README
Steam for Node.js
This is a Node.js port of SteamKit2. It lets you interface with Steam without running an actual Steam client. Could be used to run an autonomous chat/trade bot.
Installation
npm install steam
Note: installing from git requires svn
to pull Steam resources (Protobufs and SteamLanguage) from SteamKit2 and curl
to fetch the server list.
Note: only Node.js v4.1.1 and above is supported.
Usage
First, require
this module.
var Steam = require('steam');
Steam
is now a namespace object containing:
Then you'll want to create an instance of SteamClient and any handlers you need, call SteamClient#connect and assign event listeners.
var steamClient = new Steam.SteamClient();
var steamUser = new Steam.SteamUser(steamClient);
steamClient.connect();
steamClient.on('connected', function() {
steamUser.logOn({
account_name: 'username',
password: 'password'
});
});
steamClient.on('logOnResponse', function() { /* ... */});
See example.js for the usage of some of the available API.
Servers
Steam.servers
contains the list of CM servers node-steam will attempt to connect to. The bootstrapped list is fetched in prepare might contain dead servers. To avoid timeouts, replace it with your own list before logging in if you have one (see 'servers' event).
SteamID
Since JavaScript's Number type does not have enough precision to store 64-bit integers, SteamIDs are represented as decimal strings. (Just wrap the number in quotes)
Enums
Whenever a method accepts (or an event provides) an ESomething
, it's a Number that represents some enum value. See enums.steamd and eresult.steamd for the whole list of them. For each enum, there is an equivalently named property on Steam
. The property is an object; for each of the enum's members, there is an equivalently named property on the object with an equivalent value.
Note that you can't easily get the string value from the number, but you probably don't need to. You can still use them in conditions (e.g. if (type == Steam.EChatEntryType.Emote) ...
) or switch statements.
Protobufs
Whenever a method accepts (or an event provides) a CMsgSomething
, it's an object that represents a protobuf message. It has an equivalently named property for each set field in the specified message with the type as follows:
(u)int32
andfixed32
fields: Numberuint64
,fixed64
andstring
fields: Stringbytes
fields: Buffer objectsbool
fields: Boolean
See the wiki for descriptions of protobuf fields.
Handlers
Most of the API is provided by handler classes that internally send and receive low-level client messages using 'message'/send:
- SteamUser - user account-related functionality, including logon.
- SteamFriends - Community functionality, such as chats and friend messages.
- SteamTrading - sending and receiving trade requests. Not to be confused with trade offers.
- SteamGameCoordinator - sending and receiving Game Coordinator messages.
- SteamUnifiedMessages - sending and receiving unified messages.
- SteamRichPresence - sending and receiving Rich Presence messages.
If you think some unimplemented functionality belongs in one of the existing handlers, feel free to submit an issue to discuss it.
SteamClient
Properties
connected
A boolean that indicates whether you are currently connected and the encryption handshake is complete. 'connected' is emitted when it changes to true
, and 'error' is emitted when it changes to false
unless you called disconnect. Sending any client messages is only allowed while this is true
.
loggedOn
A boolean that indicates whether you are currently logged on. Calling any handler methods other than SteamUser#logOn is only allowed while logged on.
sessionID
Your session ID while logged on, otherwise unspecified. (Note: this has nothing to do with the "sessionid" cookie)
steamID
Your own SteamID while logged on, otherwise unspecified. Must be set to a valid initial value before sending a logon message (SteamUser#logOn does that for you).
Methods
connect()
Connects to Steam. It will keep trying to reconnect until encryption handshake is complete (see 'connected'), unless you cancel it with disconnect.
You can call this method at any time. If you are already connected, disconnects you first. If there is an ongoing connection attempt, cancels it.
disconnect()
Immediately terminates the connection and prevents any events (including 'error') from being emitted until you connect again. If you are already disconnected, does nothing. If there is an ongoing connection attempt, cancels it.
Events
'error'
Connection closed by the server. Only emitted if the encryption handshake is complete, otherwise it will reconnect automatically. loggedOn
is now false
.
'connected'
Encryption handshake complete. From now on, it's your responsibility to handle disconnections and reconnect (see 'error'). You'll likely want to log on now (see SteamUser#logOn).
'logOnResponse'
Logon response received. If eresult
is EResult.OK
, loggedOn
is now true
.
'servers'
- an Array containing the up-to-date server list
node-steam will use this new list when reconnecting, but it will be lost when your application restarts. You might want to save it to a file or a database and assign it to Steam.servers
before logging in next time.
Note that Steam.servers
will be automatically updated after this event is emitted. This will be useful if you want to compare the old list with the new one for some reason - otherwise it shouldn't matter.
'loggedOff'
EResult
You were logged off from Steam. loggedOn
is now false
.
'message'/send
Sending and receiving client messages is designed to be symmetrical, so the event and the method are documented together. Both have the following arguments:
header
- an object representing the message header. It has the following properties:msg
-EMsg
(no protomask).proto
- aCMsgProtoBufHeader
object if this message is protobuf-backed, otherwiseheader.proto
is falsy. The following fields are reserved for internal use and shall be ignored:steamid
,client_sessionid
,jobid_source
,jobid_target
. (Note: pass an empty object if you don't need to set any fields)
body
- a Buffer containing the rest of the message. (Note: in SteamKit2's terms, this is "Body" plus "Payload")callback
(optional) - if not falsy, then this message is a request, andcallback
shall be called with any response to it instead of 'message'/send.callback
has the same arguments as 'message'/send.