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- Yesterday
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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.
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That's just the GC being slow. It's a complete mess in CS:GO. CM stands for connection manager.
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Heaven joined the community
- Last week
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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.
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nschmr joined the community
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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
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https://github.com/csgofloat/inspect
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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
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glebdota31 joined the community
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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
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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
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Added timeouts when sending requests over a CM WebSocket connection Full Changelog: v0.0.5-alpha...v1.0.0 View on GitHub
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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?
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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?
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Stoozey joined the community
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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
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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.
- Earlier
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refreshToken and steamCommunity / trade offer manager
Dr. McKay replied to 4049_1572836826's topic in General
Might've been a temporary Steam issue. It's working fine for me.- 2 replies
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- steam-sessions
- steamcommunity
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(and 3 more)
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Yeah, just store your SteamCommunity and TradeOfferManager objects in global variables.
- 1 reply
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- node.js
- steamcommunity
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(and 1 more)
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That's not a good idea. Steam will invalidate your session if your IP changes too much.
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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 });
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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.
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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.