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.
Files changed (51) hide show
  1. package/LICENSE +21 -21
  2. package/README.md +22 -22
  3. package/classes/CConfirmation.js +37 -37
  4. package/classes/CEconItem.js +120 -120
  5. package/classes/CMarketItem.js +189 -189
  6. package/classes/CMarketSearchResult.js +89 -89
  7. package/classes/CSteamGroup.js +155 -155
  8. package/classes/CSteamUser.js +225 -217
  9. package/components/chat.js +283 -283
  10. package/components/confirmations.js +428 -428
  11. package/components/groups.js +798 -732
  12. package/components/help.js +64 -64
  13. package/components/helpers.js +128 -108
  14. package/components/http.js +150 -150
  15. package/components/inventoryhistory.js +173 -173
  16. package/components/login.js +110 -0
  17. package/components/market.js +387 -387
  18. package/components/profile.js +475 -475
  19. package/components/twofactor.js +152 -152
  20. package/components/users.js +831 -767
  21. package/components/webapi.js +118 -118
  22. package/examples/README.md +35 -35
  23. package/examples/accept_all_confirmations.js +173 -173
  24. package/examples/disable_twofactor.js +135 -135
  25. package/examples/edit-group-announcement.js +118 -118
  26. package/examples/enable_twofactor.js +182 -182
  27. package/index.js +13 -151
  28. package/package.json +11 -6
  29. package/resources/EChatState.js +14 -14
  30. package/resources/EConfirmationType.js +12 -12
  31. package/resources/EFriendRelationship.js +23 -23
  32. package/resources/EPersonaState.js +23 -23
  33. package/resources/EPersonaStateFlag.js +32 -32
  34. package/resources/EResult.js +254 -254
  35. package/.editorconfig +0 -13
  36. package/.github/FUNDING.yml +0 -2
  37. package/.idea/.name +0 -1
  38. package/.idea/codeStyleSettings.xml +0 -13
  39. package/.idea/codeStyles/Project.xml +0 -15
  40. package/.idea/codeStyles/codeStyleConfig.xml +0 -6
  41. package/.idea/copyright/profiles_settings.xml +0 -3
  42. package/.idea/encodings.xml +0 -6
  43. package/.idea/inspectionProfiles/Project_Default.xml +0 -11
  44. package/.idea/jsLibraryMappings.xml +0 -6
  45. package/.idea/misc.xml +0 -6
  46. package/.idea/modules.xml +0 -9
  47. package/.idea/node-steamcommunity.iml +0 -8
  48. package/.idea/steamcommunity.iml +0 -10
  49. package/.idea/vcs.xml +0 -7
  50. package/.idea/watcherTasks.xml +0 -4
  51. package/CONTRIBUTING.md +0 -36
@@ -1,118 +1,118 @@
1
- var SteamCommunity = require('../index.js');
2
-
3
- const Helpers = require('./helpers.js');
4
-
5
- SteamCommunity.prototype.getWebApiKey = function(domain, callback) {
6
- var self = this;
7
- this.httpRequest({
8
- "uri": "https://steamcommunity.com/dev/apikey?l=english",
9
- "followRedirect": false
10
- }, function(err, response, body) {
11
- if (err) {
12
- callback(err);
13
- return;
14
- }
15
-
16
- if(body.match(/<h2>Access Denied<\/h2>/)) {
17
- return callback(new Error("Access Denied"));
18
- }
19
-
20
- if(body.match(/You must have a validated email address to create a Steam Web API key./)) {
21
- return callback(new Error("You must have a validated email address to create a Steam Web API key."));
22
- }
23
-
24
- var match = body.match(/<p>Key: ([0-9A-F]+)<\/p>/);
25
- if(match) {
26
- // We already have an API key registered
27
- callback(null, match[1]);
28
- } else {
29
- // We need to register a new API key
30
- self.httpRequestPost('https://steamcommunity.com/dev/registerkey?l=english', {
31
- "form": {
32
- "domain": domain,
33
- "agreeToTerms": "agreed",
34
- "sessionid": self.getSessionID(),
35
- "Submit": "Register"
36
- }
37
- }, function(err, response, body) {
38
- if (err) {
39
- callback(err);
40
- return;
41
- }
42
-
43
- self.getWebApiKey(domain, callback);
44
- }, "steamcommunity");
45
- }
46
- }, "steamcommunity");
47
- };
48
-
49
- /**
50
- * @deprecated No longer works. Will be removed in a future release.
51
- * @param {function} callback
52
- */
53
- SteamCommunity.prototype.getWebApiOauthToken = function(callback) {
54
- if (this.oAuthToken) {
55
- return callback(null, this.oAuthToken);
56
- }
57
-
58
- callback(new Error('This operation requires an OAuth token, which is no longer issued by Steam.'));
59
- };
60
-
61
- /**
62
- * Sets an access_token generated by steam-session using EAuthTokenPlatformType.MobileApp.
63
- * Required for some operations such as 2FA enabling and disabling.
64
- * This will throw an Error if the provided token is not valid, was not generated for the MobileApp platform, is expired,
65
- * or does not belong to the logged-in user account.
66
- *
67
- * @param {string} token
68
- */
69
- SteamCommunity.prototype.setMobileAppAccessToken = function(token) {
70
- if (!this.steamID) {
71
- throw new Error('Log on to steamcommunity before setting a mobile app access token');
72
- }
73
-
74
- let decodedToken = Helpers.decodeJwt(token);
75
-
76
- if (!decodedToken.iss || !decodedToken.sub || !decodedToken.aud || !decodedToken.exp) {
77
- throw new Error('Provided value is not a valid Steam access token');
78
- }
79
-
80
- if (decodedToken.iss == 'steam') {
81
- throw new Error('Provided token is a refresh token, not an access token');
82
- }
83
-
84
- if (decodedToken.sub != this.steamID.getSteamID64()) {
85
- throw new Error(`Provided token belongs to account ${decodedToken.sub}, but we are logged into ${this.steamID.getSteamID64()}`);
86
- }
87
-
88
- if (decodedToken.exp < Math.floor(Date.now() / 1000)) {
89
- throw new Error('Provided token is expired');
90
- }
91
-
92
- if ((decodedToken.aud || []).indexOf('mobile') == -1) {
93
- throw new Error('Provided token is not valid for MobileApp platform type');
94
- }
95
-
96
- this.mobileAccessToken = token;
97
- };
98
-
99
- /**
100
- * Verifies that the mobile access token we already have set is still valid for current login.
101
- *
102
- * @private
103
- */
104
- SteamCommunity.prototype._verifyMobileAccessToken = function() {
105
- if (!this.mobileAccessToken) {
106
- // No access token, so nothing to do here.
107
- return;
108
- }
109
-
110
- let decodedToken = Helpers.decodeJwt(this.mobileAccessToken);
111
-
112
- let isTokenInvalid = decodedToken.sub != this.steamID.getSteamID64() // SteamID doesn't match
113
- || decodedToken.exp < Math.floor(Date.now() / 1000); // Token is expired
114
-
115
- if (isTokenInvalid) {
116
- delete this.mobileAccessToken;
117
- }
118
- };
1
+ var SteamCommunity = require('../index.js');
2
+
3
+ const Helpers = require('./helpers.js');
4
+
5
+ SteamCommunity.prototype.getWebApiKey = function(domain, callback) {
6
+ var self = this;
7
+ this.httpRequest({
8
+ "uri": "https://steamcommunity.com/dev/apikey?l=english",
9
+ "followRedirect": false
10
+ }, function(err, response, body) {
11
+ if (err) {
12
+ callback(err);
13
+ return;
14
+ }
15
+
16
+ if(body.match(/<h2>Access Denied<\/h2>/)) {
17
+ return callback(new Error("Access Denied"));
18
+ }
19
+
20
+ if(body.match(/You must have a validated email address to create a Steam Web API key./)) {
21
+ return callback(new Error("You must have a validated email address to create a Steam Web API key."));
22
+ }
23
+
24
+ var match = body.match(/<p>Key: ([0-9A-F]+)<\/p>/);
25
+ if(match) {
26
+ // We already have an API key registered
27
+ callback(null, match[1]);
28
+ } else {
29
+ // We need to register a new API key
30
+ self.httpRequestPost('https://steamcommunity.com/dev/registerkey?l=english', {
31
+ "form": {
32
+ "domain": domain,
33
+ "agreeToTerms": "agreed",
34
+ "sessionid": self.getSessionID(),
35
+ "Submit": "Register"
36
+ }
37
+ }, function(err, response, body) {
38
+ if (err) {
39
+ callback(err);
40
+ return;
41
+ }
42
+
43
+ self.getWebApiKey(domain, callback);
44
+ }, "steamcommunity");
45
+ }
46
+ }, "steamcommunity");
47
+ };
48
+
49
+ /**
50
+ * @deprecated No longer works. Will be removed in a future release.
51
+ * @param {function} callback
52
+ */
53
+ SteamCommunity.prototype.getWebApiOauthToken = function(callback) {
54
+ if (this.oAuthToken) {
55
+ return callback(null, this.oAuthToken);
56
+ }
57
+
58
+ callback(new Error('This operation requires an OAuth token, which is no longer issued by Steam.'));
59
+ };
60
+
61
+ /**
62
+ * Sets an access_token generated by steam-session using EAuthTokenPlatformType.MobileApp.
63
+ * Required for some operations such as 2FA enabling and disabling.
64
+ * This will throw an Error if the provided token is not valid, was not generated for the MobileApp platform, is expired,
65
+ * or does not belong to the logged-in user account.
66
+ *
67
+ * @param {string} token
68
+ */
69
+ SteamCommunity.prototype.setMobileAppAccessToken = function(token) {
70
+ if (!this.steamID) {
71
+ throw new Error('Log on to steamcommunity before setting a mobile app access token');
72
+ }
73
+
74
+ let decodedToken = Helpers.decodeJwt(token);
75
+
76
+ if (!decodedToken.iss || !decodedToken.sub || !decodedToken.aud || !decodedToken.exp) {
77
+ throw new Error('Provided value is not a valid Steam access token');
78
+ }
79
+
80
+ if (decodedToken.iss == 'steam') {
81
+ throw new Error('Provided token is a refresh token, not an access token');
82
+ }
83
+
84
+ if (decodedToken.sub != this.steamID.getSteamID64()) {
85
+ throw new Error(`Provided token belongs to account ${decodedToken.sub}, but we are logged into ${this.steamID.getSteamID64()}`);
86
+ }
87
+
88
+ if (decodedToken.exp < Math.floor(Date.now() / 1000)) {
89
+ throw new Error('Provided token is expired');
90
+ }
91
+
92
+ if ((decodedToken.aud || []).indexOf('mobile') == -1) {
93
+ throw new Error('Provided token is not valid for MobileApp platform type');
94
+ }
95
+
96
+ this.mobileAccessToken = token;
97
+ };
98
+
99
+ /**
100
+ * Verifies that the mobile access token we already have set is still valid for current login.
101
+ *
102
+ * @private
103
+ */
104
+ SteamCommunity.prototype._verifyMobileAccessToken = function() {
105
+ if (!this.mobileAccessToken) {
106
+ // No access token, so nothing to do here.
107
+ return;
108
+ }
109
+
110
+ let decodedToken = Helpers.decodeJwt(this.mobileAccessToken);
111
+
112
+ let isTokenInvalid = decodedToken.sub != this.steamID.getSteamID64() // SteamID doesn't match
113
+ || decodedToken.exp < Math.floor(Date.now() / 1000); // Token is expired
114
+
115
+ if (isTokenInvalid) {
116
+ delete this.mobileAccessToken;
117
+ }
118
+ };
@@ -1,35 +1,35 @@
1
- # node-steamcommunity examples
2
-
3
- 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
9
- from this examples directory.
10
-
11
- For example:
12
-
13
- ```shell
14
- git clone https://github.com/DoctorMcKay/node-steamcommunity node-steamcommunity
15
- cd node-steamcommunity
16
- npm install
17
- cd examples
18
- node enable_twofactor.js
19
- ```
20
-
21
- ## Accept All Confirmations
22
-
23
- If you need to accept trade or market confirmations on your bot account for which you have your identity secret, you can
24
- use accept_all_confirmations.js to do so. The way that you're intended to use this script is by cloning the repository
25
- locally, and then running it directly from this examples directory.
26
-
27
- For example:
28
-
29
- ```shell
30
- git clone https://github.com/DoctorMcKay/node-steamcommunity node-steamcommunity
31
- cd node-steamcommunity
32
- npm install
33
- cd examples
34
- node accept_all_confirmations.js
35
- ```
1
+ # node-steamcommunity examples
2
+
3
+ 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
9
+ from this examples directory.
10
+
11
+ For example:
12
+
13
+ ```shell
14
+ git clone https://github.com/DoctorMcKay/node-steamcommunity node-steamcommunity
15
+ cd node-steamcommunity
16
+ npm install
17
+ cd examples
18
+ node enable_twofactor.js
19
+ ```
20
+
21
+ ## Accept All Confirmations
22
+
23
+ If you need to accept trade or market confirmations on your bot account for which you have your identity secret, you can
24
+ use accept_all_confirmations.js to do so. The way that you're intended to use this script is by cloning the repository
25
+ locally, and then running it directly from this examples directory.
26
+
27
+ For example:
28
+
29
+ ```shell
30
+ git clone https://github.com/DoctorMcKay/node-steamcommunity node-steamcommunity
31
+ cd node-steamcommunity
32
+ npm install
33
+ cd examples
34
+ node accept_all_confirmations.js
35
+ ```
@@ -1,173 +1,173 @@
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
- }
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
+ }