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  1. Last week
  2. Theres any way to get game's achievements with node-steam-user?
  3. i want to validate if a user entered rhe identity secrect correctly so my plan that i implemented was that i will create a api key and handle the confrim mation to see if the api key creates but as th apikey is already created and the steam servers are constantly replying Busy Iwant to know if there is a easy way of verifying this Currrent code async function createSteamApiKey() { return new Promise((resolve, reject) => { const retryDelay = 30000; // 30 seconds const retryLimit = 1; // Retry limit let retryCount = 0; function attemptCreateKey() { if (retryCount >= retryLimit) { console.log(`Retry limit exceeded. Setting isbusy to true.`); isbusy = true; // Permanently set isbusy to true return resolve(false); // Resolve the promise to stop further execution } console.log(`Attempting to create Web API key (Attempt ${retryCount + 1})...`); const options = { domain: "localhost", identitySecret: identity }; community.createWebApiKey(options, (err, result) => { if (err) { if (err.eresult === 10) { // Busy error console.log("API busy, retrying in 30 seconds..."); retryCount++; return setTimeout(attemptCreateKey, retryDelay); } return reject(err); // Handle other errors } if (result.confirmationRequired) { console.log("Mobile confirmation is required to create the Web API key."); return resolve({ confirmationRequired: true, finalizeOptions: result.finalizeOptions }); } console.log("API key created successfully: " + result.apiKey); isbusy = false; // Reset isbusy to false if successful resolve(result.apiKey); // Resolve the promise with API key }); } attemptCreateKey(); // Start the attempt }); } Update: the steamservers only return buys if we try to create a api on top of a api the thing that was writtten in the docs has now been set to true i read the doc idk if i am blind but i didnt saw a function to delete/revoke the webapi
  4. Earlier
  5. #485 Added handling for new Steam notifications notificationsReceived event markNotificationsRead() markAllNotificationsRead() Full Changelog: v5.1.0...v5.2.0 View on GitHub
  6. steamRefresh_steam cookies are now included for login.steampowered.com when calling getWebCookies() under EAuthTokenPlatformType.WebBrowser (thanks @Sadzurami in #39) #41 Fixed crash that occurs rarely with message "Received unexpected non-protobuf message 751" Full Changelog: v1.8.0...v1.9.0 View on GitHub
  7. #471 Fixed incorrect documentation for getUserOwnedApps return type (thanks @simonkovtyk in #484) #477 Fixed uncaught exceptions when reading and writing messages via TCP (thanks @Sadzurami in #475) #476 Fixed machineName in logOn() not being reported to Steam during login #487 Fixed unhandled rejection when webLogOn() fails (thanks @Sadzurami in #473) #488 Fixed webCompatibilityMode not properly filtering CMs by port (thanks @Sadzurami in #490) Added missing playingState property docs by (thanks @Sadzurami in #476) Added support for more options in getUserOwnedapps (thanks @HarryVGI in #472) Fixed incorrect documentation for getSteamGuardDetails (thanks @quesswho in #470) Fixed corrupted unicode characters in readme (thanks @Ziocash in #465) New Contributors @simonkovtyk made their first contribution in #484 @HarryVGI made their first contribution in #472 @quesswho made their first contribution in #470 @Ziocash made their first contribution in #465 Full Changelog: v5.0.10...v5.1.0 View on GitHub
  8. Added machineFriendlyName option to LoginSession's constructor options View on GitHub
  9. will it be fine to try the same method used in node-tf2?
  10. Found it, 233 has a misleading name but it is actually the graffiti tint If anyone else needs this, yes, grafittis do have stickers, and their 0th (1st) sticker sticker_id is the graffiti, then you put that things item_name into csgo_english.txt and you get its name, like '1701 is Keep The Change'
  11. I already tried checking attributes, but I don't understand at all how to read them properly array is the item.attribute, and result below is my attempt at .toString()'ing the value_bytes and I don't think thats how you decode that if I'm reading this stuff right, then info from items_game.txt: attribute 277 is "free reward status", 113 is apparently 'sticker slot 0 id'??, 223 is 'tournament mvp account id'???? after reading them with Buffer.readInt8() they give 1, -83 and 4, so still no info about tint
  12. steam-session can approve QR login attempts, but not standard password logins.
  13. Indeed. I would like to replicate the same functionality. Automatically approve logins.
  14. can i know what is your end goal here u dont want to use the phone to approve the login am i right? You want o do it using node -steam community i think this is the closest i can guide u take a look here if this helps https://github.com/DoctorMcKay/node-steamcommunity/wiki/SteamCommunity#setmobileappaccesstokenaccesstoken i think this is related to the mobile app functionality or y can wait for dc.mckay to reply here
  15. When you have a Steam Guard authenticator app setup and login using the Steam Client, you'll receive a notification and even without it, when you open the app, you're presented with a screen, where you may approve/decline the login request.
  16. for me this error occurs when generally browsing on steam the user was using a custom link but changed it
  17. Hey when ever i login there is no confirmation as in the confirmations tab it usually requires the guard code and thats it, can u be more explanatory on how u are logging in ?
  18. Hello, I think I'm just doing something wrong, but when listening for confirmations, whenever I login using the desktop Steam Client and it awaits an approval, nothing new appears in community.getConfirmations(). Is it possible to approve logins like the Steam Client does? @Dr. McKay Edit: Additionally, would it be possible to approve a QR code login using the library?
  19. community.profileSettings({ profile: 3, inventory: 3, inventoryGifts: 1, gameDetails: 3, playtime: false, comments: 1, friendsList: 1 }, (err) => { if (err != null) { throw `Failed to edit privacy - ${err.message}.`; } Logger.def.log(Logger.clr.primary('Changed privacy settings'), username); }); This method has been a hit or miss for me, it works sometimes, and sometimes I get a error stating "The specified profile could not be found". What could be causing this? Thanks.
  20. You won't be able to change cookies that way. If you are using manifestV3 investigate the information about declarativeNetRequest.
  21. I solved the problem, I was sending 2 verifications to the server
  22. Hello, the ticket data I received with createAuthSessionTicket gives EAuthSessionResponse=7 in the ValidateAuthTicketResponse_t callback, this means that: This ticket has already been used, it is not valid. how can I solve this
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