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A decade-old Steam bug

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Re: A decade-old Steam bug

#52

I wish Valve improved their Steam app on macOS. On my MacBook with M1 Pro and 32GB of RAM it doesn't feel smooth. It runs like a poorly optimized Electron app.

I wouldn't be looking forward to this happening. Valve will not support CS2 _at all_ for macOS [0] because there are not enough players for CS2 on macOS. While it likely doesn't translate to the whole of Steam userbase for other games, I guess it is their general conclusion that macOS is not a first-class citizen for Steam.

[0] https://arstechnica.com/gaming/2023/10/theres-no-mac-version...

Re: A decade-old Steam bug

#53

It sounds like the solution is to keep the game open for awhile before going into multiplayer? You say "until you see the game console or wait 5-10 seconds after you saw the intro video." How long is that specifically? I don't play CS:GO but I've seen the "No user logon" error when playing other games online, specifically Portal 2 and It Takes Two. > I'd love to get feedback Please put the solution in the tl;dr. The…

Thanks, very valuable feedback.

I do not know the exact answer of how long it takes to get into the `game` loop and it is depending on your system also. To know for sure, you can type

  status
into the CS2 ingame console. If it shows this, you know you are ready to go:

  [EngineServiceManager] @ Current  :  game
I've put the solution to tl;dr now. Thanks!

Re: A decade-old Steam bug

#55

Earlier quoted context omitted.

Or that the session ticket verification flow needs connectivity between the game server and Valve's (apparently very slow at times) auth server. Presumably a faster and more robust solution would be for the Steam client to obtain (and hang onto) a signed token (from Valve) with a lifetime of a few hours, and whenever you connect to a game server that token is sent over where it can be validated locally against a publ…

The problem with that approach is that a malicous server can replay tokens to impersonate players on another server.

To protect against replay of the token associated with the certificate, simply challenge the client to sign the value specified by the server eg. random value+server ID.

However, it smells like self-made crypto.

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