That logic is acceptable. You could also DM an offline friend a tracking pixel to reconstruct their activity, a lot of this endpoint security is entirely up to the user.
Invisible = Sign-in but do not broadcast the games you are playing (though your profile will show that you signed-in)
Offline = Stay offline and do not sign-in > You could also DM an offline friend a tracking pixel to reconstruct their activity, a lot of this endpoint security is entirely up to the user.
Only for as long as they have the steam chat window open and your tracking pixel/message is a recent enough message to be actually loaded. I don't use steam chat enough to remember if they do any of these, but your plan also ignores any possible automatic security/scanning/proxy shenanigans on steams part that will muddy your pixels tracking data or just break it. > That logic is acceptable.
I completely disagree. I use invisible status all the time on steam. I very much have an expectation that when set to invisible my friends would not be able to track my online status.On the profile of a friend you can see the last time they signed-in to their account:
https://preview.redd.it/can-anyone-beat-my-last-online-frien...
Before it was public, and now restricted (for a couple of years already) to friends only.
I guess this is why they won't change it, since it's a feature.
Because from the fields in the protobuf I somewhat suspect it's the same, but I get your point of view as well
EDIT: If it's not, then my bad
I got one from work that I don't use much outside of travel and haven't changed in any way past initial setup. It stays connected to WiFi and continuously broadcasts various discovery packets for the past month and a half since I last opened it up.
e.g. FB Messenger & WhatsApp have their own web scraping infrastructure to provide server side link previews & thereby mitigate tracking links.
Not sure if Steam does the same currently.