one that was reconnecting. Steam keeps one session per account and dropped one of the two, and the old one, still "reconnecting", set the account back to "not connected" while the new one worked. A page now waits for the account's own connection, and a connection that is not the account's any more is ignored.
    • When the app started without network (for example started with Windows before the Wi-Fi), it tried three times in six seconds and gave up for good. It now keeps trying in the background, and when it connects it resumes the jobs that were left as if it had connected at once.
  • With "Reconnect if the connection drops" set to 10 or 3 attempts, a drop longer than a minute left the account disconnected for good. The attempts ran out while the network was still down and the loop stopped until the app was restarted (measured on a real account with 3 attempts: given up after 99 seconds, the network back at 121 seconds never used). The limit is now the number of quick attempts: after them the app goes on trying every five minutes, and at once when the computer wakes up. "Off" still makes no attempt.
  • When the network came back, the app could wait out a long backoff before it tried. While it waits for the next attempt it now looks every 15 seconds whether Steam answers at all (one small web request); when it saw the network down and Steam answers again, it logs on at once. When the network was up all along (Steam itself not taking the logon, maintenance) the wait is kept, so Steam is not pressed.
  • Realistic Mode lost an achievement to a drop. An unlock sent just as the connection dropped got no answer, was counted as failed and skipped for good (it happened on a real account in a 60 second drop). A write that gets no answer is now sent again 30 seconds later, at most three times, and while the connection is down the run waits for it; only Steam's own refusal counts as a failure.
  • A bulk unlock on the Achievements page stopped at a drop. Every write during the drop counted as an error and three in a row stopped the whole run. It now waits for the connection (up to ten minutes, Stop still works), says so, and sends the same achievement again.
  • After a wake from sleep or an unlock the app waited out its backoff. It now tries at once (a few seconds after the wake, for the network adapter).
  • The strip showed a fixed "retrying in 60 s" while the time ran out. It now counts down to the next attempt and says "Connecting (attempt N)..." while one is under way. A failed attempt while the network is down no longer says "connection lost" again with a notification each time; the drop is told once.
  • Nothing was written about a drop. At the default log level the connection lines were dropped, so a drop that never came back left nothing to read. The connection lines (drop, every attempt with its reason, back) are now always written to cache/steamedge.log.

Measured

On a real account, through a local proxy that cut the network on command (the reconnect setting of that account: 3 attempts):

Drop 1.7.7 1.7.8
60 s, connections refused not run connected 2 s after the network was back
60 s, a network that answers nothing strip stuck on "retrying in 5 s (attempt 1)" for the whole drop, connected 15 s after counted down, connected 15 s after
the same, a page asks for the connection in the middle a second connection tried for 100 s no second connection, connected 15 s after
the app started with no network, back after 2 minutes never connected, no strip connected 5 s after the network was back, jobs resumed
5 minutes, 3 attempts not run (its code stops after the third attempt) connected 2 s after the network was back
Hour Booster running, 60 s drop connected after 2 s, both games played again
Realistic Mode running, 60 s drop connected after 15 s, the unlocks went on (39 then 94), none failed
a wake from sleep after a drop connected 2 s after the wake

The library (174 games), the achievements (1,043) and the inventory (70 items) loaded after a reconnect. A stand-in for the Steam library (in the tests) also shows the case a proxy cannot make: an attempt that never answers left 1.7.7 on "attempt 1" for good; 1.7.8 connects 15 seconds after the network is back.

From 1.7.7 (not published on its own)

  • About half of the unlocks of a run failed with "Steam refused the write (EResult 8)". Steam checks every write against a checksum of the game's stats and answers with the new one; the app kept the checksum it had read, so the second write to a game was refused, the third went through on a fresh read, and so on. A failed achievement was not tried again. Measured on a real account: 3 of the first 8 writes refused before the fix, 0 of 200 after it. The new checksum is kept now, and a write refused on a stale one is tried once more on a fresh read. This also fixes bulk unlocks on the Achievements page.
  • A game played past its completion time still took hours. A short game (2 hours to finish) played for 6 hours has nothing left that a player would still be earning: every achievement left is overdue. They were given 3 minutes each, at most 3 hours a game, and with the five games of a group 3 hours a group; on top of that the engine never sent two unlocks less than 3 seconds apart. With "Speed up overdue achievements" on (the default) the overdue ones now go out one a second, and the finished games of a group take turns at that pace (one of each in queue order), since Steam counts the writes of the account, not of a game; a group ends when its achievements do. The measured queue of 17 short games with 11,276 achievements left planned 12 hours (four groups of 3 hours) and now plans 3 hours 8 minutes, the groups one right after the other. A game that is not finished yet keeps the rest of its completion time for what its playtime does not cover. The side panel says when a game counts as finished.
  • The pace of one a second has room to spare: 200 writes were sent down to 0.3 seconds apart (as fast as Steam answers) without a single one refused.

Changed

  • npm test runs 61 tests. New: reconnect (a drop of three hours, attempts that never answer, a wake, a first logon without network, the attempt limit, a stopped loop, another session taking the account over), with a stand-in for the Steam library that behaves as the real one around a connection (tests/unit/fake-steam-user.js). From 1.7.7: realistic-sweep ten finished games with 2,000 achievements left, steam-engine two writes to one game in a row and a write on a stale checksum, realistic-plan the new catch-up times.

As always: never share your settings/ folder - it holds your Steam login token.

SHA-256 (SteamEdge-v1.7.8-win-x64.rar): 7cdec38aa34b8569018d7038a8f2cf2f42b89ac707b84f2908d2a10538942ecb

SteamEdge 1.7.6

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@Miabeyefendi Miabeyefendi released this 25 Oct 04:47
1d53ff0

Full Changelog: 1.7.5...1.7.6

Realistic Mode with a long queue froze the window and could not show most games: a real queue of 17 games with 18,000 achievements was measured and fixed, and the games at the same time are now played five at a time.

Fixed

  • The achievement list stayed on "Reading the achievement schema..." for most games. Some games name their achievements with a bare number ("1", "2"...); the schema reader kept those as numbers and drawing the list stopped at the first one. In the measured queue 14 of 17 games had such names (1,066 achievements). Names are now always read as text.
  • The window froze for seconds while a run went on. The list drew every achievement of the selected game: 2,400 rows took 1.4 seconds to lay out and were drawn again twice on every unlock. It now draws the first 150 and counts the rest ("... and 2,250 more achievements"); the game picture is no longer loaded again on every unlock.
  • A click on a game in the queue took 5 seconds or more. Every click asked for the whole plan again, which read the schema of every game of the queue (2 MB for 17 games). With the games at the same time the plan already holds every game, so a click now shows the game at once (87 ms at most for all 17).

Changed

  • Realistic Mode plays at most five games at the same time. With "Play the games at the same time" on, the queue is cut into groups of five in its order: the games of a group are open together, each unlocks on its own plan within the time of the group, a group lasts as long as its longest game, and then the next five games take its place. The games being played are the ones marked with the green dot. All 17 games of a queue used to be open at once and sent their unlocks to Steam together; a queue longer than 32 games was refused, and now it simply runs in more groups.
  • npm test runs 60 tests. realistic-sweep covers the groups (20 and 33 games, the switch from one group to the next, every unlock sent while its game is open), ui-realistic a list of 2,400 achievements with numbers as names and a click that does not ask for the plan again, steam-engine the schema with a numeric achievement name.

As always: never share your settings/ folder - it holds your Steam login token.

SHA-256 (SteamEdge-v1.7.6-win-x64.rar): 2d8ffd17329cc0eb2698893a62d53acbc2f8d59bb85927daf97d24d2a434ff5a

SteamEdge 1.7.5

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@Miabeyefendi Miabeyefendi released this 25 Oct 01:08
5fd2eb9

Full Changelog: 1.7.4...1.7.5

A scenario check of every job (card farming, the Hour Booster and its sync, Realistic Mode, bulk achievements, market sales, the key queue) found six defects; they are fixed, the Realistic Mode list works per game again, and each scenario is now a test.

Fixed

  • Realistic Mode: clicking a game moved it in the queue, and with the games at the same time the list showed every game mixed together. Clicking a game now only selects it: the order of the queue stays as it is, the list in the middle shows the achievements of that game, and the 100% completion time box in the side panel edits that game and shows its name; the box is now in the advanced panel too (it was only in the simple one). The hour box in every row of 1.7.4 is gone. A click works while a run goes too, and every game being played is marked with a green dot (all of them when they run together).
  • Realistic Mode: "Reading the achievement schema..." stayed on screen when the selected game had nothing left to unlock. The card now says "No achievements to unlock."
  • A bulk unlock or lock went on in another game or account. The achievement loop runs for minutes (the unlock interval) and sent every next achievement to the game and account on screen at that moment: picking another game in the middle sent the rest of the list there, and many games share achievement names such as ACH_WIN_..., so they were unlocked in the wrong game (the test reproduced 3 of 6 going to the second game). A run now keeps the game and the account it started on, and the engine sends each request to that account even if another one is on screen; the log lines go to that account too. A single unlock does the same.
  • The batches of a market sale went to the account on screen. A sale split into batches can wait minutes between them; the next batch was listed through the account on screen. It now stays on the account the items belong to, and if that account is no longer connected nothing is listed. Cancelling listings does the same.
  • Card farming paused for another job never came back if that job ended while the Steam connection was down. It could not start then (it needs a connection) and stayed paused for good, which also blocked the card farming schedule and the resume of jobs at startup. It is now given back when the connection is, unless the other job still runs.
  • The key queue kept saying "Not connected" for up to 30 seconds after the connection came back. It now goes on as soon as the connection is back.

Changed

  • npm test runs 60 tests, now without sound (the page tests played notification sounds). New: farm-scenarios (every card farming mode, games running out of cards, move on off, no loop, a settings change in the middle, fast mode warm-up and loop, the room under the games limit, a stop and a restart in the warm-up), boost-scenarios (a run, unlimited, the start interval and a stop in it, the automatic renewal connected and not, a settings change, the parallel and the staged sync with a connection drop, a stop during a sync), farm-pause-resume (the paused farm, the key queue after a reconnect), ui-achievements-bulk (another game picked during a bulk unlock), and account checks in sell-guard and ui-inventory-sell; ui-realistic covers the selection, the fixed order, the side panel box and the playing marks.

As always: never share your settings/ folder - it holds your Steam login token.

SHA-256 (SteamEdge-v1.7.5-win-x64.rar): 41b35f99017ed9cd1298aa577909a5f8fab0a95113596fd6813648ee2ec21029

SteamEdge 1.7.4

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@Miabeyefendi Miabeyefendi released this 24 Oct 19:13
0540448

Full Changelog: 1.7.3...1.7.4

Realistic Mode can play the games of the queue at the same time, every game has its own completion time in the list, and a scenario sweep of every setting found and fixed three timing defects.

Added

  • Play the games at the same time (advanced panel, on by default). All games in the queue stay open together (up to 32, Steam's limit), as in the Hour Booster, and each game's achievements unlock on its own plan within the same run. The automatic duration is that of the longest game instead of the sum of all of them: eight short games already played past their two hours now plan about one and a half hours, where they used to plan twelve, and twenty games without a typed completion time (estimated from their playtime) plan as long as one of them, where in the same test they added up to 65 hours. The unlock order shows the game of each achievement. Off plays the games one after the other, as before.
  • A completion time box for every game in the list. The 100% completion time used to be typed only for the game at the top, and every other game fell back to an estimate made from its playtime. Each game now has its own box next to its name; an empty box shows the estimate in grey. Changing it does not move the game in the queue.

Fixed

  • A second run showed all achievements again. When a run ended, the page kept the list it had read before the first run, when everything was still locked, so the next run looked as if it started over (the engine itself read Steam again and only unlocked what was still locked). The page now reads the plan again when a run ends.
  • A slower pace cut the run short. With the speed setting above 1 ("stretches the schedule") the unlocks were placed past the end of the run, which then stopped with "Time is up, N achievements not unlocked" and sent one unlock after its end. A slower pace now makes the run itself that much longer (a 2 hour run at speed 2 lasts 4 hours). A run that has to fit a given time (the schedule's range, or what is left of a resumed run) is not stretched again.
  • With several games ending at the same moment, the last ones were dropped. When the last unlock of more than one game fell on the very end of the run, the first one ended the run and the others were reported as not unlocked. Unlocks planned up to the end are now still sent a few seconds apart; only what is late by more than that (the connection was down past the end) is left and reported.
  • The start question named the duration field, not the run. It now names the run the engine plans.

Changed

  • npm test runs 56 tests. New: tests/unit/realistic-sweep.test.js runs 92 real starts (main.js realisticStartFor and prepareRealisticQueue on a fake schema and a fake clock, each to its end) over 23 settings (every model, random gaps, skipping ultra rare, the queue start, keeping hours, catch-up, speed 0.5 / 2 / 4, ultra wait 1 / 10, catch-up share 2 / 90 %, finished ratio 5 / 100 %, a target by hand, easy and very hard, a duration by hand) on one half played game, one finished game and three mixed games together and one after the other, and checks that every planned achievement is unlocked in its own game, from common to rare, before the end, that nothing already open is sent again, and that the run ends and says so. It also covers the user's cases (many short finished games, twenty games without a completion time, 33 games), a second run after the first, a slower pace, a resumed and a scheduled run, and a run of games together closed and resumed. ui-realistic covers the switch, the per game boxes and the plan read again after a run.

As always: never share your settings/ folder - it holds your Steam login token.

SHA-256 (SteamEdge-v1.7.4-win-x64.rar): 0d121c60ffedb94136317a2c91abff1b5b7b318b1fe66deae99397047d740d61

SteamEdge 1.7.3

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@Miabeyefendi Miabeyefendi released this 24 Oct 05:04
79e8fd6

Full Changelog: 1.7.2...1.7.3

A scenario check of Realistic Mode and the tray found four defects; they are fixed and every scenario is now a test.

Fixed

  • A Realistic Mode run that was resumed after a restart was squeezed a second time. A run with the automatic duration on a game that was already played to its completion time is planned over a few hours. When the app was closed and the run resumed, the "finished game" compression (the setting that shrinks the schedule to a share of the time) was laid on the time that was left: 30 unlocks planned for the last hour ended after 30 minutes. A resumed run now keeps the fact that its duration was the automatic one.
  • Pressing Stop on a Realistic Mode run wrote two lines to the activity feed and sent a "Realistic Mode finished" notification. The Stop button wrote a line and the engine's confirmation wrote another. The confirmation of a stop that was asked for on the page is no longer written a second time. A run that ends by itself or because the connection went still writes its one line and notification.
  • The tray could lose the window. The tray click, the tray menu, a second copy of the app and a notification each had their own way to bring the window back, and a window that Windows had minimised (Win+D) could stay minimised. They now share one function that restores and shows it. The minimise button also checks that the tray icon image was found: with a missing image the tray entry would be invisible, so the window is minimised to the taskbar instead of being hidden behind it.
  • The average gap shown while a Realistic Mode run goes used the whole duration divided by the count, although a finished game ends its unlocks at a share of it; it now uses the placed unlock times, the same as the preview before the start.

Changed

  • npm test runs 55 tests. New: tests/unit/realistic-run.test.js drives a real run with a fake clock and a fake engine (a clean run, the connection dropping and coming back, the time running out while it was down, the engine gone, a stop with a timer pending and with an unlock in flight, a failed unlock, a queue of games, the queue off, keeping hours, the start and the resume of a finished game); tests/unit/window-tray.test.js covers hide, restore, minimised, both, no tray, missing icon and no window; tests/integration/ui-realistic.test.js now sends the page a running tick, a stop, a run that ends by itself and a run that dies with the connection, and checks the clock, the buttons, the feed and the notifications.

As always: never share your settings/ folder - it holds your Steam login token.

SHA-256 (SteamEdge-v1.7.3-win-x64.rar): b0d0cab91217b1587fccd5b6b95d30d891f038545c03bcea46a85bc6ea741a4d

SteamEdge 1.7.2

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@Miabeyefendi Miabeyefendi released this 24 Oct 00:48
5d1d40f

Full Changelog: 1.7.1...1.7.2

The app now runs on the newest Electron (45.0.0) and the dependency warnings are gone.

Changed

  • Electron 41 / 42 is now 45.0.0. The 42.11.3 that 1.7.1 shipped had four published vulnerabilities (pointer lock attributed to the wrong frame, two cases of trusting GPU-supplied frame geometry, a certificate mitigation). 45.0.0 is the newest stable release and has none of them. The 53 tests pass on it.
  • Two build and proxy dependencies updated inside their version range (npm audit fix): undici 7.30.0 to 7.30.1 (used by the build tool only) and ip-address 10.7.3 to 10.7.4 (used by the proxy support). npm audit now reports 0 vulnerabilities.
  • The build no longer requires libEGL.dll and libGLESv2.dll when Electron does not ship them: Electron 45 links them into electron.exe, so the old check refused to package. It still stops if a file that Electron does ship is missing.
  • The package is 300 MB, the same as 1.7.1.

As always: never share your settings/ folder - it holds your Steam login token.

SHA-256 (SteamEdge-v1.7.2-win-x64.rar): 8ea5faece85bc21a9cc086b091b612a15c8e037f04940f3cd25555f4551b22b9