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McKay Development

Dr. McKay

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Everything posted by Dr. McKay

  1. I'm not aware of any way to determine from the client if a game is delisted on the store. You'd pretty much just have to check to see if https://store.steampowered.com/app/AppIdHere redirects to / or not. getProductInfo will give you all the same stuff that app_info_print does. Also, you don't need to use SteamCMD to use app_info_print; just hit Win+R and type steam://nav/console (or click that link) to open the console in the regular Steam client.
  2. The timeout is now 5 seconds in v1.1.1.
  3. You'll need to take that up with your proxy provider; the proxy is rejecting your forwarding request. Maybe you need to supply a username or password, or you need to tell the provider which IP you're going to connect from.
  4. Yes, you can request rich presence for a user using requestRichPresence. You can also listen for the user event, which is emitted in real-time for accounts on your friends list when things change.
  5. https://nodejs.org/api/events.html#emitteronceeventname-listener I dunno what to tell you; it seems like you've got some kind of concurrency problem or something.
  6. A better way to accomplish this would be to watch for the disconnected event: client.logOff(); client.once('disconnected', () => { // logged off; now safe to log on again });
  7. You have to use node-steamcommunity for that: https://github.com/DoctorMcKay/node-steamcommunity/wiki/SteamCommunity#editprofilesettings-callback
  8. No, it's stored encrypted and the way to decrypt it hasn't been published by anyone.
  9. You need to use the current time, not the time from when you first added the authenticator.
  10. That's definitely a proxy issue. Your proxy isn't responding fast enough.
  11. You exceeded Steam's login rate limit.
  12. There isn't such an event. I think you might be able to check if confirmationMethod is set on an active incoming offer to see if it was accepted and awaiting confirmation, although I'm not certain.
  13. If you use steam-session and log into steam-user using a refresh token, you won't need to enter a code every time. Refresh tokens are valid for 200 days.
  14. No, web cookies are shorter-lived than that. But you can always get new cookies if you still have a valid refresh token. For example: let session = new LoginSession(EAuthTokenPlatformType.WebBrowser); session.refreshToken = getMyRefreshTokenFromDatabaseOrWhatever(); let cookies = await session.getWebCookies();
  15. I don't have any plans to directly add automatic sentry file importing to steam-session.
  16. Steam is no longer issuing login keys. steam-user 4.28.0 adds a hack that makes login key code work without any changes, but using login keys is now officially deprecated.
  17. 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.
  18. That's just the GC being slow. It's a complete mess in CS:GO. CM stands for connection manager.
  19. 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.
  20. https://github.com/DoctorMcKay/node-steam-user#steamguard
  21. 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?
  22. 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.
  23. Might've been a temporary Steam issue. It's working fine for me.
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