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Dr. McKay

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Everything posted by Dr. McKay

  1. True, though I wouldn't worry too much about it personally. I don't have any plans at the moment for steam-user v5. Be aware that refresh tokens expire after 200 days and I've yet to see a way to refresh them, so you will need to re-auth with your password after that time.
  2. 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?
  3. I also commented this on your issue: The first argument to loggedOn is a CMsgClientLogonResponse object, not a login key. You get a login key from the loginKey event.
  4. That's not a good idea. Steam will invalidate your session if your IP changes too much.
  5. 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 });
  6. 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.
  7. 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.
  8. Ah, my bad. The version with proxy support isn't published to npm yet. I'll go ahead and yolo it.
  9. 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?
  10. At the moment, that's not possible if you're using the WebBrowser platform type. But refresh tokens are good for 200 days, so you can just keep using a refresh token until it expires.
  11. It doesn't matter what the value is, it just has to be different. If you try to connect twice from the same public IP using the same logonID, then the first session will be booted. If you don't supply one (seems like webchat doesn't) then it defaults to 0.
  12. It would be helpful if you mentioned what the error you get actually is. I'm going to assume that you're getting LoggedInElsewhere, which would suggest that you need to set logonID to a nonzero value when you log on.
  13. https://github.com/DoctorMcKay/node-steam-session/issues/7 Fixed in v0.0.4
  14. As far as I'm aware, fetching your own inventory does have limits but they're not as strict as fetching others' inventories. IP limit
  15. There haven't been any changes that necessitated changes in how steamcommunity or steam-tradeoffer-manager fetch inventories, but you might need some more proxies now if you're going to load lots of inventories, and you'll want to cache things more aggressively if you can.
  16. Can you share where you've seen this used? Maybe it's a different module that provides that functionality.
  17. https://github.com/DoctorMcKay/node-steam-user/wiki/SteamChatRoomClient#getfriendmessagehistoryfriendsteamid-options-callback Used as steamUserInstance.chat.getFriendMessageHistory()
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