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  1. Today
  2. Hi, by default steam-user generates machine ID based on account name, however after some time working with this library my steam account has a lot of different "Authorised devices" on steam settings page with names like "DESKTOP-<foobar>". All the time I was using log+pass+shared secret for logon Does machineID affect authorised devices? Does it mean that from Steam perspective every login is performed from different device? Will such behaviour affect steam account in terms of new update related to trade lock from new device? And main question - how can I authorise from same "device" for each logon request? Information from this block https://github.com/DoctorMcKay/node-steam-user?tab=readme-ov-file#machine-auth-tokens can be used for this purpose? How to do the same with authorisation via refresh token?
  3. After I upgraded the steam-user version from 5.0.9 to 5.2.0, this does not happen anymore. I will watch for a while and comment if there is a problem
  4. Yesterday
  5. The reason this is happening is because balance is a 32 bit integer. Ur balance goes above the 32 bit integer limit so what it is doing is when it overflows over the INT_MAX (2147483647) it "resets" to INT_MIN (-2147483647) and adds the remainder of Balance - INT_MAX which is (15012313) back to INT_MIN which makes it -2132471336. Just use balance64 and you should be good but if you NEED to use balance you can just do balance + 2 + 2 * INT_MAX
  6. Currently I use steam-session with platform type SteamClient in order to get a refreshToken that I then pass to logOn but that causes my application to crash with the following message: RangeError: "length" is outside of buffer bounds at Buffer.proto.utf8Write (node:internal/buffer:1066:13) at Op.writeStringBuffer [as fn] (C:\Users\John\Desktop\steam\node_modules\protobufjs\src\writer_buffer.js:61:13) at BufferWriter.finish (C:\Users\John\Desktop\steam\node_modules\protobufjs\src\writer.js:453:14) at Function._encodeProto (C:\Users\John\Desktop\steam\node_modules\steam-user\components\03-messages.js:344:29) at SteamUser._send (C:\Users\John\Desktop\steam\node_modules\steam-user\components\03-messages.js:432:29) at SteamUser._sendLogOn (C:\Users\John\Desktop\steam\node_modules\steam-user\components\09-logon.js:347:8) at SteamUser.<anonymous> (C:\Users\John\Desktop\steam\node_modules\steam-user\components\02-connection.js:116:7) at C:\Users\John\Desktop\steam\node_modules\steam-user\components\classes\HandlerManager.js:35:12 at Array.forEach (<anonymous>) at HandlerManager.emit (C:\Users\John\Desktop\steam\node_modules\steam-user\components\classes\HandlerManager.js:34:12) { code: 'ERR_BUFFER_OUT_OF_BOUNDS' This happens before loggedOn event is triggered as well. Edit: This is caused by Node 22.7.0, upgrade to 22.8.0 or downgrade to LTS
  7. What is its API? How to use refreshToken to obtain decoding after logging in? This is another open source code written in c++ https://github.com/Ne3tCode/SPPRTool/
  8. Last week
  9. i want to get the user inventories for them to display on my project for those users who dont use the steam creds to log in so i want to know what is the rate limit of the steam side for the get user inventory contents so i can get their inventory and not get rate limited on my account
  10. Hello @tre0521 ☺️ If you send a cmsg client friend profile info message via steam user but do not receive a response; it appears it could be due to message formatting issues. You can try making changes to steam's API. Make that the message is properly encoded and verified.
  11. Earlier
  12. Hello @abcdef☺️☺️ It is dependent on the individual setting of your project. node tf2 is developed for specific functions; those linked to the team fortress 2 game; so converting its methods to a different framework and project might require changes.
  13. Theres any way to get game's achievements with node-steam-user?
  14. 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
  15. #485 Added handling for new Steam notifications notificationsReceived event markNotificationsRead() markAllNotificationsRead() Full Changelog: v5.1.0...v5.2.0 View on GitHub
  16. 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
  17. #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
  18. Added machineFriendlyName option to LoginSession's constructor options View on GitHub
  19. will it be fine to try the same method used in node-tf2?
  20. 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'
  21. 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
  22. steam-session can approve QR login attempts, but not standard password logins.
  23. Indeed. I would like to replicate the same functionality. Automatically approve logins.
  24. 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
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