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Posted

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.

Posted
[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.

Posted
On 12/18/2024 at 9:05 AM, Dr. McKay said:

Make sure you could send a message to that user ordinarily. Also make sure you've set yourself to online.

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.

Posted

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?

Posted

@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?

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