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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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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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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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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.
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4049_1572836826 reacted to a post in a topic: steam-session invalidParam
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Ah, my bad. The version with proxy support isn't published to npm yet. I'll go ahead and yolo it.
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let session = new LoginSession(EAuthTokenPlatformType.SteamClient, {httpProxy: 'http://127.0.0.1:8888'}); let startResult = await session.startWithCredentials({ accountName: '...', password: '...', steamGuardCode: generateAuthCode('...') }); Works fine for me. What does your proxy variable look like?