-
Posts
19 -
Joined
-
Last visited
Posts posted by Yeezy
-
-
Just use the SteamClient as a platform type or does this also cause the instant lock?
let session = new LoginSession(EAuthTokenPlatformType.SteamClient); session.loginTimeout = 120000; let startResult = await session.startWithQR(); ...
-
On 11/13/2024 at 7:49 AM, Dr. McKay said:
Sounds like you have some network issue.
I let this script run on a new OVH VPS, so I don't think its a network issue.Couldn't ECONNRESET also be caused by the steam servers abruptly closing the connection while they are still doing their maintenance?
The first econnreset it seemed to handle it fine and attempted the autoRelogin, but after it got the econreset from when it tried to reconnect it just exited I assume?
-
On 11/8/2024 at 6:00 AM, Dr. McKay said:
You can see exactly what's happening internally if you add a debug listener like so:
user.on('debug', console.log)
Got this today, during steam routine downtime:
[2024-11-12T23:09:31.673Z] [W1] WebSocket disconnected with error: read ECONNRESET [2024-11-12T23:09:31.673Z] [W1] Handling connection close [2024-11-12T23:09:31.673Z] 3: NoConnection [2024-11-12T23:09:31.673Z] Disconnecting without sending logoff [2024-11-12T23:09:31.673Z] [W1] We wanted to end connection, but it's not connected or connecting [2024-11-12T23:09:31.673Z] [EBO] Queueing exponential backoff "logOn" with timeout 1000 [2024-11-12T23:09:32.692Z] API GET request to https://api.steampowered.com/ISteamDirectory/GetCMListForConnect/v0001/?format=vdf&cellid=14: 200 [2024-11-12T23:09:32.716Z] Randomly chose netfilter server 185.25.182.52:27017 (load = 28, wtd_load = 21.6530790328979492) [2024-11-12T23:09:32.716Z] [T31] Connecting to TCP CM: 185.25.182.52:27017 [2024-11-12T23:09:33.717Z] [T31] TCP connection timed out [2024-11-12T23:09:33.717Z] [T31] Ending connection and removing all listeners [2024-11-12T23:09:33.717Z] [WebAPI] Using cached value for API_GET_https://api.steampowered.com/ISteamDirectory/GetCMListForConnect/v0001/ [2024-11-12T23:09:33.719Z] Randomly chose websockets server ext1-par1.steamserver.net:27024 (load = 26, wtd_load = 20.9230833053588867) [2024-11-12T23:09:33.719Z] [W37] Connecting to WebSocket CM ext1-par1.steamserver.net:27024 [2024-11-12T23:09:35.720Z] [W37] WS connection timed out [2024-11-12T23:09:35.720Z] [WebAPI] Using cached value for API_GET_https://api.steampowered.com/ISteamDirectory/GetCMListForConnect/v0001/ [2024-11-12T23:09:35.721Z] Randomly chose websockets server ext1-par1.steamserver.net:27024 (load = 26, wtd_load = 20.9230833053588867) [2024-11-12T23:09:35.721Z] [W43] Connecting to WebSocket CM ext1-par1.steamserver.net:27024 [2024-11-12T23:09:39.723Z] [W43] WS connection timed out [2024-11-12T23:09:39.723Z] [WebAPI] Using cached value for API_GET_https://api.steampowered.com/ISteamDirectory/GetCMListForConnect/v0001/ [2024-11-12T23:09:39.725Z] Randomly chose websockets server ext1-par1.steamserver.net:27033 (load = 26, wtd_load = 23.2615313529968262) [2024-11-12T23:09:39.725Z] [W52] Connecting to WebSocket CM ext1-par1.steamserver.net:27033 [2024-11-12T23:09:47.727Z] [W52] WS connection timed out [2024-11-12T23:09:47.727Z] [WebAPI] Using cached value for API_GET_https://api.steampowered.com/ISteamDirectory/GetCMListForConnect/v0001/ [2024-11-12T23:09:47.728Z] Randomly chose websockets server ext1-par1.steamserver.net:27033 (load = 26, wtd_load = 23.2615313529968262) [2024-11-12T23:09:47.729Z] [W61] Connecting to WebSocket CM ext1-par1.steamserver.net:27033 [2024-11-12T23:09:57.730Z] [W61] WS connection timed out [2024-11-12T23:09:57.731Z] [WebAPI] Using cached value for API_GET_https://api.steampowered.com/ISteamDirectory/GetCMListForConnect/v0001/ [2024-11-12T23:09:57.733Z] Randomly chose netfilter server 185.25.182.52:27017 (load = 28, wtd_load = 21.6530790328979492) [2024-11-12T23:09:57.733Z] [T70] Connecting to TCP CM: 185.25.182.52:27017 [2024-11-12T23:10:07.733Z] [T70] TCP connection timed out [2024-11-12T23:10:07.733Z] [T70] Ending connection and removing all listeners [2024-11-12T23:10:07.733Z] [WebAPI] Using cached value for API_GET_https://api.steampowered.com/ISteamDirectory/GetCMListForConnect/v0001/ [2024-11-12T23:10:07.735Z] Randomly chose websockets server ext1-par1.steamserver.net:27019 (load = 27, wtd_load = 22.5226225852966309) [2024-11-12T23:10:07.735Z] Connecting to WebSocket CM ext1-par1.steamserver.net:27019 [2024-11-12T23:10:17.737Z] [W79] WS connection timed out [2024-11-12T23:10:17.737Z] [WebAPI] Using cached value for API_GET_https://api.steampowered.com/ISteamDirectory/GetCMListForConnect/v0001/ [2024-11-12T23:10:17.738Z] Randomly chose websockets server ext1-par1.steamserver.net:27019 (load = 27, wtd_load = 22.5226225852966309) [2024-11-12T23:10:17.738Z] [W88] Connecting to WebSocket CM ext1-par1.steamserver.net:27019 [2024-11-12T23:10:18.798Z] [W88] WebSocket disconnected with error: read ECONNRESET [2024-11-12T23:10:18.799Z] [W88] Handling connection close [2024-11-12T23:10:19.799Z] [WebAPI] Using cached value for API_GET_https://api.steampowered.com/ISteamDirectory/GetCMListForConnect/v0001/
After 23:10 it did not do anything for 2 hours, so I just ended the process.
-
12 hours ago, TheMaster said:
If u are Using that many profiles on the same Ip Ofc u wil get ratelimited i suggest using proxies in the constructors of the steam user and community
I don’t think so, since no errors like RateLimitExceeded or Denied are being thrown. I don’t appear to be IP blocked, as I can restart all of them manually after steam downtime. They just fail to reconnect automatically for some reason and are not throwing any errors.
Just wanna see if I can find out whats causing this
-
You think im being rate limited with 50 profiles when steam goes down and they all try to reconnect?
Last error received was: 3: NoConnection (steam went down)
and after that nothing, but they also didn't automatically reconnect after steam went back up. I'd assume if it was being rate limited it would throw 84 RateLimitExceeded?Any thoughts on how I could debug this issue?
-
2 hours ago, Dr. McKay said:
Are you sure it's fatal and crashing the process? Looks to me like you're handling the error event as expected, not reconnecting, and the process exits as it should since there's nothing more on the event loop.
autoReconnect does not apply for disconnects which emit the error event. In those cases, you're responsible for reconnecting manually.
I could implement my own check for a disconnect,
But lets say say api.steampowered.com goes down and is unreachable, shouldn't autoRelogin keep the process in idle/try to reconnect? (instead of throwing the error event)
-
On 10/25/2024 at 8:48 AM, Dr. McKay said:
I'm not aware of autoRelogin being broken in any way.
Web sessions are completely independent of CM connections. When steam-user is "connected", that's a CM session. A web session is negotiated through the CM session, but they're entirely separate. Web sessions are never automatically renewed by steam-user; that responsibility falls onto you.
Didn't mean to hijack this thread, but is this intended? (not the websession)
enotfound seems to be fatal and exiting the whole processlet client = new SteamUser({ autoRelogin: true, // default dataDirectory: './data/' }); client.logOn({ accountName: '', password: '' }); client.on('loggedOn', (details) => { console.log('Logged into Steam as ' + client.steamID.getSteam3RenderedID()); client.setPersona(SteamUser.EPersonaState.Online); client.gamesPlayed(7); }); client.on('disconnected', (err, message) => { console.log(`${err} - ${message}`); }) client.on('error', (e) => { console.log(e); });
-
On 10/23/2024 at 6:09 AM, Dr. McKay said:
Once you're connected, it'll just stay connected unless Steam goes down or your network goes down.
It used to reconnect when steam went down right? I think autoRelogin might be broken currently with steam going down.
Does the relog function do the same as the autoRelogin option?
https://github.com/DoctorMcKay/node-steam-user?tab=readme-ov-file#relog -
Hey, Just wondering if anyone managed to replicate or set the "status" rp key using node-steam, just like FiveM seems to do on sourcemod, not sure if this is possible either currently with node-steam
https://partner.steamgames.com/doc/api/ISteamFriends#SetRichPresence
// doesn't work client.setPersona(SteamUser.EPersonaState.Online) client.gamesPlayed(218) // Source Mod 2007 client.uploadRichPresence(218, { "status": "FiveM?"}) // works but not what I'm trying to achieve client.setPersona(SteamUser.EPersonaState.Online) client.gamesPlayed(440) // TF2 client.uploadRichPresence(440, { "steam_display": "#tf_richpresence_display", "state": "PlayingGeneric", "currentmap": "FiveM?" })
-
When calling the method logOff(), it automatically reconnects,
Possibly something wrong with line 53 in connection.js?
since it believes its not loggingOff it will reconnect automatically when autoRelogin is enabled even though it was called from the logOff method.
as for a quick dev test, forcing this value to true instead of false seems to fix it but ofc will break it when it tries to reconnect if it goes down due to steam downtime
-
4.28.4 still leaked memory unfortunately.
Running a test currently with the following handlers disabled:
EMsg.ClientPersonaState EMsg.ClientClanState EMsg.ClientFriendsList
It's been looking good so far no memory leak yet (running for 4+ days now)
-
Seems like I acted too soon, but its still weird behavior
Ignore the RSS size, its caused by the heapsnapshot not being released properly (https://github.com/nodejs/node/issues/44027)
-
-
Node: v16.14
[email protected]Should I run node LTS 18.x and see if that resolves anything?
or log a specific variable/obj count inside the module to see whats happening?
I took a heap snapshot and will be checking it, I'll post an update if I find anything -
14 hours ago, Dr. McKay said:
Between your two screenshots, it kinda looks to me like g_ProcessPersonaSemaphore is somehow hanging at some point. The semaphore is backed by a linked list, and I see a lot of prev pointers in your OP screenshot. I don't really see why it would hang though, all code paths end in releasing the lock. That would also cause SteamID objects to pile up, as you're seeing in your heap snapshot.
In any case, try 4.28.4 and see if that fixes things for you.
Thank you, I'll try the update and let you know
-
15 May, Heapsnapshot size: 71 MB (no leak)
16 May, Heapsnapshot size: 1.85 GB
Should I log/trace all locations where a new SteamID gets created (inside the node-steam-user lib) and see if that leads me anywhere? -
There's a possible memory leak in comps/friends.js or comps/familysharing.js
(edit: I could be wrong about where the leak is)
(please check my attached image)The issue is rare and I'm unable to actively reproduce it yet, However it happens every 7 to 14 days after the App has been running for a while with 150~ instances of steamUser. (no memory leak until it happens)
I will update this thread as I find more useful details to go on.
the only part of my code which interacts with the steamUserFriends
steamUser.chat.on('friendMessage', async (message) => { if (config.autoReply) { if (!client.autoReplyRecipients.includes(message.steamid_friend.getSteamID64())) { client.autoReplyRecipients.push(message.steamid_friend.getSteamID64()) steamUser.chat.sendFriendMessage(message.steamid_friend, config.autoReply) setTimeout((removeSteamId) => { client.autoReplyRecipients = client.autoReplyRecipients.filter(steamId => steamId !== removeSteamId) }, 60000, message.steamid_friend.getSteamID64()) } } }) steamUser.on('friendRelationship', (sid, relationship) => { if (config.autoFriend && relationship == SteamUser.EFriendRelationship.RequestRecipient) { steamUser.addFriend(sid) } })
-
Hello,
I was messing around with the UIMode status and saw that VR was missing,
This file hasn't been touched since 1 Jun 2016 so I also assume you haven't revised it or looked into it at a later given time?
I was wondering if you could revisit it and perhaps add it if possible?
Thank you regardless,
https://github.com/DoctorMcKay/node-steam-user#setuimodemode
Inquiry About Appearing as Logged in from a Steam Deck Using Steam User Login
in node-steam-user
Posted
I can't seem to get it to show, People say its only a thing on the Beta Branch of steam, havent checked that yet though.
Tenfoot / 1024 is supposedly steam deck
Other modes like Playing Together, VR are working though
(https://github.com/SteamRE/SteamKit/blob/master/Resources/SteamLanguage/enums.steamd#L177C1-L190C3)