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McKay Development

Dr. McKay

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Everything posted by Dr. McKay

  1. The promptSteamGuardCode option was removed in v4. The prompting is now automatically disabled when you add a steamGuard event listener. The arguments for the steamGuard event are domain, callback, lastCodeWrong. With the code you pasted, lastCodeWrong will always be truthy because that's actually the callback you should call with your new code.
  2. https://github.com/DoctorMcKay/node-steam-user#steamguard
  3. Either you'd use the steamGuard event or the twoFactorCode property when you call logOn.
  4. It's not really a bug, per se. friendRelationship is emitted when Steam sends down a message that a relationship changed. I guess Steam assumes that your local data is out of date if you try to add someone who's already your friend, so you get the friendRelationship notification to make sure that your client is aware they're already your friend. Nonetheless, I'll suppress friendRelationship and groupRelationship events for updates to our already-known relationship in 4.21.0.
  5. You can't. Restarting a process necessarily drops your TCP connections, which means that you get disconnected and thus logged out.
  6. The first argument to the webSession callback is sessionID, not cookies. My guess would be that you have a handler for SteamCommunity's sessionExpired event that calls client.webLogOn(), which it's continually doing because it never receives valid cookies.
  7. You'd have to use node-globaloffensive for that.
  8. You probably need to set the Referer header.
  9. Interesting. Are you trying to download a manifest that isn't the latest? The beta Steam client has indications that Valve might start restricting that.
  10. Please double-check the version in node_modules/steam-user/package.json. cdn.js line 155 is blank in the latest version.
  11. A SteamID object is an object, not a string containing the 64-bit SteamID. See info here from the SteamCommunity docs. The SteamID returned when you retrieve the user's profile from their vanity URL is indeed correct: > const SteamID = require('steamid') > let sid = new SteamID() > sid.universe = 1 > sid.type = 1 > sid.instance = 1 > sid.accountid = 117631762 > sid.getSteamID64() '76561198077897490' If you have the SteamID e.g. from passport-steam, then this is how you'd call getSteamUser: const SteamCommunity = require('steamcommunity'); let community = new SteamCommunity(); community.getSteamUser(new SteamCommunity.SteamID('76561198077897490'), (err, user) => { // . . . }); That said, if all you're doing with node-steamcommunity is retrieving users' profile details, you're far better off using the WebAPI for that.
  12. Sorry, I misled you. You need to pass a request instance with the proxy set on it to SteamCommunity, like so: const Request = require('request'); const SteamCommunity = require('steamcommunity'); let community = new SteamCommunity({ request: Request.defaults({proxy: 'http://1.2.3.4'}) });
  13. If you pass a SteamCommunity instance to TradeOfferManager, then it inherits it.
  14. The fromitemid asset id should disappear, and the amount of the toitemid should increment by however much the amount of the fromitemid was.
  15. I've never used it myself. I'm sure you can figure it out. I'm going to assume that you pass the asset ID of the stack you want to put onto another one as fromitemid, the asset ID of the stack you want to put items onto as toassetid, and the amount of items you want to move as quantity.
  16. You need to set httpProxy on the SteamCommunity instance too.
  17. There's no bug here. State 9 is CreatedNeedsConfirmation. A received offer won't go into state 9, and receivedOfferChanged only gets emitted when an offer changes state.
  18. You would call it whenever you want to combine some item stacks in your inventory. When you want to do it is up to you. That method doesn't belong in steam-tradeoffer-manager since it has nothing to do with trade offers.
  19. https://steamapi.xpaw.me/#IInventoryService/CombineItemStacks
  20. SteamDB is pretty much scraping a bunch of different stuff to get status information. It used to be possible to get the number of people connected to Steam using GetNumberOfCurrentPlayers with appid 0, but that appears not to work anymore so they're likely scraping it from the stats page. For the Steam Store/Community/WebAPI statuses, they're probably just requesting the homepage every so often and checking if it returns a successful response. CS:GO has an API endpoint you can use to get server status. For GC status, they just have bots that connect to GCs and report when they get disconnected.
  21. Use getConfirmations to get your account's pending confirmations, and either use respondToConfirmation or call respond on the confirmation object itself.
  22. What kind of string do you want? It's a binary value.
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