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Everything posted by Dr. McKay
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BREAKING CHANGES: steam-user v4 now available on npm
Dr. McKay replied to Dr. McKay's topic in node-steam-user
The next update will hopefully fix this. -
Well, it's been over 24 hours now and both my test processes are still low on memory usage: WS: 2019-02-06 00:43:13 - rss: 134.3 MB, heapTotal: 59 MB, heapUsed: 49.5 MB, external: 173.9 KB TCP: 2019-02-06 00:43:27 - rss: 147.6 MB, heapTotal: 57.9 MB, heapUsed: 49.3 MB, external: 81 KB One is connected to Steam using a WebSocket, the other using TCP. Both have just logged on and gone online on Steam, nothing more. Also, neither has crashed. Node v10.15.0.
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You should call addMyItem on the entire item object from the inventory, not just on the assetid. Otherwise, Steam has no idea what game you want to trade items from.
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I'm using v10 right now. I just set up a couple processes running on my Linux server generating heapdumps hourly. I'll let it run for a day or so and see what I can come up with.
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Currently, the only module I've released that supports promises out of the box is steam-user (v4 or later only).
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Do not use the confirmation checker Your time is wrong or your secret is wrong
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BREAKING CHANGES: steam-user v4 now available on npm
Dr. McKay replied to Dr. McKay's topic in node-steam-user
Do you think you could possibly add: client.on('debug', log); This will help to narrow down what's going on if it happens again. You don't need to login through SteamCommunity if your session expires. Just call client.webLogOn() in that case. -
BREAKING CHANGES: steam-user v4 now available on npm
Dr. McKay replied to Dr. McKay's topic in node-steam-user
Is that happening consistently? If so, can you show what code you're using? -
BREAKING CHANGES: steam-user v4 now available on npm
Dr. McKay replied to Dr. McKay's topic in node-steam-user
client.chat.on("friendMessage", (SENDER, MSG) => { is the correct one to use. It felt to me that having every method attached directly to SteamUser was getting kind of messy, so for v4 and new Steam chat I opted to create a separate "handler class" and attach it to SteamUser for interacting with new Steam chat. You can read the docs for new Steam chat here. Just remember that to use any method or event on that page, you need to use client.chat.methodName() or client.chat.on('eventName'). -
sessionExpired after trade notification
Dr. McKay replied to neverhood's topic in node-steamcommunity
Yes, that would work. For clarity's sake, you should use SteamUser.EPersonaState.Online instead of 1 and SteamUser.EFriendRelationship.RequestRecipient instead of 2 in that code. -
sessionExpired after trade notification
Dr. McKay replied to neverhood's topic in node-steamcommunity
I think you might be misunderstanding what's happening. Your session isn't expiring immediately after someone sends you a trade offer. The module can only know that your session expired if it attempts to make a cookie-authenticated request and it fails. The module knows that you got a new trade offer from the API (which doesn't expire), but when you try to act on it that takes place on steamcommunity.com so that's the earliest you can know that your session expired. Exactly what causes a session to expire is known only to God Valve, and you'll just need to work around it by refreshing your session as needed. -
sessionExpired after trade notification
Dr. McKay replied to neverhood's topic in node-steamcommunity
The way you used community in your first post is correct. You can do just {community} which is interpreted as {community: community}. I think probably what's happening is that your session is just expiring (which happens normally) and you aren't expecting it. It wouldn't hurt to add an automatic hourly webLogOn call to be more proactive about renewing your session rather than reactive. -
There are specific broadcast messages that aren't yet implemented.
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sessionExpired after trade notification
Dr. McKay replied to neverhood's topic in node-steamcommunity
Does this mean it's fixed? -
If you use the new client.chat.friendMessage method, the callback or promise response will include modified_message, which for a /random message will be something like: [random min="1" max="1234" result="1095"][/random] v4.1 will parse this BBCode for you, but until that's released you'll need to parse it yourself.
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You can't use await like that. In order for it to do anything, you need to return a Promise in the functions you're awaiting, and resolve that Promise with your score once they're complete.
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Question Need help getting names of all available games on steam account
Dr. McKay replied to ThePlata's topic in node-steam-user
Yes, store the results in an array during the loop then call res.send at the end. It would help future people if you posted your solution. -
With the way your code is currently set up, I would recommend doing it sequentially instead of in parallel. That is, when checkProfile finishes, call checkHours with that score. And when that finishes, do whatever you need to with the score.
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When you pass a primitive (number, string, etc.) variable to a function like that, changing it inside the function only changes it inside the function. It doesn't change everywhere.
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Question Need help getting names of all available games on steam account
Dr. McKay replied to ThePlata's topic in node-steam-user
I would assume that you're only supposed to call res.send once. -
BREAKING CHANGES: steam-user v4 now available on npm
Dr. McKay replied to Dr. McKay's topic in node-steam-user
v4 is now out of beta and is live on npm. -
https://api.steampowered.com/IPlayerService/GetOwnedGames/v1/?key=xxx&steamid=76561098044947296&include_played_free_games=1 Something is making Steam choke on this profile, so Steam is returning a 500 response. You should either check the status code (response.statusCode == 200), or wrap your JSON.parse call in a try/catch block (or ideally, both).