node-steam
v0.0.1
Published
Lets you interface with Steam without running an actual Steam client... basically a fork of the `steam` module.
Downloads
30
Readme
Steam for Node.js
This is basically a fork of seishun's original Node.js port of SteamKit2. It lets you interface with Steam without running an actual Steam client.
If you use it, you really should consider donating to the original project... I have just tidied things up a bit, and didn't do any of the hard yards that seishun did.
Installation
npm install node-steam
Note: only Node.js v4.1.1 and above is supported.
Usage
First, require
this module.
var Steam = require('node-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();
steamClient.connect();
steamClient.on('connected', function() {
// use an external module to log on or something;
});
See example.js for a fuller example using an external module.
Servers
Steam.servers
contains the list of CM servers node-steam will attempt to connect to. The bootstrapped list (see servers.js) is not always up-to-date and might contain dead servers. To avoid timeouts, replace it with your own list before logging in if you have one (see 'servers' event).
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
The major difference between this fork and the original project is that the built in handlers have been removed, and now exist as independent node modules (ie almost verbatim copies of the handlers from the original project). See example.js for usage, it's pretty much exactly the same as if they were built-in.
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
.
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.
send()
See 'message'/send
Events
'error'
Connection closed by the server. Only emitted if the encryption handshake is complete, otherwise it will reconnect automatically.
'connected'
Encryption handshake complete. From now on, it's your responsibility to handle disconnections and reconnect (see 'error').
'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.
'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.