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  1. Yesterday
  2. As far as I'm aware, there's no limit of accounts per IP, but there is a rate limit for logon attempts per IP. As long as you don't get rate limited, you should be good.
  3. That's just the GC being slow. It's a complete mess in CS:GO. CM stands for connection manager.
  4. Last week
  5. hello, How many accounts are allowed to be run per IP? I read somewhere that steam allows 10 connections per IP, on other places i read that people run 50 accounts on the same Server without issues. Some others say that as long as i don't get rate limited the count doesn't matter.
  6. I have some some more general question about the gamecoordinator. Is it normal that for example sending the EMsgGCCStrike15_v2_Client2GCEconPreviewDataBlockRequest message, takes pretty long (like 1-1.5 seconds)? Is that caused by the node wrapping or is ist just the GC? As it uses protobuf, I was expecting it to be kind of "fast". Also can anyone tell me what valve's CM-Servers are for or what CM stands for? or maybe a page where I can find such stuff
  7. https://github.com/csgofloat/inspect
  8. Ryu

    Get item phase

    Hi, I was wondering if it's possible to get all information about csgo items in steam inventory, including float, pattern and phase and how that can be done? Thank you! Ryu
  9. True, though I wouldn't worry too much about it personally. I don't have any plans at the moment for steam-user v5. Be aware that refresh tokens expire after 200 days and I've yet to see a way to refresh them, so you will need to re-auth with your password after that time.
  10. Thanks a lot! I already tested it with mx-puppet-steam and it works without any code changes. Ofc not the best solution downstream to use a deprecated method, but it is enough for me. The project is unmaintained since mid 2022 anyway.
  11. Added modern authentication flow when logging on with an account name and password For more information, see Legacy Authentication This includes a fix for those using login keys Login keys are now deprecated and will be removed in the next major release For more information, see Login Key Deprecation Full Changelog: v4.27.1...v4.28.0 View on GitHub
  12. Added ability to pass a Buffer containing a sentry file SHA-1 hash in place of steamGuardMachineToken Full Changelog: v1.0.0...v1.1.0 View on GitHub
  13. Added timeouts when sending requests over a CM WebSocket connection Full Changelog: v0.0.5-alpha...v1.0.0 View on GitHub
  14. Just a heads up, there must have been some changes lately on Valve's side as other projects are picking it up: https://github.com/JustArchiNET/ArchiSteamFarm/issues/2840
  15. I don't see that anything changed on how the request is made to Steam, so probably a temporary Steam issue. How long has it been going on?
  16. Recently I'm having a problem where my bots get knocked offline and need to re-login, but when they do so, Steam rejects the guard code, and node-steam will not retry or restart or quit but instead just sit there in the GUI asking for a code. This is a problem because it can keep my bots offline for hours, and if they didn't restart every day keep them offline forever just because of some connection issues. Bots are by definition automated so there should never be a requirement for CLI input. Is there an option to restart the bot or retry Steam Guard upon failure, and if not can one be added?
  17. I have been receiving this error (Error: Could not act on confirmation) when finishing a trade. Could it be because I am using an older version of node-community? Or is there something happening with steam
  18. I have been receiving an error: "callback is not a function". I believe it has something to do with this implementation: watchSteamGuard(profileId) { const client = this.client(profileId) // SteamUser Client const sharedCode = this.sharedCode(profileId) client.on(‘steamGuard’, function (_, callback, lastCodeWrong) { if (lastCodeWrong) { setTimeout(function () { callback(SteamTotp.getAuthCode(sharedCode)) }, 30000) } }) } I am on version 4.18. Have no idea what might be causing the problem. Any insight would be greatly appreciated.
  19. Earlier
  20. I also commented this on your issue: The first argument to loggedOn is a CMsgClientLogonResponse object, not a login key. You get a login key from the loginKey event.
  21. That's not a good idea. Steam will invalidate your session if your IP changes too much.
  22. If steam-user connects with a WebSocket, it sends pings automatically every 30 seconds and disconnects (and emits the disconnected event) if Steam doesn't reply. If you want to make sure that the pings get sent, you can force the connection protocol using the protocol option. Example: let user = new SteamUser({ protocol: SteamUser.EConnectionProtocol.WebSocket });
  23. steam-gameserver hasn't been updated a ton, but it does still work. You're better off using that than hacking steam-user to login as a server.
  24. If it's possible, then yeah I'll figure out how to make it happen. As far as I'm aware, right now you can't use a sentry file with the new login system.
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