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McKay Development

Dr. McKay

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Everything posted by Dr. McKay

  1. None of those messages are going to work for your needs, since they're only for requesting the logged in user's inventory. You can't request other users' inventories that way. Using the HTTP endpoint is pretty much the only way.
  2. You would need to also bind the local address on node-steamcommunity and additionally pass that community instance to the steam-tradeoffer-manager instance in the constructor.
  3. Well, you're logging in twice and only once with an auth code. Of course the login attempt without a code is going to fail.
  4. The transfer requests are just to set cookies on all the Steam domains, so logging in on community also logs you in on store and vice versa. But it's the same cookies on all domains.
  5. I guess you're not using the correct shared secret. I don't know why you'd need to instantiate that sid variable, but that input format is correct regardless.
  6. I would just look at what node-steamcommunity does to login: https://github.com/DoctorMcKay/node-steamcommunity/blob/master/index.js#L57
  7. If there's no release date in the data returned from getProductInfo, then that data wasn't put into that system. The only other way to get the release date would be to scrape it from the game's store page.
  8. Your first screenshot is an error event. If you don't add a listener for the error event and it gets emitted, it will crash your app. It looks to me like the Steam server you connected to exploded... has this happened frequently?
  9. It's game_server_ip and game_server_port in the user event.
  10. That data comes from the game server directly, not from Steam. You'd want to use something like this for that.
  11. You'll get 1200.
  12. I don't believe it does, but I don't know why you'd want to call that very frequently in the first place.
  13. Do not use prefix-underscored methods. They are internal to the module and could change at any time.
  14. https://github.com/DoctorMcKay/node-steamcommunity/blob/master/examples/edit-group-announcement.js#L17
  15. It doesn't look like you ever passed cookies to your steamcommunity instance. You'd want something like this: client.on('webSession', (sessionID, cookies) => { community.setCookies(cookies); });
  16. Which line is that occurring on?
  17. In theory yes, but steam-user is not the best way to determine if some other user owns a particular app. You'd want to use the WebAPI's GetOwnedGames method, or ideally the publisher CheckAppOwnership method.
  18. Yes, but: You shouldn't relog your client connection if your web session expires. Just call webLogOn() Calling logOff() in the error event listener is going to cause an error; if error gets emitted you're already disconnected (same applies to the disconnected listener) steamID is never going to be null in the disconnected event listener
  19. The profile data is cached for some time, you should try requesting again after a little while.
  20. The first argument to the webSession event is sessionID, not cookies.
  21. Yes, it will come up once and then you should get logged back in. It's fine to go ahead and call getExchangeDetails in the callback of offer.accept.
  22. steamcommunity doesn't know that the session expired until it gets back a "Not Logged In" response. In other words, it's the "Not Logged In" response itself that triggers the sessionExpired event.
  23. Unfortunately that's not possible.
  24. You would retrieve the other user's inventory and use addTheirItem to add their items to the offer.
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