PonyExpress Posted April 25, 2020 Report Posted April 25, 2020 (edited) In about 50% of the cases when I try to get a CSGO inventory, I get EYldRefreshAppIfNecessary failed with EResult 55. manager.getUserInventoryContents(SID, 730, 2, false, (ERR, USERINVENTORY) => { If I try to open my friends CSGO inventory using Steam, I will also get an error "This inventory is currently unavailable. Please try again later." in about 50% of cases. But, if I offer a trade - the inventory will be available. Why does this happen and can I use another method to get inventory? Left image (profile - inventory), Right image - trade offer. Actually this problem is not permanent. Right now I am not getting this error. But in the screenshot - I first opened the inventory (=error), after that I sent the trade offer (=all good). Reload inventory (=error), Reload trade offer (=all good). I am sure of this and have checked it several times. Edited April 25, 2020 by PonyExpress Quote
Dr. McKay Posted April 26, 2020 Report Posted April 26, 2020 55 = RemoteCallFailed That error means that the Steam Community backend wasn't able to get the inventory from the GC (item server), likely because the GC is overloaded (status is probably "critical" at steamstat.us). vrtgn 1 Quote
PonyExpress Posted April 26, 2020 Author Report Posted April 26, 2020 Thank you for the information, but I would like to draw attention to this again: 21 hours ago, PonyExpress said: But, if I offer a trade - the inventory will be available. 2. In addition, I conducted this experiment several times: let notFriendSID = "76561198042084472"; manager.getUserInventoryContents(notFriendSID, 730, 2, false, (ERR) => { if (ERR) { console.log("getUserInventoryContents ERROR: " + ERR); } else { console.log("getUserInventoryContents OK!"); } }); setTimeout(function () { manager.loadUserInventory(notFriendSID, 730, 2, false, (ERR, INV) => { if (ERR) { console.log("loadUserInventory ERROR: " + ERR); } else { console.log("loadUserInventory OK!"); console.log(INV); } }); }, $SECOND * 3); return; In many cases, I get: Error for getUserInventoryContents and OK for loadUserInventory (after 3 sec). Is this just a coincidence or loadUserInventory is working better? Quote
vrtgn Posted April 27, 2020 Report Posted April 27, 2020 5 hours ago, PonyExpress said: Thank you for the information, but I would like to draw attention to this again: 2. In addition, I conducted this experiment several times: let notFriendSID = "76561198042084472"; manager.getUserInventoryContents(notFriendSID, 730, 2, false, (ERR) => { if (ERR) { console.log("getUserInventoryContents ERROR: " + ERR); } else { console.log("getUserInventoryContents OK!"); } }); setTimeout(function () { manager.loadUserInventory(notFriendSID, 730, 2, false, (ERR, INV) => { if (ERR) { console.log("loadUserInventory ERROR: " + ERR); } else { console.log("loadUserInventory OK!"); console.log(INV); } }); }, $SECOND * 3); return; In many cases, I get: Error for getUserInventoryContents and OK for loadUserInventory (after 3 sec). Is this just a coincidence or loadUserInventory is working better? These are both different endpoints, the deprecated loadUserInventory is giving you a response because it is not used as much due to it being unstable. PonyExpress 1 Quote
Dr. McKay Posted April 27, 2020 Report Posted April 27, 2020 If loadUserInventory works more reliably for you and you're okay with the possibility of things breaking as a result of using a deprecated endpoint, then go for it. PonyExpress 1 Quote
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