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McKay Development

Dr. McKay

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Everything posted by Dr. McKay

  1. Sounds like that might be a rate limit.
  2. Nothing that steam-user does uses the WebAPI. There might be limits on various requests, but the WebAPI limit doesn't apply here. Using steam-user to listen for the user event doesn't make any requests at all; Steam pushes down profile updates as they happen.
  3. As far as I'm aware, all CS:GO items have a trade cooldown when traded. I don't know why you'd be seeing different behavior.
  4. That's just what happens for CS:GO items. Whenever an item is traded, the item server applies a 7-day trade cooldown to the item. Those market_tradable_restriction and market_marketable_restriction properties don't really do anything; they just get set on all items to show which cooldowns apply when an item is bought off the community market. It's up to the item server to actually apply any restrictions. I hadn't seen market_buy_country_restriction before, but I'm assuming it's the same: it just gets set on all items to prevent then from being bought by people in specific countries.
  5. Most free games these days are free-on-demand, so you'd need to use the requestFreeLicense method before you actually own the title.
  6. All of the details are already available on the objects in the data array.
  7. You would need to use node-globaloffensive.
  8. Nothing I can do about it, I didn't write the forum software.
  9. I've added initial support for using the new login scheme in the api-login branch: https://github.com/DoctorMcKay/node-steamcommunity/pull/292 But I've done it using protobufs to match how the proper Steam website does it. Where'd you get the values that you're sending?
  10. That's correct.
  11. That's probably down to Steam not sending it because it's not used in chat, which is the only official consumer of web logon tokens. I'm not aware of any way to force it to be sent, but you should be able to retrieve your wallet balance using steamstore.
  12. You aren't waiting for the loggedOn event.
  13. You would need to wrap logOn and the loggedOn handler in a promise. You'd also need to account for the error event in case you fail to log on, and remove the event listeners when you resolve the promise.
  14. https://steamerrors.com/20 It's a problem with Steam. Nothing we can do about it.
  15. That means that the request timed out. It's not an error in my code. My code is what's informing you of the timeout.
  16. offer.send((err, status) => { if (err) throw err; console.log(`https://steamcommunity.com/tradeoffer/${offer.id}`); });
  17. Sounds to me like you probably aren't properly sending your cookies in your requests. The sessionid cookie is just a CSRF token; it can be anything at all.
  18. I don't see any reason why that would happen unless you installed a really old version somehow. Could you paste the contents of node_modules/steamcommunity/package.json?
  19. There's no list of the order that events get emitted in because it isn't really defined. loggedOn happens first, unless steamGuard happens before you log on. Once you're logged on, everything else happens as Steam sees fit. Obviously, once you're disconnected (disconnected and error events) then further events stop. You could add an event listener inside of another event listener, but unless you use user.once or manually remove the listener every time, then your event handler will start getting called multiple times when the event fires.
  20. webSession will be emitted some time after loggedOn. loggedOn is the first event to be emitted after you log on; everything follows from there. Send your trade inside the webSession event and you should be good to go. Also, there's nothing that says you couldn't keep the bot logged on between requests, avoiding the need to log back on every time.
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