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McKay Development

Dr. McKay

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Everything posted by Dr. McKay

  1. Looks good. You might want to rate-limit calls to webLogOn though, as sessionExpired could be emitted with any frequency.
  2. That's against the Steam Subscriber Agreement.
  3. You're already using webSession to call setCookies. That's all you need to do to handle those cookies. Cookies from relogs will also arrive in that event. The steamcommunity sessionExpired event will still work for determining that your cookies have gone bad. Cookies from a SteamUser session will last at most as long as your Steam connection, but Steam has a tendency to kill them whenever it pleases (as with all session cookies).
  4. If you need web sessions, SteamUser can do that all for you. If you need fresh cookies, call user.webLogOn().
  5. Why are you using SteamUser, but also logging in via SteamCommunity?
  6. You can use steamcommunity for that: https://github.com/DoctorMcKay/node-steamcommunity/wiki/CSteamUser#getinventorycontextscallback
  7. You should listen for the receivedOfferChanged event and run your acceptance logic in there.
  8. https://github.com/DoctorMcKay/node-steam-tradeoffer-manager/wiki/TradeOffer#getuserdetailscallback
  9. https://github.com/DoctorMcKay/node-steam-user#enabletwofactorcallback
  10. Yeah, that should be sufficient. If I remember correctly, sessionExpired is only emitted for known no-session errors.
  11. Make sure your machine's clock is right and that you have all the typical TLS root certificates installed.
  12. I've created a GitHub issue for this, as the module does need to be updated. I'm unsure when I'll have time to get to it, but it should be soon. If anyone relies heavily on this, I can prioritize it.
  13. Why is my Steam inventory out-of-date? Before we delve into Steam's inventory cache, first it helps to know how the economy server works. When you request a user's Steam inventory, your request goes to the Steam economy server. If the economy server has that inventory in its cache, it returns the cached version. If not, it requests the inventory from the game's item server, caches the result that's returned, and then sends it back to you. This cache does not automatically expire (in most circumstances). However, there are a few actions that can cause an inventory cache for a particular game to expire: Launching the game via SteamQuitting the game via SteamAccepting a trade offer (or having a sent trade offer accepted) which includes items from the gameAccepting a real-time trade request, or having a real-time trade request which you sent be accepted*Publishers can do it at their discretion* if a real-time trading session is opened for your account, then all games' inventory caches will be invalidated for your account. I believe it's also supposed to be possible for Steamworks developers to tell the cache to expire at a certain date and time, but I don't believe it works currently. The Steam inventory cache is what causes your inventory to not appear up-to-date, especially if you craft/receive a new item while the game is running. The easiest way to invalidate the cache in order to get fresh data is to open a real-time trading session.
  14. https://github.com/DoctorMcKay/node-steam-tradeoffer-manager/wiki/TradeOffer#counter
  15. Okay, the timeframe was a bit sooner than expected. You can now change account email (which trade bans you for 5 days) and password (no trade ban) in v3.13.0.
  16. Can I see the code that creates the chat and invites the users?
  17. Only Valve knows the answer to that, but out of the interest of everyone I'd avoid registering accounts super quickly. No idea. Not possible through steam-user at this time, but would be possible to implement. Couldn't give you a timeframe, though.
  18. There isn't any debug mode that would be terribly useful for this, I'm afraid.
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