steamcommunity 3.48.8 → 3.50.0

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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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-
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- const EConfirmationType = SteamCommunity.ConfirmationType;
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-
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- let g_AbortPromptFunc = null;
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-
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- let community = new SteamCommunity();
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-
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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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-
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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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-
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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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-
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- let cookies = await session.getWebCookies();
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- community.setCookies(cookies);
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-
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- doConfirmations();
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- });
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-
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- session.on('timeout', () => {
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- abortPrompt();
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- console.log('This login attempt has timed out.');
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- });
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-
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- session.on('error', (err) => {
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- abortPrompt();
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-
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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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-
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- console.log(`ERROR: This login attempt has failed! ${err.message}`);
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- });
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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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-
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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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-
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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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-
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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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-
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- async function doConfirmations() {
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- let identitySecret = await promptAsync('Identity Secret: ');
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-
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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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- if (err) {
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- return reject(err);
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- }
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-
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- resolve(confs);
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- });
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- });
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-
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- console.log(`Found ${confs.length} outstanding confirmations.`);
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-
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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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-
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- for (let i = 0; i < confs.length; i++) {
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- let conf = confs[i];
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-
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- process.stdout.write(`Accepting confirmation for ${EConfirmationType[conf.type]} - ${conf.title}... `);
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-
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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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-
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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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-
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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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-
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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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- console.log('Finished processing confirmations');
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- process.exit(0);
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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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- function promptAsync(question, sensitiveInput = false) {
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- return new Promise((resolve) => {
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- let rl = ReadLine.createInterface({
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- input: process.stdin,
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- output: sensitiveInput ? null : process.stdout,
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- terminal: true
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- });
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-
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- g_AbortPromptFunc = () => {
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- rl.close();
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- resolve('');
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- };
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-
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- if (sensitiveInput) {
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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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- rl.question(question, (result) => {
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- if (sensitiveInput) {
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- // We have to manually print a newline
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- process.stdout.write('\n');
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- }
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-
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- g_AbortPromptFunc = null;
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- rl.close();
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- resolve(result);
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- });
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- });
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- }
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-
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- function abortPrompt() {
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- if (!g_AbortPromptFunc) {
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- return;
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- }
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-
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- g_AbortPromptFunc();
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- process.stdout.write('\n');
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- }
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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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+
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+ const EConfirmationType = SteamCommunity.ConfirmationType;
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+
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+ let g_AbortPromptFunc = null;
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+
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+ let community = new SteamCommunity();
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+
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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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+
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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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+
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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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+
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+ let cookies = await session.getWebCookies();
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+ community.setCookies(cookies);
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+
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+ doConfirmations();
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+ });
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+
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+ session.on('timeout', () => {
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+ abortPrompt();
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+ console.log('This login attempt has timed out.');
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+ });
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+
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+ session.on('error', (err) => {
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+ abortPrompt();
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+
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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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+
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+ console.log(`ERROR: This login attempt has failed! ${err.message}`);
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+ });
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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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+
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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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+
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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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+
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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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+
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+ async function doConfirmations() {
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+ let identitySecret = await promptAsync('Identity Secret: ');
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+
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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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+ if (err) {
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+ return reject(err);
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+ }
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+
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+ resolve(confs);
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+ });
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+ });
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+
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+ console.log(`Found ${confs.length} outstanding confirmations.`);
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+
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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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+
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+ for (let i = 0; i < confs.length; i++) {
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+ let conf = confs[i];
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+
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+ process.stdout.write(`Accepting confirmation for ${EConfirmationType[conf.type]} - ${conf.title}... `);
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+
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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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+
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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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+
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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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+
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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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+ console.log('Finished processing confirmations');
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+ process.exit(0);
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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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+ function promptAsync(question, sensitiveInput = false) {
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+ return new Promise((resolve) => {
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+ let rl = ReadLine.createInterface({
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+ input: process.stdin,
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+ output: sensitiveInput ? null : process.stdout,
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+ terminal: true
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+ });
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+
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+ g_AbortPromptFunc = () => {
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+ rl.close();
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+ resolve('');
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+ };
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+
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+ if (sensitiveInput) {
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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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+ rl.question(question, (result) => {
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+ if (sensitiveInput) {
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+ // We have to manually print a newline
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+ process.stdout.write('\n');
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+ }
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+
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+ g_AbortPromptFunc = null;
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+ rl.close();
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+ resolve(result);
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+ });
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+ });
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+ }
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+
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+ function abortPrompt() {
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+ if (!g_AbortPromptFunc) {
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+ return;
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+ }
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+
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+ g_AbortPromptFunc();
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+ process.stdout.write('\n');
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+ }