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George Hazan

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  1. @Dr. McKay I mean the following situation: I launch a simple program written in JS + steam-user; then I launch web browser under the same account; I immediately got logged out of JS script with the following console output: [W2] WebSocket closed by remote with code 1000 and reason "" [W2] Connection closed, but message queue is active. Enqueueing CLOSE [W2#10] Handled message: ClientLoggedOff { eresult: 34 } Logged off: LogonSessionReplaced Disconnecting without sending logoff [W2] We wanted to end connection, but it's not connected or connecting W:\Test\steam-user\components\09-logon.js:656 let e = new Error(msg); ^ Error: LogonSessionReplaced at SteamUser._handleLogOff (W:\Test\steam-user\components\09-logon.js:656:12) at SteamUser.<anonymous> (W:\Test\steam-user\components\09-logon.js:871:7) at W:\Test\steam-user\components\classes\HandlerManager.js:35:12 at Array.forEach (<anonymous>) at HandlerManager.emit (W:\Test\steam-user\components\classes\HandlerManager.js:34:12) at SteamUser._handleMessage (W:\Test\steam-user\components\03-messages.js:645:25) at SteamUser._handleNetMessage (W:\Test\steam-user\components\03-messages.js:565:8) at SteamUser._processMulti (W:\Test\steam-user\components\03-messages.js:697:9) Emitted 'error' event on SteamUser instance at: at SteamUser._handleLogOff (W:\Test\steam-user\components\09-logon.js:663:9) at SteamUser.<anonymous> (W:\Test\steam-user\components\09-logon.js:871:7) [... lines matching original stack trace ...] at SteamUser._processMulti (W:\Test\steam-user\components\03-messages.js:697:9) { eresult: 34 } The question remains the same: is that possible to register a device somehow not to be logged out? BTW, if I run the same script again, it works okay in parallel with a browser... so it's possible, but how?
  2. O-ok, that problem with eresult = 15 is fixed. The only remaining problem for now is the problem when a browser, for example, replaces the existing Miranda's connection, pushing Miranda to offline, then Miranda logs in again, and both sessions work simultaneously... how can I avoid this problem?
  3. Yes, I can send messages from web client to any of my friends, no problems. And I've sent CMsgSetPersonaState at the moment of sending a message.
  4. [18:58:39 4A68] [STEAM_1] Message sent: CFriendMessagesSendMessageRequest { steamid: 33117837 chat_entry_type: 1 message: "sadfasdfasdf" contains_bbcode: true client_message_id: "2" } [18:58:39 3ED0] [STEAM_1] processing normal multi message of size 71 [18:58:39 3ED0] [STEAM_1] Processing service message: FriendMessages.SendMessage#1 CFriendMessagesSendMessageResponse { } In the message header of CFriendMessagesSendMessageResponse eresult = 15. Any attempt to send full steamID results to the same error.
  5. Yes, passed this point too. Now I have a normal session, but still can't send any message: I receive error 15 🙂
  6. Hi, I'm a developer of Miranda NG open source multiprotocol client (https://miranda-ng.org, https://github.com/miranda-ng/miranda-ng), and right now I'm trying to revive my old plugin for Steam. I succeeded to pass through the whole auth process, but each time I send CMsgClientLogon, it returns back with the error 5, and a websocket gets forcibly closed by the server, so I have no chance of sending CClientHeartBeat etc. Maybe you have some ideas where to look at your code to understand what's going on or how to fix this problem? What's the key thing to have a websocket running for a long time? WMBR, George Hazan.
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