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Everything posted by Dr. McKay
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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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(and 1 more)
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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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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?
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How to report a player with steam-user node package
Dr. McKay replied to Abhay's topic in node-steam-user
This is not a supported use-case. -
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.
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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.
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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.
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No, it's not possible.
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https://github.com/DoctorMcKay/node-steam-session/issues/7 Fixed in v0.0.4
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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
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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.
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Getting image.match is not a function on uploadAvatar()
Dr. McKay replied to EmDoesCs's topic in node-steamcommunity
Just do community.uploadAvatar("https://...") -
Can you share where you've seen this used? Maybe it's a different module that provides that functionality.