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Everything posted by Dr. McKay
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You might need to wait for friendRelationship to get emitted again with relationship SteamUser.EFriendRelationship.Friend. But a lot of people are having issues automatically posting comments; Valve might have put some anti-spam measures into place.
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TypeError: callback is not a function on loggedIn event
Dr. McKay replied to Kulagin's topic in node-steamcommunity
You need to supply a callback to login. And also loggedOn is always going to be false in that code (not that you're checking that, for some reason). -
Yep, that looks correct. I'm pretty curious as to how you weren't crashing with the old code, but as long as that works, all's well that ends well.
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You need to log back on after error before you do anything else, or else it will crash because you're trying to do things without being logged on. A call to logOn is what needs to go inside the process.nextTick.
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Try using process.nextTick(() => client.logOn(logInOptions)) when error is emitted. You're going to need to generate a new 2FA code, though.
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When error is emitted, that means you're logged off. You'll need to log on again.
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Please read the v4 release notes. The first argument to callbacks is now err.
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What version of steam-user are you using?
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Question Getting Float Value + PatternID of CS:GO items
Dr. McKay replied to Kokoman111's topic in node-steam-tradeoffer-manager
It's possible with globaloffensive. But please don't call it "float value". -
173.208.103.160 is not an IP address assigned to any interface on your system. Is that a proxy IP? If so, just use the proxy option and don't set localAddress. Please read the v4 release notes.
- 5 replies
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- node.js
- node-steam-user
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(and 2 more)
Tagged with:
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const Request = require('request'); const SteamCommunity = require('steamcommunity'); let community = new SteamCommunity({"request": Request.defaults({"proxy": "http://1.2.3.4"})});
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Question How do you get rich presence data?
Dr. McKay replied to fawcghost's topic in node-steam-user
It's in the user event in steam-user. -
It's entirely possible that it's some kind of rate-limit in Steam to prevent comment spam.
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Most definitely.
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Since updating to 4.4.4, my memory-leak test setup isn't doing too badly. Just ~150 MB per instance.
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Why would you need to use it that frequently? You get real-time notifications (through events) when friend messages are received.
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When I have time.
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Question Constantly prompted with Steam Guard App Code
Dr. McKay replied to ktfo's topic in node-steam-user
relog is only meant to be used when you're connected. When error is emitted, that means you got disconnected and SteamUser won't attempt to automatically reconnect. You should be able to just log back on immediately with your login key. Also, if you want some more descriptive debug output (actual message names and not just numbers), add "debug": true to your constructor options. -
Question Constantly prompted with Steam Guard App Code
Dr. McKay replied to ktfo's topic in node-steam-user
8901 is ClientPICSChangesSinceRequest, so I suppose it stands to reason that Steam is sending a whole lot of product data in a single message, which is transferring really slowly, thus blocking the pong frames from being received in a timely manner. But it would have to be a looooot of data, and in my experience really large PICS changes responses are broken up into multiple messages, so pong frames should make it through. ¯\_(ツ)_/¯ That would explain your timeouts, but not why the login key is being rejected for session resumption. Perhaps Steam doesn't believe that you've disconnected yet? Or maybe Steam saw the WS close frame and treated it as a logoff and thus invalidated the login key. But that wouldn't explain why it was being rejected when you were using rememberPassword. Perhaps using the previous session ID is invalid when trying to use a remember-password login key and not for session resumption purposes. So again, ¯\_(ツ)_/¯ Maybe to fix this, websocket13 should avoid tearing down a connection for failure to respond to ping while data is actively coming in. Dunno. But to (finally) answer your question, you should be able to work around this quite well by adding "protocol": SteamUser.EConnectionProtocol.TCP to your constructor options. Plain TCP doesn't use pings to make sure the connection is still alive. -
Question How many requests (per second) to Steam Market?
Dr. McKay replied to roughnecks's topic in General
Blocked = 429 for some period of time I don't know off-hand, probably at least 5 minutes. Your best bet is to find some third-party pricing API.