Jump to content
McKay Development

All Activity

This stream auto-updates

  1. Today
  2. There are no alternative ways, or at least find out the number of days left? Send offer, extract data, then cancel offer.
  3. Hi, I'm getting Malformed login response error when calling getWebCookies() and using refreshToken for signing in. I also checked the case when I login using the credentials, 'authenticated' event is fired, but a bit later Malformed login response error is thrown. This all happens when using http proxy(for some of the proxies), is this the issue on proxies side?
  4. what is the best way to check if my client is still logged in ? and if the client logged out how to relogin again ? btw i have sth like this but it does not work: // this should relogin again but wont work client.on("disconnected", (eresult, msg) => { console.log(`Disconnected from Steam: ${msg} (${eresult})`); setTimeout(() => { if (client.steamID === null) { try { client.logOn(logOnOptions); } catch (error) { console.error(error); } } }, 5000); }); // the way i check if client is logged in or not function isLoggedIn() { return client.steamID; }
  5. Yesterday
  6. I believe you wouldn't receive that message if there are no other playing sessions.
  7. Last week
  8. https://github.com/DoctorMcKay/node-steam-user This lib said that after login steam,it will revice an EMsg_ClientPlayingSessionState message. But I use NetHook2 and NetHookAnalyzer2.I did not get this message. I use github.com/csfloat/go-steam lib too.I did not get this message.
  9. understood, thanks.
  10. Yes, getExchangeDetails makes a Steam API call (specifically, GetTradeStatus). Generally speaking, anything that has a callback makes a network request. No, there's no built-in mechanism for handling rate limiting. You'll need to do it yourself.
  11. Thank you so much!😭
  12. Hi, I am calling 'getExchangeDetails' on 'receivedOfferChanged' event to log received trade data. This works well in most cases, but if account is receiveing large amount of trades concurrently I start missing data from some trades. I have few questions here: 1. Is my assumption that this is indeed caused my amount of trades received in short period of time correct? I mean does 'getExchangeDetails' interacts with steam and gets ratelimited? 2. If 1. is true, is there build-in mechanism to handle this in trade offer manager, or should I queue received offers and make a sheduler to call 'getExchangeDetails'? Thanks in advance. G
  13. Hi If you are using globaloffensive library when you call the _send method, just add the callback (last parameter) and it will add source id automatically _send( CS2Emsgs.k_EMsgGCStorePurchaseFinalize, Protos.CMsgGCStorePurchaseFinalize, { txn_id, }, (appId, msgType) => { if(Language.StorePurchaseFinalizeResponse != msgType) { return; } this.emit("itemsPurchased"); } // fix the issue with source id );
  14. If I have login on Compute A. Then I login again on Compute B.Maybe It will tell me error of LoggedInElsewhere. Can I kick off Compute A login session?
  15. Hi guys, how can i avoid this? Its literally like this image for my 100 account, then i'm not using community and manager lib until now it already fine but i cannot accept gift. Thank you and have a nice day
  16. Yes, this is the only way to obtain web cookies if you have a refresh token for EAuthTokenPlatformType.SteamClient. Other platform types can get cookies via steam-session.
  17. Fixed issue where corrupt Steam data may crash app Full Changelog: v2.12.1...v2.12.2 View on GitHub
  18. Earlier
  19. hi~ did you solve it? I have the same problem, and how to get the source id? 🤔
  20. proxy_url = http://test:[email protected]:6049 const httpAgent = new HttpProxyAgent(proxy_url); const httpsAgent = new HttpsProxyAgent(proxy_url); const requestInstance = require('request').defaults({ proxy: proxy_url agent:{ http: httpAgent, https: httpsAgent }, timeout:30000 }); let community = new SteamCommunity({ request: requestInstance, httpAgent: httpAgent, httpsAgent: httpsAgent, localAddress: null }); let manager = new TradeOfferManager({ steam: client, community: community, language: 'en', pollInterval: 10000, cancelTime: 300000, pendingCancelTime: 300000, globalAssets: false, savePollData: false, requestOptions: { proxy: proxy_url, agent: { http: httpAgent, https: httpsAgent }, localAddress: null } }); manager.on('newOffer', (offer) => { if (offer.itemsToGive.length === 0 && offer.itemsToReceive.length > 0) { if (offer.state === TradeOfferManager.ETradeOfferState.Active) { offer.accept((err, status) => { if (err) { acceptErrorCount++; } else { acceptSuccessCount++; } }); } else { console.log('skip.'); } } else { console.log('deny.'); offer.decline(); } }); hi, i have proxy and it working well until proxy timeout (die), this connection redirect to my main ip, did i set up wrong or something? thank you and have a nice day
  21. Thank you so much! You are best of the best 😄
  22. Fixed by updating 🤭 by the way, is it the only way to obtain the web cookies ? I used to do it with steam-session but refresh tokens are no longer supported.
  23. Debugging this issue was a pain, but Steam now requires you to send the source id in the header with the purchase finalize request. You can do this by adding a callback to the function when sending the request.
  24. You can still use a proxy the same way you did before with steamcommunity, but you're correct that the login() method no longer works if you do. You need to use steam-session with your proxy and call setCookies on steamcommunity, passing your proxy to both.
  25. Guys, let me know if anyone can figure out what the problem is after the last update. Because I get result == 1 from ClientMicroTxnAuthorizeResponse after that I send PurchaseFinalize but the purchase is not completed I checked the logs from netHook and didn't notice anything strange, everything looks the same as before
  26. I would like to use a proxy with steamcommunity. However, I noticed that the method of passing a proxy to steamcommunity via the request Lib is no longer supported since v3. Does this mean I now have to log in with SteamSession/ SteamUser and then set the cookies in steamcommunity? How does steamcommunity make use of the proxy for its own requests in that case? Or is it currently no longer possible to use a proxy with steamcommunity? Thanks!
  27. but when im pasting the proxy httpProxy: here its working but when im passing it through middleware from req.proxy and using it to generate qr code it gives 407 eror gotproxyfrommiddle: http://login:pass@host:port QR REFRESH ERROR: Error: Proxy CONNECT 407 Proxy Authentication Required at ClientRequest.<anonymous> (/root/servercs/node_modules/@doctormckay/stdlib/lib/http/proxyagent.js:50:26) at ClientRequest.emit (node:events:524:28) at Socket.socketOnData (node:_http_client:584:11) at Socket.emit (node:events:524:28) at addChunk (node:internal/streams/readable:561:12) at readableAddChunkPushByteMode (node:internal/streams/readable:512:3) at Readable.push (node:internal/streams/readable:392:5) at TCP.onStreamRead (node:internal/stream_base_commons:191:23) at TCP.callbackTrampoline (node:internal/async_hooks:130:17) [93e0077c-f92c-4460-8539-74012f6870a9] Running new context but if i will copy gotproxyfrommiddle and paste in session it will work for fine
  28. 407 means your proxy is rejecting your connection. You're either using the wrong credentials or you have things configured wrong.
  29. Trades containing CS2 items are not returned by the WebAPI when using an API key. You need to use an access token instead. You can get one using steam-session, and you provide it like this: https://api.steampowered.com/IEconService/GetTradeStatus/v1/?tradeid=123456&access_token=eyAid...
  1. Load more activity
×
×
  • Create New...