steamcommunity 3.46.1 → 3.47.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/LICENSE +21 -21
- package/README.md +22 -22
- package/classes/CConfirmation.js +37 -37
- package/classes/CEconItem.js +120 -120
- package/classes/CMarketItem.js +189 -189
- package/classes/CMarketSearchResult.js +89 -89
- package/classes/CSteamGroup.js +155 -155
- package/classes/CSteamUser.js +225 -217
- package/components/chat.js +283 -283
- package/components/confirmations.js +428 -428
- package/components/groups.js +798 -732
- package/components/help.js +64 -64
- package/components/helpers.js +128 -108
- package/components/http.js +150 -150
- package/components/inventoryhistory.js +173 -173
- package/components/login.js +110 -0
- package/components/market.js +387 -387
- package/components/profile.js +475 -475
- package/components/twofactor.js +152 -152
- package/components/users.js +831 -767
- package/components/webapi.js +118 -118
- package/examples/README.md +35 -35
- package/examples/accept_all_confirmations.js +173 -173
- package/examples/disable_twofactor.js +135 -135
- package/examples/edit-group-announcement.js +118 -118
- package/examples/enable_twofactor.js +182 -182
- package/index.js +13 -151
- package/package.json +11 -6
- package/resources/EChatState.js +14 -14
- package/resources/EConfirmationType.js +12 -12
- package/resources/EFriendRelationship.js +23 -23
- package/resources/EPersonaState.js +23 -23
- package/resources/EPersonaStateFlag.js +32 -32
- package/resources/EResult.js +254 -254
- package/.editorconfig +0 -13
- package/.github/FUNDING.yml +0 -2
- package/.idea/.name +0 -1
- package/.idea/codeStyleSettings.xml +0 -13
- package/.idea/codeStyles/Project.xml +0 -15
- package/.idea/codeStyles/codeStyleConfig.xml +0 -6
- package/.idea/copyright/profiles_settings.xml +0 -3
- package/.idea/encodings.xml +0 -6
- package/.idea/inspectionProfiles/Project_Default.xml +0 -11
- package/.idea/jsLibraryMappings.xml +0 -6
- package/.idea/misc.xml +0 -6
- package/.idea/modules.xml +0 -9
- package/.idea/node-steamcommunity.iml +0 -8
- package/.idea/steamcommunity.iml +0 -10
- package/.idea/vcs.xml +0 -7
- package/.idea/watcherTasks.xml +0 -4
- package/CONTRIBUTING.md +0 -36
package/components/webapi.js
CHANGED
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@@ -1,118 +1,118 @@
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var SteamCommunity = require('../index.js');
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const Helpers = require('./helpers.js');
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SteamCommunity.prototype.getWebApiKey = function(domain, callback) {
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var self = this;
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this.httpRequest({
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"uri": "https://steamcommunity.com/dev/apikey?l=english",
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"followRedirect": false
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}, function(err, response, body) {
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if (err) {
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callback(err);
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return;
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}
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if(body.match(/<h2>Access Denied<\/h2>/)) {
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return callback(new Error("Access Denied"));
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}
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if(body.match(/You must have a validated email address to create a Steam Web API key./)) {
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return callback(new Error("You must have a validated email address to create a Steam Web API key."));
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}
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var match = body.match(/<p>Key: ([0-9A-F]+)<\/p>/);
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if(match) {
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// We already have an API key registered
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callback(null, match[1]);
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} else {
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// We need to register a new API key
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self.httpRequestPost('https://steamcommunity.com/dev/registerkey?l=english', {
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"form": {
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"domain": domain,
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"agreeToTerms": "agreed",
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"sessionid": self.getSessionID(),
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"Submit": "Register"
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}
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}, function(err, response, body) {
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if (err) {
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callback(err);
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return;
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}
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self.getWebApiKey(domain, callback);
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}, "steamcommunity");
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}
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}, "steamcommunity");
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};
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/**
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* @deprecated No longer works. Will be removed in a future release.
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* @param {function} callback
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*/
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SteamCommunity.prototype.getWebApiOauthToken = function(callback) {
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if (this.oAuthToken) {
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return callback(null, this.oAuthToken);
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}
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callback(new Error('This operation requires an OAuth token, which is no longer issued by Steam.'));
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};
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/**
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* Sets an access_token generated by steam-session using EAuthTokenPlatformType.MobileApp.
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* Required for some operations such as 2FA enabling and disabling.
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* This will throw an Error if the provided token is not valid, was not generated for the MobileApp platform, is expired,
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* or does not belong to the logged-in user account.
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*
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* @param {string} token
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*/
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SteamCommunity.prototype.setMobileAppAccessToken = function(token) {
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if (!this.steamID) {
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throw new Error('Log on to steamcommunity before setting a mobile app access token');
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}
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let decodedToken = Helpers.decodeJwt(token);
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if (!decodedToken.iss || !decodedToken.sub || !decodedToken.aud || !decodedToken.exp) {
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throw new Error('Provided value is not a valid Steam access token');
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}
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if (decodedToken.iss == 'steam') {
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throw new Error('Provided token is a refresh token, not an access token');
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}
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if (decodedToken.sub != this.steamID.getSteamID64()) {
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throw new Error(`Provided token belongs to account ${decodedToken.sub}, but we are logged into ${this.steamID.getSteamID64()}`);
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}
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if (decodedToken.exp < Math.floor(Date.now() / 1000)) {
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throw new Error('Provided token is expired');
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}
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if ((decodedToken.aud || []).indexOf('mobile') == -1) {
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throw new Error('Provided token is not valid for MobileApp platform type');
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}
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this.mobileAccessToken = token;
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};
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/**
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* Verifies that the mobile access token we already have set is still valid for current login.
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*
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* @private
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*/
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SteamCommunity.prototype._verifyMobileAccessToken = function() {
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if (!this.mobileAccessToken) {
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// No access token, so nothing to do here.
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return;
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}
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let decodedToken = Helpers.decodeJwt(this.mobileAccessToken);
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let isTokenInvalid = decodedToken.sub != this.steamID.getSteamID64() // SteamID doesn't match
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|| decodedToken.exp < Math.floor(Date.now() / 1000); // Token is expired
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if (isTokenInvalid) {
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delete this.mobileAccessToken;
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}
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};
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var SteamCommunity = require('../index.js');
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const Helpers = require('./helpers.js');
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SteamCommunity.prototype.getWebApiKey = function(domain, callback) {
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var self = this;
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this.httpRequest({
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"uri": "https://steamcommunity.com/dev/apikey?l=english",
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"followRedirect": false
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}, function(err, response, body) {
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if (err) {
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callback(err);
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return;
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}
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if(body.match(/<h2>Access Denied<\/h2>/)) {
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return callback(new Error("Access Denied"));
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}
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if(body.match(/You must have a validated email address to create a Steam Web API key./)) {
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return callback(new Error("You must have a validated email address to create a Steam Web API key."));
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}
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var match = body.match(/<p>Key: ([0-9A-F]+)<\/p>/);
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if(match) {
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// We already have an API key registered
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callback(null, match[1]);
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} else {
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// We need to register a new API key
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self.httpRequestPost('https://steamcommunity.com/dev/registerkey?l=english', {
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"form": {
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"domain": domain,
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"agreeToTerms": "agreed",
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"sessionid": self.getSessionID(),
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"Submit": "Register"
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}
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}, function(err, response, body) {
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if (err) {
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callback(err);
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return;
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}
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self.getWebApiKey(domain, callback);
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}, "steamcommunity");
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}
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}, "steamcommunity");
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};
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/**
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* @deprecated No longer works. Will be removed in a future release.
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* @param {function} callback
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*/
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SteamCommunity.prototype.getWebApiOauthToken = function(callback) {
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if (this.oAuthToken) {
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return callback(null, this.oAuthToken);
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}
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callback(new Error('This operation requires an OAuth token, which is no longer issued by Steam.'));
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};
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/**
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* Sets an access_token generated by steam-session using EAuthTokenPlatformType.MobileApp.
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63
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* Required for some operations such as 2FA enabling and disabling.
|
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64
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+
* This will throw an Error if the provided token is not valid, was not generated for the MobileApp platform, is expired,
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65
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* or does not belong to the logged-in user account.
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*
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* @param {string} token
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*/
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SteamCommunity.prototype.setMobileAppAccessToken = function(token) {
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if (!this.steamID) {
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throw new Error('Log on to steamcommunity before setting a mobile app access token');
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}
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let decodedToken = Helpers.decodeJwt(token);
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if (!decodedToken.iss || !decodedToken.sub || !decodedToken.aud || !decodedToken.exp) {
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throw new Error('Provided value is not a valid Steam access token');
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}
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if (decodedToken.iss == 'steam') {
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throw new Error('Provided token is a refresh token, not an access token');
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}
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if (decodedToken.sub != this.steamID.getSteamID64()) {
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throw new Error(`Provided token belongs to account ${decodedToken.sub}, but we are logged into ${this.steamID.getSteamID64()}`);
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}
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if (decodedToken.exp < Math.floor(Date.now() / 1000)) {
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throw new Error('Provided token is expired');
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}
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if ((decodedToken.aud || []).indexOf('mobile') == -1) {
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throw new Error('Provided token is not valid for MobileApp platform type');
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}
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this.mobileAccessToken = token;
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};
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/**
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* Verifies that the mobile access token we already have set is still valid for current login.
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*
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* @private
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*/
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SteamCommunity.prototype._verifyMobileAccessToken = function() {
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if (!this.mobileAccessToken) {
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// No access token, so nothing to do here.
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return;
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}
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let decodedToken = Helpers.decodeJwt(this.mobileAccessToken);
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let isTokenInvalid = decodedToken.sub != this.steamID.getSteamID64() // SteamID doesn't match
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|| decodedToken.exp < Math.floor(Date.now() / 1000); // Token is expired
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if (isTokenInvalid) {
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delete this.mobileAccessToken;
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}
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};
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package/examples/README.md
CHANGED
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@@ -1,35 +1,35 @@
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# node-steamcommunity examples
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The files in this directory are example scripts that you can use as a getting-started point for using node-steamcommunity.
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## Enable or Disable Two-Factor Authentication
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If you need to enable or disable 2FA on your bot account, you can use enable_twofactor.js and disable_twofactor.js to do so.
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The way that you're intended to use these scripts is by cloning the repository locally, and then running them directly
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from this examples directory.
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For example:
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```shell
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git clone https://github.com/DoctorMcKay/node-steamcommunity node-steamcommunity
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cd node-steamcommunity
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npm install
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cd examples
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node enable_twofactor.js
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```
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## Accept All Confirmations
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If you need to accept trade or market confirmations on your bot account for which you have your identity secret, you can
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use accept_all_confirmations.js to do so. The way that you're intended to use this script is by cloning the repository
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locally, and then running it directly from this examples directory.
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For example:
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```shell
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git clone https://github.com/DoctorMcKay/node-steamcommunity node-steamcommunity
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cd node-steamcommunity
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npm install
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cd examples
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node accept_all_confirmations.js
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```
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1
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# node-steamcommunity examples
|
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2
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+
|
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3
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+
The files in this directory are example scripts that you can use as a getting-started point for using node-steamcommunity.
|
|
4
|
+
|
|
5
|
+
## Enable or Disable Two-Factor Authentication
|
|
6
|
+
|
|
7
|
+
If you need to enable or disable 2FA on your bot account, you can use enable_twofactor.js and disable_twofactor.js to do so.
|
|
8
|
+
The way that you're intended to use these scripts is by cloning the repository locally, and then running them directly
|
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9
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+
from this examples directory.
|
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10
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+
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11
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For example:
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```shell
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git clone https://github.com/DoctorMcKay/node-steamcommunity node-steamcommunity
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cd node-steamcommunity
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npm install
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cd examples
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node enable_twofactor.js
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```
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21
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## Accept All Confirmations
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22
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+
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23
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If you need to accept trade or market confirmations on your bot account for which you have your identity secret, you can
|
|
24
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use accept_all_confirmations.js to do so. The way that you're intended to use this script is by cloning the repository
|
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25
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locally, and then running it directly from this examples directory.
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For example:
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```shell
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git clone https://github.com/DoctorMcKay/node-steamcommunity node-steamcommunity
|
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cd node-steamcommunity
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npm install
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|
+
cd examples
|
|
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|
+
node accept_all_confirmations.js
|
|
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|
+
```
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@@ -1,173 +1,173 @@
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// If you aren't running this script inside of the repository, replace the following line with:
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// const SteamCommunity = require('steamcommunity');
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const SteamCommunity = require('../index.js');
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const SteamSession = require('steam-session');
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const SteamTotp = require('steam-totp');
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const ReadLine = require('readline');
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const EConfirmationType = SteamCommunity.ConfirmationType;
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let g_AbortPromptFunc = null;
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let community = new SteamCommunity();
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main();
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async function main() {
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let accountName = await promptAsync('Username: ');
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let password = await promptAsync('Password (hidden): ', true);
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// Create a LoginSession for us to use to attempt to log into steam
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let session = new SteamSession.LoginSession(SteamSession.EAuthTokenPlatformType.MobileApp);
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// Go ahead and attach our event handlers before we do anything else.
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session.on('authenticated', async () => {
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abortPrompt();
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let cookies = await session.getWebCookies();
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community.setCookies(cookies);
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doConfirmations();
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});
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session.on('timeout', () => {
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});
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session.on('error', (err) => {
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abortPrompt();
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// This should ordinarily not happen. This only happens in case there's some kind of unexpected error while
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// polling, e.g. the network connection goes down or Steam chokes on something.
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console.log(`ERROR: This login attempt has failed! ${err.message}`);
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});
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// Start our login attempt
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let startResult = await session.startWithCredentials({accountName, password});
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if (startResult.actionRequired) {
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// Some Steam Guard action is required. We only care about email and device codes; in theory an
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// EmailConfirmation and/or DeviceConfirmation action could be possible, but we're just going to ignore those.
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// If the user does receive a confirmation and accepts it, LoginSession will detect and handle that automatically.
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// The only consequence of ignoring it here is that we don't print a message to the user indicating that they
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// could accept an email or device confirmation.
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let codeActionTypes = [SteamSession.EAuthSessionGuardType.EmailCode, SteamSession.EAuthSessionGuardType.DeviceCode];
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let codeAction = startResult.validActions.find(action => codeActionTypes.includes(action.type));
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if (codeAction) {
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if (codeAction.type == SteamSession.EAuthSessionGuardType.EmailCode) {
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// We wouldn't expect this to happen since mobile confirmations are only possible with 2FA enabled, but just in case...
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console.log(`A code has been sent to your email address at ${codeAction.detail}.`);
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} else {
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console.log('You need to provide a Steam Guard Mobile Authenticator code.');
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}
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let code = await promptAsync('Code or Shared Secret: ');
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if (code) {
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// The code might've been a shared secret
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if (code.length > 10) {
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code = SteamTotp.getAuthCode(code);
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}
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await session.submitSteamGuardCode(code);
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}
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// If we fall through here without submitting a Steam Guard code, that means one of two things:
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// 1. The user pressed enter without providing a code, in which case the script will simply exit
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// 2. The user approved a device/email confirmation, in which case 'authenticated' was emitted and the prompt was canceled
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}
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}
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}
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async function doConfirmations() {
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let identitySecret = await promptAsync('Identity Secret: ');
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let confs = await new Promise((resolve, reject) => {
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let time = SteamTotp.time();
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let key = SteamTotp.getConfirmationKey(identitySecret, time, 'conf');
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community.getConfirmations(time, key, (err, confs) => {
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return reject(err);
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}
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resolve(confs);
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});
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});
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console.log(`Found ${confs.length} outstanding confirmations.`);
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// We need to track the previous timestamp we used, as we cannot reuse timestamps.
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let previousTime = 0;
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for (let i = 0; i < confs.length; i++) {
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let conf = confs[i];
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process.stdout.write(`Accepting confirmation for ${EConfirmationType[conf.type]} - ${conf.title}... `);
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try {
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await new Promise((resolve, reject) => {
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let time = SteamTotp.time();
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if (time == previousTime) {
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time++;
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}
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previousTime = time;
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let key = SteamTotp.getConfirmationKey(identitySecret, time, 'allow');
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conf.respond(time, key, true, (err) => {
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err ? reject(err) : resolve();
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});
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});
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console.log('success');
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} catch (ex) {
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console.log(`error: ${ex.message}`);
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}
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// sleep 500ms so we don't run too far away from the current timestamp
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await new Promise(resolve => setTimeout(resolve, 500));
|
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}
|
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|
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|
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|
-
console.log('Finished processing confirmations');
|
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process.exit(0);
|
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|
-
}
|
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|
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|
|
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|
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// Nothing interesting below here, just code for prompting for input from the console.
|
|
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|
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|
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|
-
function promptAsync(question, sensitiveInput = false) {
|
|
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|
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return new Promise((resolve) => {
|
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|
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let rl = ReadLine.createInterface({
|
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|
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input: process.stdin,
|
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|
-
output: sensitiveInput ? null : process.stdout,
|
|
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|
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terminal: true
|
|
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|
-
});
|
|
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|
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|
|
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|
-
g_AbortPromptFunc = () => {
|
|
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|
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rl.close();
|
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|
-
resolve('');
|
|
146
|
-
};
|
|
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|
-
|
|
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|
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if (sensitiveInput) {
|
|
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|
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// We have to write the question manually if we didn't give readline an output stream
|
|
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|
-
process.stdout.write(question);
|
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|
-
}
|
|
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|
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|
|
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|
-
rl.question(question, (result) => {
|
|
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|
-
if (sensitiveInput) {
|
|
155
|
-
// We have to manually print a newline
|
|
156
|
-
process.stdout.write('\n');
|
|
157
|
-
}
|
|
158
|
-
|
|
159
|
-
g_AbortPromptFunc = null;
|
|
160
|
-
rl.close();
|
|
161
|
-
resolve(result);
|
|
162
|
-
});
|
|
163
|
-
});
|
|
164
|
-
}
|
|
165
|
-
|
|
166
|
-
function abortPrompt() {
|
|
167
|
-
if (!g_AbortPromptFunc) {
|
|
168
|
-
return;
|
|
169
|
-
}
|
|
170
|
-
|
|
171
|
-
g_AbortPromptFunc();
|
|
172
|
-
process.stdout.write('\n');
|
|
173
|
-
}
|
|
1
|
+
// If you aren't running this script inside of the repository, replace the following line with:
|
|
2
|
+
// const SteamCommunity = require('steamcommunity');
|
|
3
|
+
const SteamCommunity = require('../index.js');
|
|
4
|
+
const SteamSession = require('steam-session');
|
|
5
|
+
const SteamTotp = require('steam-totp');
|
|
6
|
+
const ReadLine = require('readline');
|
|
7
|
+
|
|
8
|
+
const EConfirmationType = SteamCommunity.ConfirmationType;
|
|
9
|
+
|
|
10
|
+
let g_AbortPromptFunc = null;
|
|
11
|
+
|
|
12
|
+
let community = new SteamCommunity();
|
|
13
|
+
|
|
14
|
+
main();
|
|
15
|
+
async function main() {
|
|
16
|
+
let accountName = await promptAsync('Username: ');
|
|
17
|
+
let password = await promptAsync('Password (hidden): ', true);
|
|
18
|
+
|
|
19
|
+
// Create a LoginSession for us to use to attempt to log into steam
|
|
20
|
+
let session = new SteamSession.LoginSession(SteamSession.EAuthTokenPlatformType.MobileApp);
|
|
21
|
+
|
|
22
|
+
// Go ahead and attach our event handlers before we do anything else.
|
|
23
|
+
session.on('authenticated', async () => {
|
|
24
|
+
abortPrompt();
|
|
25
|
+
|
|
26
|
+
let cookies = await session.getWebCookies();
|
|
27
|
+
community.setCookies(cookies);
|
|
28
|
+
|
|
29
|
+
doConfirmations();
|
|
30
|
+
});
|
|
31
|
+
|
|
32
|
+
session.on('timeout', () => {
|
|
33
|
+
abortPrompt();
|
|
34
|
+
console.log('This login attempt has timed out.');
|
|
35
|
+
});
|
|
36
|
+
|
|
37
|
+
session.on('error', (err) => {
|
|
38
|
+
abortPrompt();
|
|
39
|
+
|
|
40
|
+
// This should ordinarily not happen. This only happens in case there's some kind of unexpected error while
|
|
41
|
+
// polling, e.g. the network connection goes down or Steam chokes on something.
|
|
42
|
+
|
|
43
|
+
console.log(`ERROR: This login attempt has failed! ${err.message}`);
|
|
44
|
+
});
|
|
45
|
+
|
|
46
|
+
// Start our login attempt
|
|
47
|
+
let startResult = await session.startWithCredentials({accountName, password});
|
|
48
|
+
if (startResult.actionRequired) {
|
|
49
|
+
// Some Steam Guard action is required. We only care about email and device codes; in theory an
|
|
50
|
+
// EmailConfirmation and/or DeviceConfirmation action could be possible, but we're just going to ignore those.
|
|
51
|
+
// If the user does receive a confirmation and accepts it, LoginSession will detect and handle that automatically.
|
|
52
|
+
// The only consequence of ignoring it here is that we don't print a message to the user indicating that they
|
|
53
|
+
// could accept an email or device confirmation.
|
|
54
|
+
|
|
55
|
+
let codeActionTypes = [SteamSession.EAuthSessionGuardType.EmailCode, SteamSession.EAuthSessionGuardType.DeviceCode];
|
|
56
|
+
let codeAction = startResult.validActions.find(action => codeActionTypes.includes(action.type));
|
|
57
|
+
if (codeAction) {
|
|
58
|
+
if (codeAction.type == SteamSession.EAuthSessionGuardType.EmailCode) {
|
|
59
|
+
// We wouldn't expect this to happen since mobile confirmations are only possible with 2FA enabled, but just in case...
|
|
60
|
+
console.log(`A code has been sent to your email address at ${codeAction.detail}.`);
|
|
61
|
+
} else {
|
|
62
|
+
console.log('You need to provide a Steam Guard Mobile Authenticator code.');
|
|
63
|
+
}
|
|
64
|
+
|
|
65
|
+
let code = await promptAsync('Code or Shared Secret: ');
|
|
66
|
+
if (code) {
|
|
67
|
+
// The code might've been a shared secret
|
|
68
|
+
if (code.length > 10) {
|
|
69
|
+
code = SteamTotp.getAuthCode(code);
|
|
70
|
+
}
|
|
71
|
+
await session.submitSteamGuardCode(code);
|
|
72
|
+
}
|
|
73
|
+
|
|
74
|
+
// If we fall through here without submitting a Steam Guard code, that means one of two things:
|
|
75
|
+
// 1. The user pressed enter without providing a code, in which case the script will simply exit
|
|
76
|
+
// 2. The user approved a device/email confirmation, in which case 'authenticated' was emitted and the prompt was canceled
|
|
77
|
+
}
|
|
78
|
+
}
|
|
79
|
+
}
|
|
80
|
+
|
|
81
|
+
async function doConfirmations() {
|
|
82
|
+
let identitySecret = await promptAsync('Identity Secret: ');
|
|
83
|
+
|
|
84
|
+
let confs = await new Promise((resolve, reject) => {
|
|
85
|
+
let time = SteamTotp.time();
|
|
86
|
+
let key = SteamTotp.getConfirmationKey(identitySecret, time, 'conf');
|
|
87
|
+
community.getConfirmations(time, key, (err, confs) => {
|
|
88
|
+
if (err) {
|
|
89
|
+
return reject(err);
|
|
90
|
+
}
|
|
91
|
+
|
|
92
|
+
resolve(confs);
|
|
93
|
+
});
|
|
94
|
+
});
|
|
95
|
+
|
|
96
|
+
console.log(`Found ${confs.length} outstanding confirmations.`);
|
|
97
|
+
|
|
98
|
+
// We need to track the previous timestamp we used, as we cannot reuse timestamps.
|
|
99
|
+
let previousTime = 0;
|
|
100
|
+
|
|
101
|
+
for (let i = 0; i < confs.length; i++) {
|
|
102
|
+
let conf = confs[i];
|
|
103
|
+
|
|
104
|
+
process.stdout.write(`Accepting confirmation for ${EConfirmationType[conf.type]} - ${conf.title}... `);
|
|
105
|
+
|
|
106
|
+
try {
|
|
107
|
+
await new Promise((resolve, reject) => {
|
|
108
|
+
let time = SteamTotp.time();
|
|
109
|
+
if (time == previousTime) {
|
|
110
|
+
time++;
|
|
111
|
+
}
|
|
112
|
+
|
|
113
|
+
previousTime = time;
|
|
114
|
+
let key = SteamTotp.getConfirmationKey(identitySecret, time, 'allow');
|
|
115
|
+
conf.respond(time, key, true, (err) => {
|
|
116
|
+
err ? reject(err) : resolve();
|
|
117
|
+
});
|
|
118
|
+
});
|
|
119
|
+
|
|
120
|
+
console.log('success');
|
|
121
|
+
} catch (ex) {
|
|
122
|
+
console.log(`error: ${ex.message}`);
|
|
123
|
+
}
|
|
124
|
+
|
|
125
|
+
// sleep 500ms so we don't run too far away from the current timestamp
|
|
126
|
+
await new Promise(resolve => setTimeout(resolve, 500));
|
|
127
|
+
}
|
|
128
|
+
|
|
129
|
+
console.log('Finished processing confirmations');
|
|
130
|
+
process.exit(0);
|
|
131
|
+
}
|
|
132
|
+
|
|
133
|
+
// Nothing interesting below here, just code for prompting for input from the console.
|
|
134
|
+
|
|
135
|
+
function promptAsync(question, sensitiveInput = false) {
|
|
136
|
+
return new Promise((resolve) => {
|
|
137
|
+
let rl = ReadLine.createInterface({
|
|
138
|
+
input: process.stdin,
|
|
139
|
+
output: sensitiveInput ? null : process.stdout,
|
|
140
|
+
terminal: true
|
|
141
|
+
});
|
|
142
|
+
|
|
143
|
+
g_AbortPromptFunc = () => {
|
|
144
|
+
rl.close();
|
|
145
|
+
resolve('');
|
|
146
|
+
};
|
|
147
|
+
|
|
148
|
+
if (sensitiveInput) {
|
|
149
|
+
// We have to write the question manually if we didn't give readline an output stream
|
|
150
|
+
process.stdout.write(question);
|
|
151
|
+
}
|
|
152
|
+
|
|
153
|
+
rl.question(question, (result) => {
|
|
154
|
+
if (sensitiveInput) {
|
|
155
|
+
// We have to manually print a newline
|
|
156
|
+
process.stdout.write('\n');
|
|
157
|
+
}
|
|
158
|
+
|
|
159
|
+
g_AbortPromptFunc = null;
|
|
160
|
+
rl.close();
|
|
161
|
+
resolve(result);
|
|
162
|
+
});
|
|
163
|
+
});
|
|
164
|
+
}
|
|
165
|
+
|
|
166
|
+
function abortPrompt() {
|
|
167
|
+
if (!g_AbortPromptFunc) {
|
|
168
|
+
return;
|
|
169
|
+
}
|
|
170
|
+
|
|
171
|
+
g_AbortPromptFunc();
|
|
172
|
+
process.stdout.write('\n');
|
|
173
|
+
}
|