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McKay Development

Dr. McKay

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Everything posted by Dr. McKay

  1. I tested it personally before pushing and login didn't take any longer than usual.
  2. The error language is probably controlled by your Steam account language.
  3. Should be fixed in the latest commit. Remember that the v4 branch is still pre-alpha. There are going to be bugs.
  4. That's not an appropriate fix because that prevents intentional attachment of multiple handlers for a single message. Pull the latest v4 commit and you should get fixes for gamesPlayed and your duplicate handler issue, but I wasn't able to replicate any Steam Guard issues.
  5. Then you have the wrong time or the wrong secret.
  6. https://github.com/DoctorMcKay/node-steamcommunity/wiki/SteamCommunity#getconfirmationstime-key-callback
  7. All of that data is already available. As long as you're set to online, myFriends contains the list of who all your friends are, and users contains their profile data, updated in real-time.
  8. What exactly are you trying to do?
  9. Given that your steam-user seems to be temporary, you could just create a new one every time.
  10. You would need to add support directly to steam-user by editing it. You can't just call underscore-prefixed methods from outside of the module and expect things to work. Take a look at the commit history to see what it takes to add support for a new message. Why do you want to use this, anyway? You can already get your friends list from steam-user.
  11. I would assume it's because this code is being called multiple times and is attaching a new listener to loggedOn every time.
  12. You need to go into that node-steam-user-4 folder and run npm install
  13. Are you on the latest v4 commit? That sounds like a bug I fixed a couple weeks ago.
  14. You don't, you use sendFriendMessage.
  15. You probably aren't in any groups.
  16. getGroups
  17. Yes, it posts all device changes. If you're using an HTTPS webhook it's possible that Mono doesn't have the appropriate CA certificates. I've had trouble with getting it to post to some HTTPS endpoints properly.
  18. Yes, because ignorant coders will almost definitely start passing API keys that don't belong to the account they're signed into, and start posting GitHub issues asking what's going on. If you know what you're doing, you can set the apiKey property directly with the correct key, but please make sure you actually know what you're doing.
  19. Chat history is temporary for all chats, even group chats.
  20. As in all callbacks, the first argument is err. And I'm pretty sure you'd want to still use getChatHistory as before.
  21. You should not be using the same id for the first and second parameters. The first parameter is the group chat ID, and the second is the ID of the channel you're looking for. Get rid of the parens around the parameters. That's turning the commas into comma operators, which is not what you want to do.
  22. Active means its state on Steam is Active. Anything that you can accept but haven't yet is active and you should be able to use getUserDetails on it. To get user details for trade offers that are no longer active, you'll need to use the WebAPI.
  23. You cannot call getUserDetails on a trade offer that is not active.
  24. There is absolutely nothing wrong with doing this. I'd recommend that you do it this way, although maybe 15 minutes is too quick. Try 30 minutes and if you still have trouble, lower it to 15.
  25. You're not losing your connection to the Steam servers. Your web session has expired. They're two separate things. When you connect to the Steam CM (the server the Steam client connects to), the CM issues you a "nonce" which is then exchanged for web session cookies via the API. Those session cookies can expire, and so you'll need to get new ones from your still-connected connection to the CM. That's what webLogOn is for. This is exactly what's happening when you see this in your Steam client: Your client is still connected, but the web session is expired. So it needs to get new cookies.
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