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McKay Development

TheMaster

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  1. 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
  2. i want to get the user inventories for them to display on my project for those users who dont use the steam creds to log in so i want to know what is the rate limit of the steam side for the get user inventory contents so i can get their inventory and not get rate limited on my account
  3. i want to validate if a user entered rhe identity secrect correctly so my plan that i implemented was that i will create a api key and handle the confrim mation to see if the api key creates but as th apikey is already created and the steam servers are constantly replying Busy Iwant to know if there is a easy way of verifying this Currrent code async function createSteamApiKey() { return new Promise((resolve, reject) => { const retryDelay = 30000; // 30 seconds const retryLimit = 1; // Retry limit let retryCount = 0; function attemptCreateKey() { if (retryCount >= retryLimit) { console.log(`Retry limit exceeded. Setting isbusy to true.`); isbusy = true; // Permanently set isbusy to true return resolve(false); // Resolve the promise to stop further execution } console.log(`Attempting to create Web API key (Attempt ${retryCount + 1})...`); const options = { domain: "localhost", identitySecret: identity }; community.createWebApiKey(options, (err, result) => { if (err) { if (err.eresult === 10) { // Busy error console.log("API busy, retrying in 30 seconds..."); retryCount++; return setTimeout(attemptCreateKey, retryDelay); } return reject(err); // Handle other errors } if (result.confirmationRequired) { console.log("Mobile confirmation is required to create the Web API key."); return resolve({ confirmationRequired: true, finalizeOptions: result.finalizeOptions }); } console.log("API key created successfully: " + result.apiKey); isbusy = false; // Reset isbusy to false if successful resolve(result.apiKey); // Resolve the promise with API key }); } attemptCreateKey(); // Start the attempt }); } Update: the steamservers only return buys if we try to create a api on top of a api the thing that was writtten in the docs has now been set to true i read the doc idk if i am blind but i didnt saw a function to delete/revoke the webapi
  4. fixed for now i guess
  5. read the mobile access token thingy
  6. can i know what is your end goal here u dont want to use the phone to approve the login am i right? You want o do it using node -steam community i think this is the closest i can guide u take a look here if this helps https://github.com/DoctorMcKay/node-steamcommunity/wiki/SteamCommunity#setmobileappaccesstokenaccesstoken i think this is related to the mobile app functionality or y can wait for dc.mckay to reply here
  7. for me this error occurs when generally browsing on steam the user was using a custom link but changed it
  8. Hey when ever i login there is no confirmation as in the confirmations tab it usually requires the guard code and thats it, can u be more explanatory on how u are logging in ?
  9. How are u calling the Logon?
  10. as far as i know these class ids a permanent y dont u just save these and move forward instead request again and again????????????? This was ur original question given u have now all the assetids just save the values to the database
  11. the way i see it and i could be wrong the same ratelimits should be applied on them as it mimics the browser ,the access token , so u cant spam it btw why do u want to call the get offer 100k times per day LOL
  12. oooo i made a flag my self when i called log on i set the "loggingon" flag to true and when the the loggon emitted i set the flag to false but didnt used the disconnected event handler to set a flag also i have some improvements to the logon function if u will consider them , what i did is i emitted and error in case of dupe logon request and returned the function this will prevent a fatal error and a crash ifu have thoughts about it lmk logOn(details) { // Delay the actual logon by one tick, so if users call logOn from the error event they won't get a crash because // they appear to be already logged on (the steamID property is set to null only *after* the error event is emitted). // Go ahead and create the Error now, so that we'll have a useful stack trace if we need to throw it. let alreadyLoggedOnError = new Error('Already logged on, cannot log on again'); let alreadyConnectingError = new Error('Already attempting to log on, cannot log on again'); process.nextTick(async () => { if (this.steamID) { console.log('Error: Already logged on'); this.emit('error', alreadyLoggedOnError); return; } if (this._connecting) { console.log('Error: Already attempting to log on'); this.emit('error', alreadyConnectingError); return; } this.steamID = null; this._cancelReconnectTimers(); this._initProperties(); this._connecting = true; this._loggingOff = false;
  13. Is there any flag that shows that there is an ongoing attempt to logon by steam user if the auto relogin is set to true? Any flag or property
  14. Hey U can easily do that using the market.csgo api endpoint https://market.csgo.com/api/v2/prices/class_instance/USD.json just send a get request with no auth and u can parse the response as u like
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