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Everything posted by Dr. McKay
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Yes. Yes. That's correct. client.steamID gets set just before loggedOn is emitted (meaning it's not null once you connect), and gets set to null just after disconnected / error are emitted.
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Sounds like you need to pass a callback and check if Steam is returning an error.
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No, that's not possible and I don't have any plans to enable automated voting.
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It should be a string.
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All I can figure is that you aren't referencing your config properly, and config.clanid is ending up as undefined.
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If you haven't disabled automatic reconnection, then you shouldn't ever need to call logOn after the first time (unless the error event gets emitted). So yeah, when you get sessionExpired just check to make sure SteamUser is connected, then call webLogOn() if it is. If it isn't, then it'll automatically log onto web when it gets connected.
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That error happens when you call logOn while the SteamUser instance is already connected.
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v4.19.10 should fix this issue, although you will also have to add the containsBbCode option, like this: client.chat.sendFriendMessage(sender, response, {includesBbCode: true});
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When I try to get my own bot to send that exact message using that exact code, I get RateLimitExceeded (84) every time.
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My guess would be that your message is just too long, and Steam is choking on it.
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You shouldn't use for...in to iterate over arrays. Please research iterating over arrays in JavaScript.
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I wouldn't try it. It might work sometimes, but it tends to be fairly unreliable.
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How do you login to an authenticated user?
Dr. McKay replied to minecraftitsover100's topic in node-steam-user
No, InvalidPassword means that your account name or password is wrong. It would be a different error if it were Steam Guard related. -
How do you login to an authenticated user?
Dr. McKay replied to minecraftitsover100's topic in node-steam-user
node-steam-user/basicbot.js at master ยท DoctorMcKay/node-steam-user (github.com) -
Should be fixed now.
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No, it doesn't work anywhere.
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Not possible due to the Same-Origin Policy. You'll need to proxy those requests through a server.
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I don't know why you're calling client.setSentry() as the first argument to logOn(), but you shouldn't and because you are, you're logging on anonymously. Also, you can't use getOwnedApps before the appOwnershipCached event is emitted.
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steamcommunity can do that.
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webSession sometimes not called after automatic relogin
Dr. McKay replied to 3urobeat's topic in node-steam-user
Update to 4.19.7 please. -
Correct, when a new client session is established, a web session is automatically negotiated.
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webSession sometimes not called after automatic relogin
Dr. McKay replied to 3urobeat's topic in node-steam-user
Go ahead and try v4.19.6 please. -
webSession sometimes not called after automatic relogin
Dr. McKay replied to 3urobeat's topic in node-steam-user
Okay, this is interesting. Are you running your app on slow hardware, maybe a Raspberry Pi? It looks like Steam is sending back gzipped responses, and for some reason some of these responses are taking multiple seconds to ungzip. This is resulting in the timer for ClientLogOnResponse elapsing while ungzipping, resulting in a relog. But once the account gets relogged, the old ClientLogOnResponse comes in and it thinks it's logged on when it isn't. log.txt -
That means that Steam didn't respond to the add-friend request within 10 seconds. I don't know why this would happen other than Steam just being unreliable.