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appauth.js
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appauth.js
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const AppTicket = require('steam-appticket');
const ByteBuffer = require('bytebuffer');
const StdLib = require('@doctormckay/stdlib');
const SteamID = require('steamid');
const Helpers = require('./helpers.js');
const Schema = require('../protobufs/generated/_load.js');
const EAuthSessionResponse = require('../enums/EAuthSessionResponse');
const EMsg = require('../enums/EMsg.js');
const SteamUserBase = require('./00-base.js');
const SteamUserAccount = require('./account.js');
class SteamUserAppAuth extends SteamUserAccount {
/**
* Request an encrypted appticket for a particular app. The app must be set up on the Steam backend for encrypted apptickets.
* @param {int} appid - The Steam AppID of the app you want a ticket for
* @param {Buffer} [userData] - If the app expects some "user data", provide it here
* @param {function} [callback] - First argument is "err", second is the ticket as a Buffer (on success)
* @return {Promise}
*/
createEncryptedAppTicket(appid, userData, callback) {
if (typeof userData === 'function') {
callback = userData;
userData = Buffer.alloc(0);
}
return StdLib.Promises.timeoutCallbackPromise(10000, ['encryptedAppTicket'], callback, (resolve, reject) => {
this._send(EMsg.ClientRequestEncryptedAppTicket, {
"app_id": appid,
"userdata": userData
}, (body) => {
let err = Helpers.eresultError(body.eresult);
if (err) {
return reject(err);
}
if (body.app_id != appid) {
// Don't know if this can even happen
return reject(new Error("Steam did not send an appticket for the requested appid"));
}
if (!body.encrypted_app_ticket) {
return reject(new Error("No appticket in response"));
}
resolve({
encryptedAppTicket: SteamUserAppAuth._encodeProto(Schema.EncryptedAppTicket, body.encrypted_app_ticket)
});
});
});
}
/**
* Request an encrypted appticket for a particular app. The app must be set up on the Steam backend for encrypted apptickets.
* @param {int} appid - The Steam AppID of the app you want a ticket for
* @param {Buffer} [userData] - If the app expects some "user data", provide it here
* @param {function} [callback] - First argument is "err", second is the ticket as a Buffer (on success)
* @return {Promise}
* @deprecated Use createEncryptedAppTicket instead
*/
getEncryptedAppTicket(appid, userData, callback) {
return this.createEncryptedAppTicket(appid, userData, callback);
}
/**
*
* @param {Buffer} ticket - The raw encrypted appticket
* @param {Buffer|string} encryptionKey - The app's encryption key, either raw hex or a Buffer
* @returns {object}
*/
static parseEncryptedAppTicket(ticket, encryptionKey) {
return AppTicket.parseEncryptedAppTicket(ticket, encryptionKey);
}
/**
* Parse a Steam app or session ticket and return an object containing its details. Static.
* @param {Buffer|ByteBuffer} ticket - The binary appticket
* @param {boolean} [allowInvalidSignature=false] - Pass true to get back data even if the ticket has no valid signature.
* @returns {object|null} - object if well-formed ticket (may not be valid), or null if not well-formed
*/
static parseAppTicket(ticket, allowInvalidSignature) {
return AppTicket.parseAppTicket(ticket, allowInvalidSignature);
}
createAuthSessionTicket(appid, callback) {
return StdLib.Promises.callbackPromise(['appTicket'], callback, (resolve, reject) => {
// For an auth session ticket we need the following:
// 1. Length-prefixed GCTOKEN
// 2. Length-prefixed SESSIONHEADER
// 3. Length-prefixed OWNERSHIPTICKET (yes, even though the ticket itself has a length)
// The GCTOKEN and SESSIONHEADER portion is passed to ClientAuthList for reuse validation
this.getAppOwnershipTicket(appid, (err, ticket) => {
if (err) {
return reject(err);
}
let buildToken = async (err) => {
if (err) {
return reject(err);
}
let gcToken = this._gcTokens.splice(0, 1)[0];
this.emit('debug', `Using GC token ${gcToken.toString('hex')}. We now have ${this._gcTokens.length} tokens left.`);
let buffer = ByteBuffer.allocate(4 + gcToken.length + 4 + 24 + 4 + ticket.length, ByteBuffer.LITTLE_ENDIAN);
buffer.writeUint32(gcToken.length);
buffer.append(gcToken);
buffer.writeUint32(24); // length of the session header, which is always 24 bytes
buffer.writeUint32(1); // unknown 1
buffer.writeUint32(2); // unknown 2
buffer.writeUint32(StdLib.IPv4.stringToInt(this.publicIP)); // external IP
buffer.writeUint32(0); // filler
buffer.writeUint32(Date.now() - this._connectTime); // timestamp
buffer.writeUint32(++this._connectionCount); // connection count
buffer.writeUint32(ticket.length);
buffer.append(ticket);
buffer = buffer.flip().toBuffer();
// We need to activate our ticket
await this.activateAuthSessionTickets(appid, buffer);
resolve({sessionTicket: buffer});
};
// Do we have any GC tokens?
if (this._gcTokens.length > 0) {
buildToken();
} else {
Helpers.onceTimeout(10000, this, '_gcTokens', buildToken);
}
});
});
}
getAppOwnershipTicket(appid, callback) {
return StdLib.Promises.timeoutCallbackPromise(10000, ['appOwnershipTicket'], callback, async (resolve, reject) => {
// See if we have one saved
let filename = `appOwnershipTicket_${this.steamID}_${appid}.bin`;
let file = await this._readFile(filename);
if (file) {
let parsed = AppTicket.parseAppTicket(file);
// Only return the saved ticket if it has a valid signature, expires more than 6 hours from now, and has the same external IP as we have right now.
if (parsed && parsed.isValid && parsed.ownershipTicketExpires - Date.now() >= (1000 * 60 * 60 * 6) && parsed.ownershipTicketExternalIP == this.publicIP) {
return resolve({appOwnershipTicket: file});
}
}
// No saved ticket, we'll have to get a new one
this._send(EMsg.ClientGetAppOwnershipTicket, {app_id: appid}, async (body) => {
let err = Helpers.eresultError(body.eresult);
if (err) {
return reject(err);
}
if (body.app_id != appid) {
return reject(new Error("Cannot get app ownership ticket"));
}
let ticket = body.ticket;
if (ticket && ticket.length > 10 && this.options.saveAppTickets) {
await this._saveFile(filename, ticket);
}
resolve({appOwnershipTicket: ticket});
});
});
}
activateAuthSessionTickets(appid, tickets, callback) {
if (!Array.isArray(tickets)) {
tickets = [tickets];
}
return StdLib.Promises.timeoutCallbackPromise(10000, null, callback, true, async (resolve, reject) => {
tickets.forEach((ticket, idx) => {
if (ticket instanceof Buffer) {
ticket = AppTicket.parseAppTicket(ticket);
}
if (!ticket || !ticket.isValid || !Buffer.isBuffer(ticket.authTicket)) {
let invalidReason = 'is invalid';
if (ticket.isExpired) {
invalidReason = 'is expired';
}
if (!ticket.hasValidSignature) {
invalidReason = ticket.signature ? 'has an invalid signature' : 'has no signature';
}
return reject(new Error(`Ticket ${idx} ${invalidReason}`));
}
// Make sure this is for the game we expect
if (ticket.appID != appid) {
return reject(new Error(`Ticket ${idx} is for the wrong app: ${ticket.appID}`));
}
let sid = ticket.steamID.getSteamID64();
let isOurTicket = (sid == this.steamID.getSteamID64());
let thisTicket = {
estate: isOurTicket ? 0 : 1,
steamid: isOurTicket ? 0 : sid,
gameid: ticket.appID,
h_steam_pipe: this._hSteamPipe,
ticket_crc: StdLib.Hashing.crc32(ticket.authTicket),
ticket: ticket.authTicket
};
// Check if this ticket is already active
if (this._activeAuthTickets.find(tkt => tkt.steamid == thisTicket.steamid && tkt.ticket_crc == thisTicket.ticket_crc)) {
this.emit('debug', `Not attempting to activate already active ticket ${thisTicket.ticket_crc} for ${appid}/${isOurTicket ? 'self' : sid}`);
return;
}
// If we already have an active ticket for this appid/steamid combo, remove it, but not if it's our own
if (!isOurTicket) {
let existingTicketIdx = this._activeAuthTickets.findIndex(tkt => tkt.steamid == thisTicket.steamid && tkt.gameid == thisTicket.gameid);
if (existingTicketIdx != -1) {
let existingTicket = this._activeAuthTickets[existingTicketIdx];
this.emit('debug', `Canceling existing ticket ${existingTicket.ticket_crc} for ${existingTicket.gameid}/${existingTicket.steamid}`);
this._activeAuthTickets.splice(existingTicketIdx, 1);
}
}
this._activeAuthTickets.push(thisTicket);
});
await this._sendAuthList();
resolve();
});
}
/**
* Cancel your own auth session tickets. Once canceled, every client that activated your ticket will receive a
* notification that your ticket has been canceled. If you are still in-game, they will probably kick you.
* @param {number} appid
* @param {string[]|string|null} [gcTokens=null] - The gcToken from the specific ticket(s) you want to cancel. Omit or pass null to cancel all active tickets.
* @param {function} callback
* @returns {Promise}
*/
cancelAuthSessionTickets(appid, gcTokens, callback) {
if (typeof gcTokens == 'function') {
callback = gcTokens;
gcTokens = null;
}
if (typeof gcTokens == 'string') {
gcTokens = [gcTokens];
}
return StdLib.Promises.timeoutCallbackPromise(10000, null, callback, true, async (resolve) => {
let matchingTickets = this._activeAuthTickets.filter(tkt => tkt.steamid == 0 && tkt.gameid == appid);
if (gcTokens) {
matchingTickets = matchingTickets.filter((tkt) => {
let authTicket = ByteBuffer.wrap(tkt.ticket, ByteBuffer.LITTLE_ENDIAN);
authTicket.skip(4);
let gcToken = authTicket.readUint64();
return gcTokens.includes(gcToken);
});
}
this.emit('debug', `Got ${matchingTickets.length} matching tickets to cancel`);
let canceledTicketCount = matchingTickets.length;
while (matchingTickets.length > 0) {
let ticket = matchingTickets.splice(0, 1)[0];
let idx = this._activeAuthTickets.indexOf(ticket);
if (idx != -1) {
this._activeAuthTickets.splice(idx, 1);
}
}
await this._sendAuthList(appid);
resolve({canceledTicketCount});
});
}
/**
* Ends our auth sessions with other users. Once ended, we will no longer receive notifications when users' auth session
* tickets are canceled or otherwise invalidated. If we've already been notified that a ticket was canceled or invalidated,
* the session was already automatically ended.
* @param {number} appid
* @param {null|string|string[]|SteamID|SteamID[]} steamIDs - SteamID objects or strings that can parse into SteamIDs. Null or omit to cancel all auth sessions for the app.
* @param {function} callback
* @returns {Promise}
*/
endAuthSessions(appid, steamIDs, callback) {
if (typeof steamIDs == 'function') {
callback = steamIDs;
steamIDs = null;
}
if (steamIDs && !Array.isArray(steamIDs)) {
steamIDs = [steamIDs];
}
return StdLib.Promises.timeoutCallbackPromise(10000, null, callback, true, async (resolve) => {
let matchingTickets = this._activeAuthTickets.filter(tkt => tkt.gameid == appid && tkt.steamid != 0);
if (steamIDs) {
steamIDs = steamIDs.map(Helpers.steamID).map(sid => sid.getSteamID64());
matchingTickets = matchingTickets.filter(tkt => steamIDs.includes(tkt.steamid.getSteamID64()));
}
this.emit('debug', `Got ${matchingTickets.length} matching tickets to end auth sessions for`);
let canceledTicketCount = matchingTickets.length;
while (matchingTickets.length > 0) {
let ticket = matchingTickets.splice(0, 1)[0];
let idx = this._activeAuthTickets.indexOf(ticket);
if (idx != -1) {
this._activeAuthTickets.splice(idx, 1);
}
}
await this._sendAuthList(appid);
resolve({canceledTicketCount});
});
}
getActiveAuthSessionTickets() {
return this._activeAuthTickets.map((ticket) => {
let authTicket = ByteBuffer.wrap(ticket.ticket, ByteBuffer.LITTLE_ENDIAN);
authTicket.skip(4);
let gcToken = authTicket.readUint64();
return {
appID: ticket.gameid,
steamID: ticket.steamid == 0 ? this.steamID : Helpers.steamID(ticket.steamid),
ticketCrc: ticket.ticket_crc,
gcToken,
validated: ticket.estate > 1
};
});
}
_sendAuthList(forceAppId) {
return StdLib.Promises.timeoutPromise(10000, (resolve) => {
let uniqueAppIds = this._activeAuthTickets.map(tkt => tkt.gameid).filter((appid, idx, arr) => arr.indexOf(appid) == idx);
if (forceAppId && !uniqueAppIds.includes(forceAppId)) {
uniqueAppIds.push(forceAppId);
}
this.emit('debug', `Sending auth list with ${this._activeAuthTickets.length} active tickets`);
this._send(EMsg.ClientAuthList, {
tokens_left: this._gcTokens ? this._gcTokens.length : 0,
last_request_seq: this._authSeqMe,
last_request_seq_from_server: this._authSeqThem,
tickets: this._activeAuthTickets,
app_ids: uniqueAppIds,
message_sequence: ++this._authSeqMe
}, (body) => {
this._authSeqThem = body.message_sequence;
resolve();
});
});
}
}
SteamUserBase.prototype._handlerManager.add(EMsg.ClientGameConnectTokens, function(body) {
this.emit('debug', `Received ${body.tokens.length} game connect tokens. Had ${this._gcTokens.length} tokens.`);
body.tokens.forEach((token) => {
this._gcTokens.push(token);
});
this.emit('_gcTokens'); // internal private event
});
SteamUserBase.prototype._handlerManager.add(EMsg.ClientTicketAuthComplete, function(body) {
// First find the ticket in our local cache that matches this crc
let idx = this._activeAuthTickets.findIndex(tkt => tkt.ticket_crc == body.ticket_crc);
if (idx == -1) {
this.emit('debug', `Cannot find CRC ${body.ticket_crc} for ticket from user ${body.steam_id} with state ${body.eauth_session_response}`);
return;
}
let cacheTicket = this._activeAuthTickets[idx];
// If the auth session response is anything besides OK, we need to remove the ticket from our auth list
if (body.eauth_session_response != EAuthSessionResponse.OK) {
this._activeAuthTickets.splice(idx, 1);
this.emit('debug', `Removed canceled ticket ${body.ticket_crc} with state ${body.eauth_session_response}. Now have ${this._activeAuthTickets.length} active tickets.`);
}
// Update the cached ticket's state
cacheTicket.estate = body.estate;
// Get the GC token
let authTicket = ByteBuffer.wrap(cacheTicket.ticket, ByteBuffer.LITTLE_ENDIAN);
authTicket.skip(4);
let ticketGcToken = authTicket.readUint64();
let eventBody = {
steamID: new SteamID(body.steam_id.toString()), // if our own ticket, this is the steamid that just validated it
appOwnerSteamID: body.owner_steam_id.toString() == '0' ? null : new SteamID(body.owner_steam_id.toString()),
appID: parseInt(body.game_id.toString(), 10),
ticketCrc: body.ticket_crc,
ticketGcToken,
state: body.estate,
authSessionResponse: body.eauth_session_response
};
this.emit(cacheTicket.steamid == 0 ? 'authTicketStatus' : 'authTicketValidation', eventBody);
});
module.exports = SteamUserAppAuth;