mirror of
https://github.com/DoctorMcKay/node-steamcommunity.git
synced 2025-01-14 12:50:11 +08:00
174 lines
5.4 KiB
JavaScript
174 lines
5.4 KiB
JavaScript
// 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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abortPrompt();
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console.log('This login attempt has timed out.');
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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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if (err) {
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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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console.log('Finished processing confirmations');
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process.exit(0);
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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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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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g_AbortPromptFunc = () => {
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rl.close();
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resolve('');
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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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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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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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function abortPrompt() {
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if (!g_AbortPromptFunc) {
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return;
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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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