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McKay Development

Dr. McKay

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Everything posted by Dr. McKay

  1. You need to call setCookies on the TradeOfferManager instance. Passing a SteamCommunity to the TradeOfferManager constructor makes TradeOfferManager call setCookies on the SteamCommunity instance when you call setCookies on the manager instance, but not the other way around.
  2. Sorry, I don't have time to help with stuff like this.
  3. You're logging in to an anonymous user account (that's what the a means in [a:1:x]), which implies that your accountName is undefined.
  4. https://github.com/DoctorMcKay/node-steam-user/blob/master/components/cdn.js#L268
  5. https://github.com/DoctorMcKay/node-globaloffensive/blob/master/index.js#L277-L290 This code will probably work.
  6. You could just keep the offer object in memory somewhere and call getExchangeDetails on it again later. Or look it up by trade offer ID. TradeOfferManager doesn't have any way to request the trade status API without having a TradeOffer object first.
  7. I bet that for some reason, immediately after the trade finishes it's not returning the items but after some time they show up. I'd recommend that you set up retries for getExchangeDetails if it comes back empty.
  8. Check the same trade ID using the other bot's API key and see if it properly reports assets_received.
  9. Looks like it's returning assets_given, but not assets_received, so that would be why receivedItems is empty in TradeOfferManager. That's the data that Steam is reporting.
  10. Plug the trade_id (not the trade offer ID) from the offer in question into the GetTradeStatus API and see if it returns any info. If not, then it's a problem on Steam's end and there's nothing we can do about it, sadly.
  11. That code looks like it should work. It's possible that Steam has changed something relating to how avatars are uploaded. I'll look into this when I get a chance, but it probably won't be soon.
  12. No, and you really shouldn't be asking users for their account credentials. API keys are credentials.
  13. No, you can only use a 2FA code once. If you've already used a code, then you'll need to wait for the next code to be generated. You shouldn't be logging into SteamCommunity with an account name and password if you're already using SteamUser. In the webSession event, just call community.setCookies(cookies); That's all you need.
  14. Either your secret is wrong, your clock is wrong, or you attempted to reuse a 2FA code.
  15. If you get an error event indicating you disconnected due to LoggedInElsewhere, just log back in. It won't cause any problems unless you try to launch a game again before you get a playingState notification indicating that you aren't blocked.
  16. You should probably move your gamesPlayed call to the playingState event, and only call it if blocked is false.
  17. Not really. Logging into an account tends to invalidate the session cookies of other logins.
  18. You need to call manager.createOffer each time to get a fresh offer.
  19. You can only perform one craft at a time; sending that many craft requests will get dropped. You should call craft(), then wait for the craftingComplete event before you craft again.
  20. No, steam-user isn't compatible with Steamworks in any way. You could write an app that logs into Steam and fetches leaderboard data (leaderboards aren't presently available in steam-user though so you'd need to implement that yourself), but you wouldn't be able to reuse any of your existing C# code. Have you tried using steamcmd? I have no idea if it works with Steamworks apps the same way as the proper Steam client.
  21. No, you have to do it one-by-one with around a 1-second delay between requests. If you're trying to get data for items in your inventory, there's no need to inspect them as all the data is available in the inventory array.
  22. Update the module to the latest version.
  23. Dunno, maybe your cookies are wrong.
  24. Depends on why you're not connected. If you disconnected because Steam went down or you otherwise lost connection, SteamUser will automatically attempt to reconnect. Unless you messed with the autoRelogin option, the only situation where you'd need to call logOn again is if the error event got emitted.
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