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McKay Development

Dr. McKay

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Everything posted by Dr. McKay

  1. You would probably add a new argument to your SteamBot constructor for the proxy URL to use.
  2. I don't know. My best guess would be that it's either protobuf or binary KV, but that doesn't look like either. It could possibly be compressed.
  3. I have no idea what format price_sheet is encoded in.
  4. Can I see the rest of the stack trace, please? It's possible that there's a bug in the module. This isn't related to the error, but I don't see any reason why you'd need to log on anonymously every time you want to send that request. You could just leave the connection open and you might run into fewer issues with Steam throttling you or something.
  5. That happens because Steam is going down or otherwise disconnecting you, and when the account automatically logs back on, the session resumption key is rejected and it prompts for a Steam Guard code. To suppress this prompt and provide a code programmatically, handle the steamGuard event.
  6. No, that's not possible Yes, that's possible as long as you are only in-game on one connection at a time. You will need to change the logonID on one or both instances or else one will get kicked off with the error LoggedInElsewhere.
  7. That's all correct. Anything that depends on a steam-client interface is not going to work with steam-user v4 or later. You could either use steam-user v3 or you could possibly write a kludge that would translate steam-user into a steam-client-like interface which dota2 could work with.
  8. I don't see any reason why that wouldn't work.
  9. Yes, for that reason you probably want to split up your stuff into multiple processes.
  10. There's no real limit on how many steam-user instances you can run in one process; your biggest limitations are going to be memory and IP addresses.
  11. I wouldn't be surprised if they did in fact scrape the values. I believe that mystery ID is also the same value as item_type in the response to ajaxgetgoovalue (the preflight that occurs when you gemify an item).
  12. As far as I'm aware, those mystery IDs aren't used anywhere else on Steam so it isn't really possible to associate that. My naive guess is that the mystery ID is just the sequence in which the game developer uploaded their community assets.
  13. It's itemCustomizationNotification, with a lowercase i.
  14. Maybe you tripped some anti-spam measure or something.
  15. Your second submit2 is the one that would work. Please be aware that your event listeners are going to be called every time steamGuard is emitted, so in that example, the steamGuard listener is going to be invoked both in the submit1 and submit2 handlers.
  16. Nope, sorry. There are WebAPI methods for that though.
  17. Yes, using steamcommunity.
  18. That seems like it would work, although you're going to run into issues if you log into an account that isn't using 2FA.
  19. There are a bunch of options. You could use readline to read input commands from the terminal and take actions based on those, you could start up an http server and respond to requests, there are a bunch of other things you could do too.
  20. You probably want to use form instead of formData.
  21. That looks correct. It's possible that your proxy doesn't like connecting to non-HTTP ports, so you could try enabling the webCompatibilityMode option as well.
  22. I honestly doubt I'll put much more work into family sharing in the near or semi-near future. You might be able to use NetHook to see what traffic the Steam client sends during the events you're describing.
  23. No, that doesn't work anymore as of steam-user v4. Please check the docs for the new way to use a proxy.
  24. You're probably not checking whether your client is still connected to Steam. In that case, whenever Steam goes down (or you otherwise lose connection), your web session will expire, triggering sessionExpired, which will make your code call webLogOn, which will fail with the given error because your client is no longer connected. You should check whether client.steamID is not null to make sure you're still connected.
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