Updated enable_twofactor and disable_twofactor examples to use steam-session

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Alex Corn 2023-06-23 01:00:09 -04:00
parent 02cc5daafe
commit 5f46aee9fc
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3 changed files with 228 additions and 128 deletions

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@ -1,73 +1,81 @@
// If you aren't running this script inside of the repository, replace the following line with:
// const SteamCommunity = require('steamcommunity');
const SteamCommunity = require('../index.js');
const SteamSession = require('steam-session');
const ReadLine = require('readline');
let g_AbortPromptFunc = null;
let community = new SteamCommunity();
let rl = ReadLine.createInterface({
input: process.stdin,
output: process.stdout
});
rl.question('Username: ', (accountName) => {
rl.question('Password: ', (password) => {
rl.question('Two-Factor Auth Code: ', (authCode) =>{
rl.question('Revocation Code: R', (rCode) => {
doLogin(accountName, password, authCode, '', rCode);
});
});
main();
async function main() {
let accountName = await promptAsync('Username: ');
let password = await promptAsync('Password (hidden): ', true);
// Create a LoginSession for us to use to attempt to log into steam
let session = new SteamSession.LoginSession(SteamSession.EAuthTokenPlatformType.MobileApp);
// Go ahead and attach our event handlers before we do anything else.
session.on('authenticated', async () => {
abortPrompt();
let accessToken = session.accessToken;
let cookies = await session.getWebCookies();
community.setCookies(cookies);
community.setMobileAppAccessToken(accessToken);
doRevoke();
});
});
function doLogin(accountName, password, authCode, captcha, rCode) {
community.login({
accountName: accountName,
password: password,
twoFactorCode: authCode,
captcha: captcha
}, (err, sessionID, cookies, steamguard) => {
if (err) {
if (err.message == 'SteamGuard') {
console.log('This account does not have two-factor authentication enabled.');
process.exit();
return;
session.on('timeout', () => {
abortPrompt();
console.log('This login attempt has timed out.');
});
session.on('error', (err) => {
abortPrompt();
// This should ordinarily not happen. This only happens in case there's some kind of unexpected error while
// polling, e.g. the network connection goes down or Steam chokes on something.
console.log(`ERROR: This login attempt has failed! ${err.message}`);
});
// Start our login attempt
let startResult = await session.startWithCredentials({accountName, password});
if (startResult.actionRequired) {
// Some Steam Guard action is required. We only care about email and device codes; in theory an
// EmailConfirmation and/or DeviceConfirmation action could be possible, but we're just going to ignore those.
// If the user does receive a confirmation and accepts it, LoginSession will detect and handle that automatically.
// The only consequence of ignoring it here is that we don't print a message to the user indicating that they
// could accept an email or device confirmation.
let codeActionTypes = [SteamSession.EAuthSessionGuardType.EmailCode, SteamSession.EAuthSessionGuardType.DeviceCode];
let codeAction = startResult.validActions.find(action => codeActionTypes.includes(action.type));
if (codeAction) {
if (codeAction.type == SteamSession.EAuthSessionGuardType.EmailCode) {
// We wouldn't expect this to happen since we're trying to disable 2FA, but just in case...
console.log(`A code has been sent to your email address at ${codeAction.detail}.`);
} else {
console.log('You need to provide a Steam Guard Mobile Authenticator code.');
}
if (err.message == 'CAPTCHA') {
console.log(err.captchaurl);
rl.question('CAPTCHA: ', (captchaInput) => {
doLogin(accountName, password, authCode, captchaInput);
});
return;
let code = await promptAsync('Code: ');
if (code) {
await session.submitSteamGuardCode(code);
}
console.log(err);
process.exit();
return;
// If we fall through here without submitting a Steam Guard code, that means one of two things:
// 1. The user pressed enter without providing a code, in which case the script will simply exit
// 2. The user approved a device/email confirmation, in which case 'authenticated' was emitted and the prompt was canceled
}
console.log('Logged on!');
if (community.mobileAccessToken) {
// If we already have a mobile access token, we don't need to prompt for one.
doRevoke(rCode);
return;
}
console.log('You need to provide a mobile app access token to continue.');
console.log('You can generate one using steam-session (https://www.npmjs.com/package/steam-session).');
console.log('The access token needs to be generated using EAuthTokenPlatformType.MobileApp.');
console.log('Make sure you provide an *ACCESS* token, not a refresh token.');
rl.question('Access Token: ', (accessToken) => {
community.setMobileAppAccessToken(accessToken);
doRevoke(rCode);
});
});
}
}
function doRevoke(rCode) {
async function doRevoke() {
let rCode = await promptAsync('Revocation Code: R');
community.disableTwoFactor('R' + rCode, (err) => {
if (err) {
console.log(err);
@ -79,3 +87,45 @@ function doRevoke(rCode) {
process.exit();
});
}
// Nothing interesting below here, just code for prompting for input from the console.
function promptAsync(question, sensitiveInput = false) {
return new Promise((resolve) => {
let rl = ReadLine.createInterface({
input: process.stdin,
output: sensitiveInput ? null : process.stdout,
terminal: true
});
g_AbortPromptFunc = () => {
rl.close();
resolve('');
};
if (sensitiveInput) {
// We have to write the question manually if we didn't give readline an output stream
process.stdout.write(question);
}
rl.question(question, (result) => {
if (sensitiveInput) {
// We have to manually print a newline
process.stdout.write('\n');
}
g_AbortPromptFunc = null;
rl.close();
resolve(result);
});
});
}
function abortPrompt() {
if (!g_AbortPromptFunc) {
return;
}
g_AbortPromptFunc();
process.stdout.write('\n');
}

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@ -1,78 +1,80 @@
// If you aren't running this script inside of the repository, replace the following line with:
// const SteamCommunity = require('steamcommunity');
const SteamCommunity = require('../index.js');
const SteamSession = require('steam-session');
const ReadLine = require('readline');
const FS = require('fs');
const EResult = SteamCommunity.EResult;
let g_AbortPromptFunc = null;
let community = new SteamCommunity();
let rl = ReadLine.createInterface({
input: process.stdin,
output: process.stdout
});
rl.question('Username: ', (accountName) => {
rl.question('Password: ', (password) => {
doLogin(accountName, password);
main();
async function main() {
let accountName = await promptAsync('Username: ');
let password = await promptAsync('Password (hidden): ', true);
// Create a LoginSession for us to use to attempt to log into steam
let session = new SteamSession.LoginSession(SteamSession.EAuthTokenPlatformType.MobileApp);
// Go ahead and attach our event handlers before we do anything else.
session.on('authenticated', async () => {
abortPrompt();
let accessToken = session.accessToken;
let cookies = await session.getWebCookies();
community.setCookies(cookies);
community.setMobileAppAccessToken(accessToken);
doSetup();
});
});
function doLogin(accountName, password, authCode, captcha) {
community.login({
accountName: accountName,
password: password,
authCode: authCode,
captcha: captcha
}, (err, sessionID, cookies, steamguard) => {
if (err) {
if (err.message == 'SteamGuardMobile') {
console.log('This account already has two-factor authentication enabled.');
process.exit();
return;
}
if (err.message == 'SteamGuard') {
console.log(`An email has been sent to your address at ${err.emaildomain}`);
rl.question('Steam Guard Code: ', (code) => {
doLogin(accountName, password, code);
});
return;
}
if (err.message == 'CAPTCHA') {
console.log(err.captchaurl);
rl.question('CAPTCHA: ', (captchaInput) => {
doLogin(accountName, password, authCode, captchaInput);
});
return;
}
console.log(err);
process.exit();
return;
}
console.log('Logged on!');
if (community.mobileAccessToken) {
// If we already have a mobile access token, we don't need to prompt for one.
doSetup();
return;
}
console.log('You need to provide a mobile app access token to continue.');
console.log('You can generate one using steam-session (https://www.npmjs.com/package/steam-session).');
console.log('The access token needs to be generated using EAuthTokenPlatformType.MobileApp.');
console.log('Make sure you provide an *ACCESS* token, not a refresh token.');
rl.question('Access Token: ', (accessToken) => {
community.setMobileAppAccessToken(accessToken);
doSetup();
});
session.on('timeout', () => {
abortPrompt();
console.log('This login attempt has timed out.');
});
session.on('error', (err) => {
abortPrompt();
// This should ordinarily not happen. This only happens in case there's some kind of unexpected error while
// polling, e.g. the network connection goes down or Steam chokes on something.
console.log(`ERROR: This login attempt has failed! ${err.message}`);
});
// Start our login attempt
let startResult = await session.startWithCredentials({accountName, password});
if (startResult.actionRequired) {
// Some Steam Guard action is required. We only care about email and device codes; in theory an
// EmailConfirmation and/or DeviceConfirmation action could be possible, but we're just going to ignore those.
// If the user does receive a confirmation and accepts it, LoginSession will detect and handle that automatically.
// The only consequence of ignoring it here is that we don't print a message to the user indicating that they
// could accept an email or device confirmation.
let codeActionTypes = [SteamSession.EAuthSessionGuardType.EmailCode, SteamSession.EAuthSessionGuardType.DeviceCode];
let codeAction = startResult.validActions.find(action => codeActionTypes.includes(action.type));
if (codeAction) {
if (codeAction.type == SteamSession.EAuthSessionGuardType.EmailCode) {
console.log(`A code has been sent to your email address at ${codeAction.detail}.`);
} else {
// We wouldn't expect this to happen since we're trying to enable 2FA, but just in case...
console.log('You need to provide a Steam Guard Mobile Authenticator code.');
}
let code = await promptAsync('Code: ');
if (code) {
await session.submitSteamGuardCode(code);
}
// If we fall through here without submitting a Steam Guard code, that means one of two things:
// 1. The user pressed enter without providing a code, in which case the script will simply exit
// 2. The user approved a device/email confirmation, in which case 'authenticated' was emitted and the prompt was canceled
}
}
}
function doSetup() {
@ -110,22 +112,67 @@ function doSetup() {
});
}
function promptActivationCode(response) {
rl.question('SMS Code: ', (smsCode) => {
community.finalizeTwoFactor(response.shared_secret, smsCode, (err) => {
if (err) {
if (err.message == 'Invalid activation code') {
console.log(err);
promptActivationCode(response);
return;
}
async function promptActivationCode(response) {
if (response.phone_number_hint) {
console.log(`A code has been sent to your phone ending in ${response.phone_number_hint}.`);
}
let smsCode = await promptAsync('SMS Code: ');
community.finalizeTwoFactor(response.shared_secret, smsCode, (err) => {
if (err) {
if (err.message == 'Invalid activation code') {
console.log(err);
} else {
console.log('Two-factor authentication enabled!');
promptActivationCode(response);
return;
}
process.exit();
console.log(err);
} else {
console.log('Two-factor authentication enabled!');
}
process.exit();
});
}
// Nothing interesting below here, just code for prompting for input from the console.
function promptAsync(question, sensitiveInput = false) {
return new Promise((resolve) => {
let rl = ReadLine.createInterface({
input: process.stdin,
output: sensitiveInput ? null : process.stdout,
terminal: true
});
g_AbortPromptFunc = () => {
rl.close();
resolve('');
};
if (sensitiveInput) {
// We have to write the question manually if we didn't give readline an output stream
process.stdout.write(question);
}
rl.question(question, (result) => {
if (sensitiveInput) {
// We have to manually print a newline
process.stdout.write('\n');
}
g_AbortPromptFunc = null;
rl.close();
resolve(result);
});
});
}
function abortPrompt() {
if (!g_AbortPromptFunc) {
return;
}
g_AbortPromptFunc();
process.stdout.write('\n');
}

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@ -30,6 +30,9 @@
"steamid": "^1.1.3",
"xml2js": "^0.4.22"
},
"devDependencies": {
"steam-session": "^1.2.3"
},
"engines": {
"node": ">=4.0.0"
}