[
  {
    "path": ".github/FUNDING.yml",
    "content": "github: 3urobeat\ncustom: [\"paypal.me/3urobeat\"] # Replace with up to 4 custom sponsorship URLs e.g., ['link1', 'link2']\n"
  },
  {
    "path": ".gitignore",
    "content": "node_modules\nsteam-idler.code-workspace\noutput.txt\nplaytime.txt\n"
  },
  {
    "path": "LICENSE",
    "content": "GNU GENERAL PUBLIC LICENSE\n                       Version 3, 29 June 2007\n\n Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/>\n Everyone is permitted to copy and distribute verbatim copies\n of this license document, but changing it is not allowed.\n\n                            Preamble\n\n  The GNU General Public License is a free, copyleft license for\nsoftware and other kinds of works.\n\n  The licenses for most software and other practical works are designed\nto take away your freedom to share and change the works.  By contrast,\nthe GNU General Public License is intended to guarantee your freedom to\nshare and change all versions of a program--to make sure it remains free\nsoftware for all its users.  We, the Free Software Foundation, use the\nGNU General Public License for most of our software; it applies also to\nany other work released this way by its authors.  You can apply it to\nyour programs, too.\n\n  When we speak of free software, we are referring to freedom, not\nprice.  Our General Public Licenses are designed to make sure that you\nhave the freedom to distribute copies of free software (and charge for\nthem if you wish), that you receive source code or can get it if you\nwant it, that you can change the software or use pieces of it in new\nfree programs, and that you know you can do these things.\n\n  To protect your rights, we need to prevent others from denying you\nthese rights or asking you to surrender the rights.  Therefore, you have\ncertain responsibilities if you distribute copies of the software, or if\nyou modify it: responsibilities to respect the freedom of others.\n\n  For example, if you distribute copies of such a program, whether\ngratis or for a fee, you must pass on to the recipients the same\nfreedoms that you received.  You must make sure that they, too, receive\nor can get the source code.  And you must show them these terms so they\nknow their rights.\n\n  Developers that use the GNU GPL protect your rights with two steps:\n(1) assert copyright on the software, and (2) offer you this License\ngiving you legal permission to copy, distribute and/or modify it.\n\n  For the developers' and authors' protection, the GPL clearly explains\nthat there is no warranty for this free software.  For both users' and\nauthors' sake, the GPL requires that modified versions be marked as\nchanged, so that their problems will not be attributed erroneously to\nauthors of previous versions.\n\n  Some devices are designed to deny users access to install or run\nmodified versions of the software inside them, although the manufacturer\ncan do so.  This is fundamentally incompatible with the aim of\nprotecting users' freedom to change the software.  The systematic\npattern of such abuse occurs in the area of products for individuals to\nuse, which is precisely where it is most unacceptable.  Therefore, we\nhave designed this version of the GPL to prohibit the practice for those\nproducts.  If such problems arise substantially in other domains, we\nstand ready to extend this provision to those domains in future versions\nof the GPL, as needed to protect the freedom of users.\n\n  Finally, every program is threatened constantly by software patents.\nStates should not allow patents to restrict development and use of\nsoftware on general-purpose computers, but in those that do, we wish to\navoid the special danger that patents applied to a free program could\nmake it effectively proprietary.  To prevent this, the GPL assures that\npatents cannot be used to render the program non-free.\n\n  The precise terms and conditions for copying, distribution and\nmodification follow.\n\n                       TERMS AND CONDITIONS\n\n  0. Definitions.\n\n  \"This License\" refers to version 3 of the GNU General Public License.\n\n  \"Copyright\" also means copyright-like laws that apply to other kinds of\nworks, such as semiconductor masks.\n\n  \"The Program\" refers to any copyrightable work licensed under this\nLicense.  Each licensee is addressed as \"you\".  \"Licensees\" and\n\"recipients\" may be individuals or organizations.\n\n  To \"modify\" a work means to copy from or adapt all or part of the work\nin a fashion requiring copyright permission, other than the making of an\nexact copy.  The resulting work is called a \"modified version\" of the\nearlier work or a work \"based on\" the earlier work.\n\n  A \"covered work\" means either the unmodified Program or a work based\non the Program.\n\n  To \"propagate\" a work means to do anything with it that, without\npermission, would make you directly or secondarily liable for\ninfringement under applicable copyright law, except executing it on a\ncomputer or modifying a private copy.  Propagation includes copying,\ndistribution (with or without modification), making available to the\npublic, and in some countries other activities as well.\n\n  To \"convey\" a work means any kind of propagation that enables other\nparties to make or receive copies.  Mere interaction with a user through\na computer network, with no transfer of a copy, is not conveying.\n\n  An interactive user interface displays \"Appropriate Legal Notices\"\nto the extent that it includes a convenient and prominently visible\nfeature that (1) displays an appropriate copyright notice, and (2)\ntells the user that there is no warranty for the work (except to the\nextent that warranties are provided), that licensees may convey the\nwork under this License, and how to view a copy of this License.  If\nthe interface presents a list of user commands or options, such as a\nmenu, a prominent item in the list meets this criterion.\n\n  1. Source Code.\n\n  The \"source code\" for a work means the preferred form of the work\nfor making modifications to it.  \"Object code\" means any non-source\nform of a work.\n\n  A \"Standard Interface\" means an interface that either is an official\nstandard defined by a recognized standards body, or, in the case of\ninterfaces specified for a particular programming language, one that\nis widely used among developers working in that language.\n\n  The \"System Libraries\" of an executable work include anything, other\nthan the work as a whole, that (a) is included in the normal form of\npackaging a Major Component, but which is not part of that Major\nComponent, and (b) serves only to enable use of the work with that\nMajor Component, or to implement a Standard Interface for which an\nimplementation is available to the public in source code form.  A\n\"Major Component\", in this context, means a major essential component\n(kernel, window system, and so on) of the specific operating system\n(if any) on which the executable work runs, or a compiler used to\nproduce the work, or an object code interpreter used to run it.\n\n  The \"Corresponding Source\" for a work in object code form means all\nthe source code needed to generate, install, and (for an executable\nwork) run the object code and to modify the work, including scripts to\ncontrol those activities.  However, it does not include the work's\nSystem Libraries, or general-purpose tools or generally available free\nprograms which are used unmodified in performing those activities but\nwhich are not part of the work.  For example, Corresponding Source\nincludes interface definition files associated with source files for\nthe work, and the source code for shared libraries and dynamically\nlinked subprograms that the work is specifically designed to require,\nsuch as by intimate data communication or control flow between those\nsubprograms and other parts of the work.\n\n  The Corresponding Source need not include anything that users\ncan regenerate automatically from other parts of the Corresponding\nSource.\n\n  The Corresponding Source for a work in source code form is that\nsame work.\n\n  2. Basic Permissions.\n\n  All rights granted under this License are granted for the term of\ncopyright on the Program, and are irrevocable provided the stated\nconditions are met.  This License explicitly affirms your unlimited\npermission to run the unmodified Program.  The output from running a\ncovered work is covered by this License only if the output, given its\ncontent, constitutes a covered work.  This License acknowledges your\nrights of fair use or other equivalent, as provided by copyright law.\n\n  You may make, run and propagate covered works that you do not\nconvey, without conditions so long as your license otherwise remains\nin force.  You may convey covered works to others for the sole purpose\nof having them make modifications exclusively for you, or provide you\nwith facilities for running those works, provided that you comply with\nthe terms of this License in conveying all material for which you do\nnot control copyright.  Those thus making or running the covered works\nfor you must do so exclusively on your behalf, under your direction\nand control, on terms that prohibit them from making any copies of\nyour copyrighted material outside their relationship with you.\n\n  Conveying under any other circumstances is permitted solely under\nthe conditions stated below.  Sublicensing is not allowed; section 10\nmakes it unnecessary.\n\n  3. Protecting Users' Legal Rights From Anti-Circumvention Law.\n\n  No covered work shall be deemed part of an effective technological\nmeasure under any applicable law fulfilling obligations under article\n11 of the WIPO copyright treaty adopted on 20 December 1996, or\nsimilar laws prohibiting or restricting circumvention of such\nmeasures.\n\n  When you convey a covered work, you waive any legal power to forbid\ncircumvention of technological measures to the extent such circumvention\nis effected by exercising rights under this License with respect to\nthe covered work, and you disclaim any intention to limit operation or\nmodification of the work as a means of enforcing, against the work's\nusers, your or third parties' legal rights to forbid circumvention of\ntechnological measures.\n\n  4. Conveying Verbatim Copies.\n\n  You may convey verbatim copies of the Program's source code as you\nreceive it, in any medium, provided that you conspicuously and\nappropriately publish on each copy an appropriate copyright notice;\nkeep intact all notices stating that this License and any\nnon-permissive terms added in accord with section 7 apply to the code;\nkeep intact all notices of the absence of any warranty; and give all\nrecipients a copy of this License along with the Program.\n\n  You may charge any price or no price for each copy that you convey,\nand you may offer support or warranty protection for a fee.\n\n  5. Conveying Modified Source Versions.\n\n  You may convey a work based on the Program, or the modifications to\nproduce it from the Program, in the form of source code under the\nterms of section 4, provided that you also meet all of these conditions:\n\n    a) The work must carry prominent notices stating that you modified\n    it, and giving a relevant date.\n\n    b) The work must carry prominent notices stating that it is\n    released under this License and any conditions added under section\n    7.  This requirement modifies the requirement in section 4 to\n    \"keep intact all notices\".\n\n    c) You must license the entire work, as a whole, under this\n    License to anyone who comes into possession of a copy.  This\n    License will therefore apply, along with any applicable section 7\n    additional terms, to the whole of the work, and all its parts,\n    regardless of how they are packaged.  This License gives no\n    permission to license the work in any other way, but it does not\n    invalidate such permission if you have separately received it.\n\n    d) If the work has interactive user interfaces, each must display\n    Appropriate Legal Notices; however, if the Program has interactive\n    interfaces that do not display Appropriate Legal Notices, your\n    work need not make them do so.\n\n  A compilation of a covered work with other separate and independent\nworks, which are not by their nature extensions of the covered work,\nand which are not combined with it such as to form a larger program,\nin or on a volume of a storage or distribution medium, is called an\n\"aggregate\" if the compilation and its resulting copyright are not\nused to limit the access or legal rights of the compilation's users\nbeyond what the individual works permit.  Inclusion of a covered work\nin an aggregate does not cause this License to apply to the other\nparts of the aggregate.\n\n  6. Conveying Non-Source Forms.\n\n  You may convey a covered work in object code form under the terms\nof sections 4 and 5, provided that you also convey the\nmachine-readable Corresponding Source under the terms of this License,\nin one of these ways:\n\n    a) Convey the object code in, or embodied in, a physical product\n    (including a physical distribution medium), accompanied by the\n    Corresponding Source fixed on a durable physical medium\n    customarily used for software interchange.\n\n    b) Convey the object code in, or embodied in, a physical product\n    (including a physical distribution medium), accompanied by a\n    written offer, valid for at least three years and valid for as\n    long as you offer spare parts or customer support for that product\n    model, to give anyone who possesses the object code either (1) a\n    copy of the Corresponding Source for all the software in the\n    product that is covered by this License, on a durable physical\n    medium customarily used for software interchange, for a price no\n    more than your reasonable cost of physically performing this\n    conveying of source, or (2) access to copy the\n    Corresponding Source from a network server at no charge.\n\n    c) Convey individual copies of the object code with a copy of the\n    written offer to provide the Corresponding Source.  This\n    alternative is allowed only occasionally and noncommercially, and\n    only if you received the object code with such an offer, in accord\n    with subsection 6b.\n\n    d) Convey the object code by offering access from a designated\n    place (gratis or for a charge), and offer equivalent access to the\n    Corresponding Source in the same way through the same place at no\n    further charge.  You need not require recipients to copy the\n    Corresponding Source along with the object code.  If the place to\n    copy the object code is a network server, the Corresponding Source\n    may be on a different server (operated by you or a third party)\n    that supports equivalent copying facilities, provided you maintain\n    clear directions next to the object code saying where to find the\n    Corresponding Source.  Regardless of what server hosts the\n    Corresponding Source, you remain obligated to ensure that it is\n    available for as long as needed to satisfy these requirements.\n\n    e) Convey the object code using peer-to-peer transmission, provided\n    you inform other peers where the object code and Corresponding\n    Source of the work are being offered to the general public at no\n    charge under subsection 6d.\n\n  A separable portion of the object code, whose source code is excluded\nfrom the Corresponding Source as a System Library, need not be\nincluded in conveying the object code work.\n\n  A \"User Product\" is either (1) a \"consumer product\", which means any\ntangible personal property which is normally used for personal, family,\nor household purposes, or (2) anything designed or sold for incorporation\ninto a dwelling.  In determining whether a product is a consumer product,\ndoubtful cases shall be resolved in favor of coverage.  For a particular\nproduct received by a particular user, \"normally used\" refers to a\ntypical or common use of that class of product, regardless of the status\nof the particular user or of the way in which the particular user\nactually uses, or expects or is expected to use, the product.  A product\nis a consumer product regardless of whether the product has substantial\ncommercial, industrial or non-consumer uses, unless such uses represent\nthe only significant mode of use of the product.\n\n  \"Installation Information\" for a User Product means any methods,\nprocedures, authorization keys, or other information required to install\nand execute modified versions of a covered work in that User Product from\na modified version of its Corresponding Source.  The information must\nsuffice to ensure that the continued functioning of the modified object\ncode is in no case prevented or interfered with solely because\nmodification has been made.\n\n  If you convey an object code work under this section in, or with, or\nspecifically for use in, a User Product, and the conveying occurs as\npart of a transaction in which the right of possession and use of the\nUser Product is transferred to the recipient in perpetuity or for a\nfixed term (regardless of how the transaction is characterized), the\nCorresponding Source conveyed under this section must be accompanied\nby the Installation Information.  But this requirement does not apply\nif neither you nor any third party retains the ability to install\nmodified object code on the User Product (for example, the work has\nbeen installed in ROM).\n\n  The requirement to provide Installation Information does not include a\nrequirement to continue to provide support service, warranty, or updates\nfor a work that has been modified or installed by the recipient, or for\nthe User Product in which it has been modified or installed.  Access to a\nnetwork may be denied when the modification itself materially and\nadversely affects the operation of the network or violates the rules and\nprotocols for communication across the network.\n\n  Corresponding Source conveyed, and Installation Information provided,\nin accord with this section must be in a format that is publicly\ndocumented (and with an implementation available to the public in\nsource code form), and must require no special password or key for\nunpacking, reading or copying.\n\n  7. Additional Terms.\n\n  \"Additional permissions\" are terms that supplement the terms of this\nLicense by making exceptions from one or more of its conditions.\nAdditional permissions that are applicable to the entire Program shall\nbe treated as though they were included in this License, to the extent\nthat they are valid under applicable law.  If additional permissions\napply only to part of the Program, that part may be used separately\nunder those permissions, but the entire Program remains governed by\nthis License without regard to the additional permissions.\n\n  When you convey a copy of a covered work, you may at your option\nremove any additional permissions from that copy, or from any part of\nit.  (Additional permissions may be written to require their own\nremoval in certain cases when you modify the work.)  You may place\nadditional permissions on material, added by you to a covered work,\nfor which you have or can give appropriate copyright permission.\n\n  Notwithstanding any other provision of this License, for material you\nadd to a covered work, you may (if authorized by the copyright holders of\nthat material) supplement the terms of this License with terms:\n\n    a) Disclaiming warranty or limiting liability differently from the\n    terms of sections 15 and 16 of this License; or\n\n    b) Requiring preservation of specified reasonable legal notices or\n    author attributions in that material or in the Appropriate Legal\n    Notices displayed by works containing it; or\n\n    c) Prohibiting misrepresentation of the origin of that material, or\n    requiring that modified versions of such material be marked in\n    reasonable ways as different from the original version; or\n\n    d) Limiting the use for publicity purposes of names of licensors or\n    authors of the material; or\n\n    e) Declining to grant rights under trademark law for use of some\n    trade names, trademarks, or service marks; or\n\n    f) Requiring indemnification of licensors and authors of that\n    material by anyone who conveys the material (or modified versions of\n    it) with contractual assumptions of liability to the recipient, for\n    any liability that these contractual assumptions directly impose on\n    those licensors and authors.\n\n  All other non-permissive additional terms are considered \"further\nrestrictions\" within the meaning of section 10.  If the Program as you\nreceived it, or any part of it, contains a notice stating that it is\ngoverned by this License along with a term that is a further\nrestriction, you may remove that term.  If a license document contains\na further restriction but permits relicensing or conveying under this\nLicense, you may add to a covered work material governed by the terms\nof that license document, provided that the further restriction does\nnot survive such relicensing or conveying.\n\n  If you add terms to a covered work in accord with this section, you\nmust place, in the relevant source files, a statement of the\nadditional terms that apply to those files, or a notice indicating\nwhere to find the applicable terms.\n\n  Additional terms, permissive or non-permissive, may be stated in the\nform of a separately written license, or stated as exceptions;\nthe above requirements apply either way.\n\n  8. Termination.\n\n  You may not propagate or modify a covered work except as expressly\nprovided under this License.  Any attempt otherwise to propagate or\nmodify it is void, and will automatically terminate your rights under\nthis License (including any patent licenses granted under the third\nparagraph of section 11).\n\n  However, if you cease all violation of this License, then your\nlicense from a particular copyright holder is reinstated (a)\nprovisionally, unless and until the copyright holder explicitly and\nfinally terminates your license, and (b) permanently, if the copyright\nholder fails to notify you of the violation by some reasonable means\nprior to 60 days after the cessation.\n\n  Moreover, your license from a particular copyright holder is\nreinstated permanently if the copyright holder notifies you of the\nviolation by some reasonable means, this is the first time you have\nreceived notice of violation of this License (for any work) from that\ncopyright holder, and you cure the violation prior to 30 days after\nyour receipt of the notice.\n\n  Termination of your rights under this section does not terminate the\nlicenses of parties who have received copies or rights from you under\nthis License.  If your rights have been terminated and not permanently\nreinstated, you do not qualify to receive new licenses for the same\nmaterial under section 10.\n\n  9. Acceptance Not Required for Having Copies.\n\n  You are not required to accept this License in order to receive or\nrun a copy of the Program.  Ancillary propagation of a covered work\noccurring solely as a consequence of using peer-to-peer transmission\nto receive a copy likewise does not require acceptance.  However,\nnothing other than this License grants you permission to propagate or\nmodify any covered work.  These actions infringe copyright if you do\nnot accept this License.  Therefore, by modifying or propagating a\ncovered work, you indicate your acceptance of this License to do so.\n\n  10. Automatic Licensing of Downstream Recipients.\n\n  Each time you convey a covered work, the recipient automatically\nreceives a license from the original licensors, to run, modify and\npropagate that work, subject to this License.  You are not responsible\nfor enforcing compliance by third parties with this License.\n\n  An \"entity transaction\" is a transaction transferring control of an\norganization, or substantially all assets of one, or subdividing an\norganization, or merging organizations.  If propagation of a covered\nwork results from an entity transaction, each party to that\ntransaction who receives a copy of the work also receives whatever\nlicenses to the work the party's predecessor in interest had or could\ngive under the previous paragraph, plus a right to possession of the\nCorresponding Source of the work from the predecessor in interest, if\nthe predecessor has it or can get it with reasonable efforts.\n\n  You may not impose any further restrictions on the exercise of the\nrights granted or affirmed under this License.  For example, you may\nnot impose a license fee, royalty, or other charge for exercise of\nrights granted under this License, and you may not initiate litigation\n(including a cross-claim or counterclaim in a lawsuit) alleging that\nany patent claim is infringed by making, using, selling, offering for\nsale, or importing the Program or any portion of it.\n\n  11. Patents.\n\n  A \"contributor\" is a copyright holder who authorizes use under this\nLicense of the Program or a work on which the Program is based.  The\nwork thus licensed is called the contributor's \"contributor version\".\n\n  A contributor's \"essential patent claims\" are all patent claims\nowned or controlled by the contributor, whether already acquired or\nhereafter acquired, that would be infringed by some manner, permitted\nby this License, of making, using, or selling its contributor version,\nbut do not include claims that would be infringed only as a\nconsequence of further modification of the contributor version.  For\npurposes of this definition, \"control\" includes the right to grant\npatent sublicenses in a manner consistent with the requirements of\nthis License.\n\n  Each contributor grants you a non-exclusive, worldwide, royalty-free\npatent license under the contributor's essential patent claims, to\nmake, use, sell, offer for sale, import and otherwise run, modify and\npropagate the contents of its contributor version.\n\n  In the following three paragraphs, a \"patent license\" is any express\nagreement or commitment, however denominated, not to enforce a patent\n(such as an express permission to practice a patent or covenant not to\nsue for patent infringement).  To \"grant\" such a patent license to a\nparty means to make such an agreement or commitment not to enforce a\npatent against the party.\n\n  If you convey a covered work, knowingly relying on a patent license,\nand the Corresponding Source of the work is not available for anyone\nto copy, free of charge and under the terms of this License, through a\npublicly available network server or other readily accessible means,\nthen you must either (1) cause the Corresponding Source to be so\navailable, or (2) arrange to deprive yourself of the benefit of the\npatent license for this particular work, or (3) arrange, in a manner\nconsistent with the requirements of this License, to extend the patent\nlicense to downstream recipients.  \"Knowingly relying\" means you have\nactual knowledge that, but for the patent license, your conveying the\ncovered work in a country, or your recipient's use of the covered work\nin a country, would infringe one or more identifiable patents in that\ncountry that you have reason to believe are valid.\n\n  If, pursuant to or in connection with a single transaction or\narrangement, you convey, or propagate by procuring conveyance of, a\ncovered work, and grant a patent license to some of the parties\nreceiving the covered work authorizing them to use, propagate, modify\nor convey a specific copy of the covered work, then the patent license\nyou grant is automatically extended to all recipients of the covered\nwork and works based on it.\n\n  A patent license is \"discriminatory\" if it does not include within\nthe scope of its coverage, prohibits the exercise of, or is\nconditioned on the non-exercise of one or more of the rights that are\nspecifically granted under this License.  You may not convey a covered\nwork if you are a party to an arrangement with a third party that is\nin the business of distributing software, under which you make payment\nto the third party based on the extent of your activity of conveying\nthe work, and under which the third party grants, to any of the\nparties who would receive the covered work from you, a discriminatory\npatent license (a) in connection with copies of the covered work\nconveyed by you (or copies made from those copies), or (b) primarily\nfor and in connection with specific products or compilations that\ncontain the covered work, unless you entered into that arrangement,\nor that patent license was granted, prior to 28 March 2007.\n\n  Nothing in this License shall be construed as excluding or limiting\nany implied license or other defenses to infringement that may\notherwise be available to you under applicable patent law.\n\n  12. No Surrender of Others' Freedom.\n\n  If conditions are imposed on you (whether by court order, agreement or\notherwise) that contradict the conditions of this License, they do not\nexcuse you from the conditions of this License.  If you cannot convey a\ncovered work so as to satisfy simultaneously your obligations under this\nLicense and any other pertinent obligations, then as a consequence you may\nnot convey it at all.  For example, if you agree to terms that obligate you\nto collect a royalty for further conveying from those to whom you convey\nthe Program, the only way you could satisfy both those terms and this\nLicense would be to refrain entirely from conveying the Program.\n\n  13. Use with the GNU Affero General Public License.\n\n  Notwithstanding any other provision of this License, you have\npermission to link or combine any covered work with a work licensed\nunder version 3 of the GNU Affero General Public License into a single\ncombined work, and to convey the resulting work.  The terms of this\nLicense will continue to apply to the part which is the covered work,\nbut the special requirements of the GNU Affero General Public License,\nsection 13, concerning interaction through a network will apply to the\ncombination as such.\n\n  14. Revised Versions of this License.\n\n  The Free Software Foundation may publish revised and/or new versions of\nthe GNU General Public License from time to time.  Such new versions will\nbe similar in spirit to the present version, but may differ in detail to\naddress new problems or concerns.\n\n  Each version is given a distinguishing version number.  If the\nProgram specifies that a certain numbered version of the GNU General\nPublic License \"or any later version\" applies to it, you have the\noption of following the terms and conditions either of that numbered\nversion or of any later version published by the Free Software\nFoundation.  If the Program does not specify a version number of the\nGNU General Public License, you may choose any version ever published\nby the Free Software Foundation.\n\n  If the Program specifies that a proxy can decide which future\nversions of the GNU General Public License can be used, that proxy's\npublic statement of acceptance of a version permanently authorizes you\nto choose that version for the Program.\n\n  Later license versions may give you additional or different\npermissions.  However, no additional obligations are imposed on any\nauthor or copyright holder as a result of your choosing to follow a\nlater version.\n\n  15. Disclaimer of Warranty.\n\n  THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY\nAPPLICABLE LAW.  EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT\nHOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM \"AS IS\" WITHOUT WARRANTY\nOF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,\nTHE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR\nPURPOSE.  THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM\nIS WITH YOU.  SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF\nALL NECESSARY SERVICING, REPAIR OR CORRECTION.\n\n  16. Limitation of Liability.\n\n  IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING\nWILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS\nTHE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY\nGENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE\nUSE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF\nDATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD\nPARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),\nEVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF\nSUCH DAMAGES.\n\n  17. Interpretation of Sections 15 and 16.\n\n  If the disclaimer of warranty and limitation of liability provided\nabove cannot be given local legal effect according to their terms,\nreviewing courts shall apply local law that most closely approximates\nan absolute waiver of all civil liability in connection with the\nProgram, unless a warranty or assumption of liability accompanies a\ncopy of the Program in return for a fee.\n\n                     END OF TERMS AND CONDITIONS\n\n            How to Apply These Terms to Your New Programs\n\n  If you develop a new program, and you want it to be of the greatest\npossible use to the public, the best way to achieve this is to make it\nfree software which everyone can redistribute and change under these terms.\n\n  To do so, attach the following notices to the program.  It is safest\nto attach them to the start of each source file to most effectively\nstate the exclusion of warranty; and each file should have at least\nthe \"copyright\" line and a pointer to where the full notice is found.\n\n    <one line to give the program's name and a brief idea of what it does.>\n    Copyright (C) <year>  <name of author>\n\n    This program is free software: you can redistribute it and/or modify\n    it under the terms of the GNU General Public License as published by\n    the Free Software Foundation, either version 3 of the License, or\n    (at your option) any later version.\n\n    This program is distributed in the hope that it will be useful,\n    but WITHOUT ANY WARRANTY; without even the implied warranty of\n    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the\n    GNU General Public License for more details.\n\n    You should have received a copy of the GNU General Public License\n    along with this program.  If not, see <https://www.gnu.org/licenses/>.\n\nAlso add information on how to contact you by electronic and paper mail.\n\n  If the program does terminal interaction, make it output a short\nnotice like this when it starts in an interactive mode:\n\n    <program>  Copyright (C) <year>  <name of author>\n    This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.\n    This is free software, and you are welcome to redistribute it\n    under certain conditions; type `show c' for details.\n\nThe hypothetical commands `show w' and `show c' should show the appropriate\nparts of the General Public License.  Of course, your program's commands\nmight be different; for a GUI interface, you would use an \"about box\".\n\n  You should also get your employer (if you work as a programmer) or school,\nif any, to sign a \"copyright disclaimer\" for the program, if necessary.\nFor more information on this, and how to apply and follow the GNU GPL, see\n<https://www.gnu.org/licenses/>.\n\n  The GNU General Public License does not permit incorporating your program\ninto proprietary programs.  If your program is a subroutine library, you\nmay consider it more useful to permit linking proprietary applications with\nthe library.  If this is what you want to do, use the GNU Lesser General\nPublic License instead of this License.  But first, please read\n<https://www.gnu.org/licenses/why-not-lgpl.html>.\n"
  },
  {
    "path": "README.md",
    "content": "<div align=\"center\">\n    <h1>steam-idler</h1>\n    <h4>Simple cross-platform Steam game idler with multi account support.</h4>\n    <div>\n        <a href=\"#-install\">Install</a> •\n        <a href=\"#-accounts\">Accounts</a> •\n        <a href=\"#-proxies\">Proxies</a> •\n        <a href=\"#-config\">Config</a> •\n        <a href=\"#-start\">Start</a>\n    </div>\n    <img src=\"./.github/img/demo.png\"> <!-- https://carbon.now.sh/?bg=rgba%28184%2C233%2C134%2C0%29&t=seti&wt=none&l=text&width=1247&ds=true&dsyoff=11px&dsblur=21px&wc=true&wa=false&pv=56px&ph=56px&ln=false&fl=1&fm=Hack&fs=14px&lh=133%25&si=false&es=2x&wm=false&code=%2524%2520node%2520.%252Fidler.js%250A%255B2023-08-20%252013%253A22%253A54%2520%257C%2520INFO%255D%2520steam-idler%2520by%25203urobeat%2520v1.8%250A%250A%255B2023-08-20%252013%253A22%253A54%2520%257C%2520INFO%255D%2520Loading%2520logininfo%2520from%2520accounts.txt...%250A%250A%255B2023-08-20%252013%253A22%253A55%2520%257C%2520INFO%255D%2520Logging%2520in%25203urobeatsCommentBot2%2520in%25202%2520seconds...%250A%255B2023-08-20%252013%253A22%253A58%2520%257C%2520INFO%255D%2520%255B3urobeatsCommentBot2%255D%2520Logged%2520in%21%2520Checking%2520for%2520missing%2520licenses...%250A%255B2023-08-20%252013%253A22%253A58%2520%257C%2520INFO%255D%2520Logging%2520in%25203urobeatsCommentBot3%2520in%25202%2520seconds...%250A%255B2023-08-20%252013%253A22%253A59%2520%257C%2520INFO%255D%2520%255B3urobeatsCommentBot2%255D%2520Starting%2520to%2520idle%25201%2520games...%250A%255B2023-08-20%252013%253A23%253A01%2520%257C%2520INFO%255D%2520%255B3urobeatsCommentBot3%255D%2520Logged%2520in%21%2520Checking%2520for%2520missing%2520licenses...%250A%255B2023-08-20%252013%253A23%253A01%2520%257C%2520INFO%255D%2520Logging%2520in%25203urobeatsCommentBot4%2520in%25202%2520seconds...%250A%255B2023-08-20%252013%253A23%253A01%2520%257C%2520INFO%255D%2520%255B3urobeatsCommentBot3%255D%2520Requesting%25201%2520missing%2520license%28s%29%2520before%2520starting%2520to%2520play%2520games%2520set%2520in%2520config...%250A%255B2023-08-20%252013%253A23%253A02%2520%257C%2520INFO%255D%2520%255B3urobeatsCommentBot3%255D%2520Successfully%2520requested%25201%2520missing%2520game%2520license%28s%29%21%250A%255B2023-08-20%252013%253A23%253A04%2520%257C%2520INFO%255D%2520%255B3urobeatsCommentBot4%255D%2520Logged%2520in%21%2520Checking%2520for%2520missing%2520licenses...%250A%255B2023-08-20%252013%253A23%253A04%2520%257C%2520INFO%255D%2520Logging%2520in%25203urobeatsCommentBot5%2520in%25202%2520seconds...%250A%255B2023-08-20%252013%253A23%253A04%2520%257C%2520INFO%255D%2520%255B3urobeatsCommentBot4%255D%2520Requesting%25201%2520missing%2520license%28s%29%2520before%2520starting%2520to%2520play%2520games%2520set%2520in%2520config...%250A%255B2023-08-20%252013%253A23%253A05%2520%257C%2520INFO%255D%2520%255B3urobeatsCommentBot4%255D%2520Successfully%2520requested%25201%2520missing%2520game%2520license%28s%29%21%250A%255B2023-08-20%252013%253A23%253A07%2520%257C%2520INFO%255D%2520%255B3urobeatsCommentBot5%255D%2520Logged%2520in%21%2520Checking%2520for%2520missing%2520licenses...%250A%255B2023-08-20%252013%253A23%253A07%2520%257C%2520INFO%255D%2520%255B3urobeatsCommentBot5%255D%2520Starting%2520to%2520idle%25201%2520games... -->\n</div>\n\n&nbsp;\n\n## ✨ Introduction\nThis is a simple cross-platform Steam game idling bot, supporting multiple accounts.  \nIt handles the connection management for all accounts for you, sends afk messages if enabled and of course idles the configured games.\n\nThis project is a slimmed down version of my [steam-comment-service-bot](https://github.com/3urobeat/steam-comment-service-bot), for users only interested in game idling.  \nIf you need more features, please check it out instead.  \nIt does way more besides supporting commenting etc, has more advanced connection management features than present here and is updated more regularly.\n\nPlease continue reading to learn how to set this bot up.\n\n&nbsp;\n\n## 🚀 Install\nMake sure to have [node.js](https://nodejs.org/) installed.  \nDownload this repository as `.zip`, extract the folder and open a Terminal/Power Shell/Console in the folder.  \n\nType `npm install` to install all dependencies.  \n\n&nbsp;\n\n## 👤 Accounts\nOpen the `accounts.txt` file and put an account in each line in this format:  \n`username:password:shared_secret`\n\n`shared_secret` is optional. Only provide `username:password` if you don't want to use it.  \n\n&nbsp;\n\n**Login using QR-Code**:  \nYou want to login an account by scanning a QR-Code using your Steam Mobile App? Easy!  \nInstead of providing a password for that account in `accounts.txt`, set the password to \"qrcode\".  \nOn startup, the bot will display a QR-Code in the log which you can scan using your Steam Mobile App.\n\nExample:  \n`myaccount1:qrcode`\n\nThe username you provide for that account does not need to be correct, it just needs to stay the same.  \nIt is only used to store a token in the database to re-use the existing session when starting the bot the next time (so you don't need to scan the QR-Code on every startup).\n\n&nbsp;\n\n## 📡 Proxies\nIf you are using many accounts it might make sense to add proxies so you don't have tons of sessions from the same IP.  \nTo do this, open the `proxies.txt` file and put as many HTTP proxies as you wish, line per line.  \nThe bot will spread all accounts equally on all available proxies, including your local IP.  \nYour proxies must follow this format: `http://user:pass@1.2.3.4:8081`  \nPlease note that Steam might block some proxy providers.  \n\n&nbsp;\n  \n## 📝 Config\nOpen the `config.json` in a text editor and put the games you wan't to idle inside the `playingGames` brackets.  \n\nYou can set a custom game by passing a String as the first argument.  \nThe other numbers define the games the script will start playing. You can add more by adding a comma and the app id.  \nThe bot will automatically request licenses for free-to-play games which are set here but your accounts do not own yet. This is limited to 50 games per hour.  \n\nIf you want to set specific games for specific accounts, pass an object containing `\"accountName\": []` for every account as the first argument.  \nEverything that follows will represent the \"general\" settings, which all accounts will use that are not included in the object.  \nSee the 4th example below for a visual representation.\n\nExamples:  \n- Display \"In non-Steam game: Minecraft\" and idle TF2 & CS:GO: `\"playingGames\": [\"Minecraft\", 440, 730],`  \n- Display \"Currently In-Game: Team Fortress 2\" and idle TF2 & CS:GO: `\"playingGames\": [440, 730],`  \n- Only appear as online and don't idle anything: `\"playingGames\": [],`  \n- Display \"Specific Game\" game & idle CSGO only for account \"myacc1\". Idle nothing for account \"myacc25\". Display \"General Game\" & idle TF2 for all other accounts: `\"playingGames\": [{ \"myacc1\": [\"Specific Game\", 730], \"myacc25\": [] }, \"General Game\", 440],`\n- Idle CS:GO & Dota on \"myacc1\" and idle Dota on \"myacc2\". Play TF2 on every other account: `\"playingGames\". [{ \"myacc1\": [730, 570], \"myacc2\": [570] }, 440],`\n\nYou don't have to keep `playingGames` on one line, this is done here for documentation purposes. I recommend spreading the array over multiple lines, especially when setting lots of different games for lots of different accounts.\n  \n&nbsp;\n  \nTo set a different online status you can choose a number from [this list](https://github.com/DoctorMcKay/node-steam-user/blob/master/enums/EPersonaState.js) and provide it at `onlinestatus`.  \nIf set to `null` the bot will not change your online status.  \n  \nTo set a message that will be send on a recieved message while idling, set a message as `afkMessage`.  \nLeave the brackets empty (like this: `\"\"`) to not send any message back.  \n\nThe loginDelay and relogDelay values control the time waited between logging in multiple accounts and the time waited before a relog is attempted after an account lost connection.  \nI recommend not touching them as they have good defaults to avoid cooldowns, however if you know what you are doing - they are there.  \n\n&nbsp;\n\n**Important:**  \nMake sure that you don't forget any commas, the script will otherwise not start and throw a Syntax Error.  \nTake a look at the default `config.json` if you are unsure what you are missing.\n\n&nbsp;\n\n## 🚀 Start\nThen just type `node idler.js` to start the script.  \nThe script will try to log in and ask you for your Steam Guard code if it needs one. When it is logged in a logged in message will be displayed.  \n\nEvery time an account loses connection it will print a session summary to a text file \"playtime.txt\" (will be created automatically).  \nThis also applies to when you stop the bot manually. To turn this whole feature off, set `logPlaytimeToFile` in the config to `false`.\n\n&nbsp;\n\nThats it. A simple cross-platform Steam game idling script powered by [DoctorMcKay's steam-user library](https://github.com/DoctorMcKay/node-steam-user).\n\n&nbsp;\n\n[![Stargazers over time](https://starchart.cc/3urobeat/steam-idler.svg?variant=adaptive)](https://starchart.cc/3urobeat/steam-idler)\n"
  },
  {
    "path": "accounts.txt",
    "content": "//Comment: Please provide all accounts to idle in this format, one per line: username:password:shared_secret  (shared_secret is optional)"
  },
  {
    "path": "config.json",
    "content": "{\n    \"playingGames\": [\"Custom Game\", 440, 730],\n    \"onlinestatus\": 1,\n    \"afkMessage\": \"Hi, I'm idling.\",\n    \"loginDelay\": 2000,\n    \"relogDelay\": 15000,\n    \"useLocalIP\": true,\n    \"logPlaytimeToFile\": true\n}\n"
  },
  {
    "path": "eslint.config.mjs",
    "content": "/*\n * File: eslint.config.mjs\n * Project: steam-idler\n * Created Date: 2024-05-05 00:19:02\n * Author: 3urobeat\n *\n * Last Modified: 2024-05-05 00:24:03\n * Modified By: 3urobeat\n *\n * Copyright (c) 2024 3urobeat <https://github.com/3urobeat>\n *\n * This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version.\n * This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.\n * You should have received a copy of the GNU General Public License along with this program. If not, see <https://www.gnu.org/licenses/>.\n */\n\n\n/*\n    3urobeat's EsLint Config. Requires eslint, @eslint/js & eslint-plugin-jsdoc to be installed as devDependencies.\n    https://github.com/3urobeat\n*/\n\nimport globals from \"globals\";\nimport jsdoc from \"eslint-plugin-jsdoc\";\nimport js from \"@eslint/js\";\n\n\nexport default [\n    {\n        ignores: [\"src/libraryPatches/*\"],\n    },\n    js.configs.recommended, // Import recommended eslint rules\n    {\n        languageOptions: {\n            ecmaVersion: 2022,\n            sourceType: \"module\",\n            globals: {\n                ...globals.commonjs,\n                ...globals.es6,\n                ...globals.node,\n\n                started: true,\n                srcdir: true,\n                botisloggedin: true,\n                logger: true,\n                extdata: true\n            }\n        },\n        plugins: {\n            jsdoc: jsdoc\n        },\n        rules: {\n            \"no-var\": \"error\",\n            \"no-redeclare\": \"off\",\n            \"no-unreachable\": \"error\",\n            \"no-unexpected-multiline\": \"error\",\n\n            // Styling\n            \"camelcase\": \"warn\",\n            \"capitalized-comments\": [\"warn\", \"always\", { \"ignoreConsecutiveComments\": true }],\n            \"comma-spacing\": [\"warn\", { \"before\": false, \"after\": true }],\n            \"func-call-spacing\": [\"error\", \"never\"],\n            \"indent\": [\"error\", 4, { \"ignoredNodes\": [\"IfStatement\"], \"SwitchCase\": 1 }], // TODO: This also ignores if statements with wrong indentation but I couldn't get it to only ignore else in if-else one-liner\n            \"no-tabs\": \"error\",\n            \"no-trailing-spaces\": \"error\",\n            \"no-extra-semi\": \"error\",\n            \"no-use-before-define\": \"error\",\n            \"prefer-const\": \"error\",\n            \"semi\": [\"error\", \"always\"],\n            \"semi-spacing\": \"error\",\n            \"semi-style\": [\"error\", \"last\"],\n            \"quotes\": [\"error\", \"double\", { \"avoidEscape\": true }],\n            \"spaced-comment\": \"warn\",\n\n            // JsDoc - https://github.com/gajus/eslint-plugin-jsdoc\n            \"jsdoc/check-alignment\": \"warn\",\n            \"jsdoc/check-indentation\": \"warn\",\n            \"jsdoc/check-types\": \"warn\",\n            \"jsdoc/informative-docs\": \"warn\",\n            \"jsdoc/require-asterisk-prefix\": \"warn\",\n            \"jsdoc/require-description\": \"warn\",\n            \"jsdoc/require-jsdoc\": \"warn\",\n            \"jsdoc/require-param\": \"warn\",\n            \"jsdoc/require-param-name\": \"warn\",\n            \"jsdoc/valid-types\": \"warn\",\n            // \"jsdoc/require-returns\": \"warn\", // Always requires @return, even when function does not return something\n            \"jsdoc/require-returns-type\": \"warn\",\n            // \"jsdoc/require-returns-check\": \"warn\", // Unnecessary when require-returns above is disabled\n            \"jsdoc/require-returns-description\": \"warn\"\n        }\n    }\n];\n"
  },
  {
    "path": "idler.js",
    "content": "/*\n * File: idler.js\n * Project: steam-idler\n * Created Date: 2021-03-31 21:05:47\n * Author: 3urobeat\n *\n * Last Modified: 2023-12-29 18:18:56\n * Modified By: 3urobeat\n *\n * Copyright (c) 2022 - 2023 3urobeat <https://github.com/3urobeat>\n *\n * This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version.\n * This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.\n * You should have received a copy of the GNU General Public License along with this program. If not, see <https://www.gnu.org/licenses/>.\n */\n\n\n// Start the bot\nrequire(\"./src/controller.js\").start();\n"
  },
  {
    "path": "package.json",
    "content": "{\n    \"name\": \"steam-idler\",\n    \"version\": \"1.11\",\n    \"description\": \"Headless cross-platform Steam game idler with multi account support!\",\n    \"main\": \"idler.js\",\n    \"dependencies\": {\n        \"@seald-io/nedb\": \"^4.1.2\",\n        \"output-logger\": \"^2.3.8\",\n        \"qrcode\": \"^1.5.4\",\n        \"steam-session\": \"^1.9.4\",\n        \"steam-totp\": \"^2.1.2\",\n        \"steam-user\": \"^5.3.0\"\n    },\n    \"devDependencies\": {\n        \"@eslint/js\": \"^9.39.2\",\n        \"eslint\": \"^9.39.2\",\n        \"eslint-plugin-jsdoc\": \"^62.0.0\"\n    },\n    \"scripts\": {\n        \"start\": \"node idler.js\"\n    },\n    \"author\": \"3urobeat\",\n    \"license\": \"GPL-3.0\",\n    \"homepage\": \"https://github.com/3urobeat\",\n    \"repository\": \"https://github.com/3urobeat/steam-idler\"\n}\n"
  },
  {
    "path": "proxies.txt",
    "content": "//Comment: This file is used to provide proxies to spread your accounts over multiple IPs. Read the instructions here: https://github.com/3urobeat/steam-idler#-proxies\n"
  },
  {
    "path": "src/bot.js",
    "content": "/*\n * File: bot.js\n * Project: steam-idler\n * Created Date: 2022-10-17 17:32:28\n * Author: 3urobeat\n *\n * Last Modified: 2026-01-14 21:30:19\n * Modified By: 3urobeat\n *\n * Copyright (c) 2022 - 2026 3urobeat <https://github.com/3urobeat>\n *\n * This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version.\n * This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.\n * You should have received a copy of the GNU General Public License along with this program. If not, see <https://www.gnu.org/licenses/>.\n */\n\n\nconst fs        = require(\"fs\");\nconst util      = require(\"util\");\nconst SteamID   = require(\"steamid\");\nconst SteamTotp = require(\"steam-totp\");\nconst SteamUser = require(\"steam-user\");\nconst EResult   = SteamUser.EResult;\n\nconst sessionHandler = require(\"./sessions/sessionHandler.js\");\nconst controller     = require(\"./controller.js\");\nconst config         = require(\"../config.json\");\n\n\n/**\n * Constructor Creates a new bot object and logs in the account\n * @param {object} logOnOptions The logOnOptions obj for this account\n * @param {number} loginindex The loginindex for this account\n * @param proxies\n */\nconst Bot = function(logOnOptions, loginindex, proxies) {\n\n    this.logOnOptions = logOnOptions;\n    this.loginindex   = loginindex;\n    this.proxy        = proxies[loginindex % proxies.length]; // Spread all accounts equally with a simple modulo calculation\n\n    // Populated by loggedOn event handler, is used by logPlaytime to calculate playtime report for this account\n    this.startedPlayingTimestamp = 0;\n    this.playedAppIDs = [];\n\n    // Create new steam-user bot object. Disable autoRelogin as we have our own queue system\n    this.client = new SteamUser({ autoRelogin: false, renewRefreshTokens: true, httpProxy: this.proxy, protocol: SteamUser.EConnectionProtocol.WebSocket }); // Forcing protocol for now: https://dev.doctormckay.com/topic/4187-disconnect-due-to-encryption-error-causes-relog-to-break-error-already-logged-on/?do=findComment&comment=10917\n\n    this.session;\n\n    // Attach relevant steam-user events\n    this.attachEventListeners();\n\n};\n\nmodule.exports = Bot;\n\n\n// Handles logging in this account\nBot.prototype.login = async function() {\n\n    /* ------------ Login ------------ */\n    if (this.proxy) logger(\"info\", `Logging in ${this.logOnOptions.accountName} in ${config.loginDelay / 1000} seconds with proxy '${this.proxy}'...`);\n        else logger(\"info\", `Logging in ${this.logOnOptions.accountName} in ${config.loginDelay / 1000} seconds...`);\n\n    // Generate steamGuardCode with shared secret if one was provided\n    if (this.logOnOptions.sharedSecret) {\n        this.logOnOptions.steamGuardCode = SteamTotp.generateAuthCode(this.logOnOptions.sharedSecret);\n    }\n\n    // Get new session for this account and log in\n    this.session = new sessionHandler(this);\n\n    const refreshToken = await this.session.getToken();\n    if (!refreshToken) return; // Stop execution if getToken aborted login attempt\n\n    setTimeout(() => this.client.logOn({ \"refreshToken\": refreshToken }), config.loginDelay); // Log in with logOnOptions\n\n};\n\n\n// Attaches Steam event listeners\nBot.prototype.attachEventListeners = function() {\n\n    this.client.on(\"loggedOn\", () => { // This account is now logged on\n        controller.nextacc++; // The next account can start\n\n        // If this is a relog then remove this account from the queue and let the next account be able to relog\n        if (controller.relogQueue.includes(this.loginindex)) {\n            logger(\"info\", `[${this.logOnOptions.accountName}] Relog successful.`);\n\n            controller.relogQueue.splice(controller.relogQueue.indexOf(this.loginindex), 1); // Remove this loginindex from the queue\n        } else {\n            logger(\"info\", `[${this.logOnOptions.accountName}] Logged in! Checking for missing licenses...`);\n        }\n\n        // Set online status if enabled (https://github.com/DoctorMcKay/node-steam-user/blob/master/enums/EPersonaState.js)\n        if (config.onlinestatus) this.client.setPersona(config.onlinestatus);\n\n\n        // Check if user provided games specifically for this account\n        let configGames = config.playingGames;\n\n        if (typeof configGames[0] == \"object\") {\n            if (Object.keys(configGames[0]).includes(this.logOnOptions.accountName)) configGames = configGames[0][this.logOnOptions.accountName]; // Get the specific settings for this account if included\n                else configGames = configGames.slice(1);                                                                                          // ...otherwise remove object containing acc specific settings to use the generic ones\n        }\n\n\n        // Shorthander to start playing\n        const startPlaying = () => {\n            this.client.gamesPlayed(configGames);\n            this.startedPlayingTimestamp = Date.now();\n            this.playedAppIDs = configGames;\n        };\n\n        // Get all licenses this account owns\n        const options = {\n            includePlayedFreeGames: true,\n            filterAppids: configGames.filter(e => !isNaN(e)), // We only need to check for these appIDs. Filter custom game string\n            includeFreeSub: false\n        };\n\n        this.client.getUserOwnedApps(this.client.steamID, options, (err, res) => {\n            if (err) {\n                logger(\"error\", `[${this.logOnOptions.accountName}] Failed to get owned apps! Attempting to play set appIDs anyways...`);\n\n                startPlaying(); // Start playing games\n                return;\n            }\n\n            // Check if we are missing a license\n            let missingLicenses = configGames.filter(e => !isNaN(e) && res.apps.filter(f => f.appid == e).length == 0);\n\n            // Redeem missing licenses or start playing if none are missing. Event will get triggered again on change.\n            if (missingLicenses.length > 0) {\n                // Check if we are missing more than 50 licenses (limit per hour) and cut array\n                if (missingLicenses.length > 50) {\n                    logger(\"warn\", `[${this.logOnOptions.accountName}] This account is missing more than 50 licenses! Steam only allows registering 50 licenses per hour.\\n                             I will register 50 licenses now and relog this account in 1 hour to register the next 50 licenses.`);\n                    missingLicenses = missingLicenses.splice(0, 50);\n\n                    setTimeout(() => {\n                        logger(\"info\", `[${this.logOnOptions.accountName}] Relogging account to register the next 50 licenses...`);\n                        this.handleRelog();\n                    }, 3.6e+6 + 300000); // 1 hour plus 5 minutes for good measure\n                }\n\n                logger(\"info\", `[${this.logOnOptions.accountName}] Requesting ${missingLicenses.length} missing license(s) before starting to play games set in config...`);\n\n                this.client.requestFreeLicense(missingLicenses, (err) => {\n                    if (err) {\n                        logger(\"error\", `[${this.logOnOptions.accountName}] Failed to request missing licenses! Starting to play anyways...`);\n                        startPlaying(); // Start playing games\n                    } else {\n                        logger(\"info\", `[${this.logOnOptions.accountName}] Successfully requested ${missingLicenses.length} missing game license(s)!`);\n                        setTimeout(() => startPlaying(), 2500);\n                    }\n                });\n            } else {\n                logger(\"info\", `[${this.logOnOptions.accountName}] Starting to idle ${configGames.length} games...`);\n                startPlaying(); // Start playing games\n            }\n        });\n    });\n\n\n    this.client.chat.on(\"friendMessage\", (msg) => {\n        const message = msg.message_no_bbcode;\n        const steamID = msg.steamid_friend;\n        const steamID64 = new SteamID(String(steamID)).getSteamID64();\n        const username  = this.client.users[steamID64] ? this.client.users[steamID64].player_name : \"\"; // Set username to nothing in case they are not cached yet to avoid errors\n\n        logger(\"info\", `[${this.logOnOptions.accountName}] Friend message from '${username}' (${steamID64}): ${message}`);\n\n        // Respond with afk message if enabled in config\n        if (config.afkMessage.length > 0) {\n            logger(\"info\", \"Responding with: \" + config.afkMessage);\n\n            this.client.chat.sendFriendMessage(steamID, config.afkMessage);\n        }\n    });\n\n\n    this.client.on(\"disconnected\", (eresult, msg) => { // Handle relogging\n        if (controller.relogQueue.includes(this.loginindex)) return; // Don't handle this event if account is already waiting for relog\n\n        logger(\"info\", `[${this.logOnOptions.accountName}] Lost connection to Steam. Message: ${msg}. Trying to relog in ${config.relogDelay / 1000} seconds...`);\n        this.handleRelog();\n    });\n\n\n    this.client.on(\"error\", (err) => {\n        // Custom behavior for LogonSessionReplaced error\n        if (err.eresult == SteamUser.EResult.LogonSessionReplaced) {\n            logger(\"warn\", `${logger.colors.fgred}[${this.logOnOptions.accountName}] Lost connection to Steam! Reason: LogonSessionReplaced. I won't try to relog this account because someone else is using it now.`);\n            return;\n        }\n\n        // Check if this is a login error or a connection loss\n        if (controller.nextacc == this.loginindex) { // Login error\n\n            // Invalidate token to get a new session if this error was caused by an invalid refreshToken\n            if (err.eresult == EResult.InvalidPassword || err.eresult == EResult.AccessDenied || err == \"Error: InvalidSignature\") { // These are the most likely enums that will occur when an invalid token was used I guess (Checking via String here as it seems like there are EResults missing)\n                logger(\"debug\", \"Token login error: Calling SessionHandler's _invalidateTokenInStorage() function to get a new session when retrying this login attempt\");\n\n                if (err.eresult == EResult.AccessDenied) logger(\"warn\", `[${this.logOnOptions.accountName}] Detected an AccessDenied login error! This is usually caused by an invalid login token. Deleting login token, please re-submit your Steam Guard code.`);\n\n                this.session.invalidateTokenInStorage();\n\n                setTimeout(() => this.login(), 5000);\n                return;\n            }\n\n            logger(\"error\", `[${this.logOnOptions.accountName}] Error logging in! ${err}. Continuing with next account...`);\n            controller.nextacc++; // The next account can start\n\n        } else { // Connection loss\n\n            // If error occurred during relog (aka logOn gave up because connection is still down), move account to the back of the queue and call handleRelog again\n            if (controller.relogQueue.includes(this.loginindex)) {\n                logger(\"warn\", `[${this.logOnOptions.accountName}] Failed to relog. Repositioning to the back of the queue and trying again. ${err}`);\n                controller.relogQueue.splice(0, 1);\n            } else {\n                logger(\"info\", `[${this.logOnOptions.accountName}] Lost connection to Steam. ${err}. Trying to relog in ${config.relogDelay / 1000} seconds...`);\n            }\n\n            this.handleRelog();\n        }\n    });\n\n\n    this.client.on(\"refreshToken\", (newToken) => { // Emitted when refreshToken is auto-renewed by SteamUser\n        logger(\"info\", `[${this.logOnOptions.accountName}] SteamUser auto renewed this refresh token, updating database entry...`);\n\n        this.session._saveTokenToStorage(newToken);\n    });\n\n};\n\n\n/**\n * Handles relogging this bot account\n */\nBot.prototype.handleRelog = function() {\n    if (controller.relogQueue.includes(this.loginindex)) return; // Don't handle this request if account is already waiting for relog\n\n    // Call logPlaytime to print session results and reset startedPlayingTimestamp\n    this.logPlaytimeToFile();\n\n    // Add account to queue\n    controller.relogQueue.push(this.loginindex);\n\n    // Check if it's our turn to relog every 1 sec after waiting relogDelay ms\n    setTimeout(() => {\n        const relogInterval = setInterval(() => {\n            if (controller.relogQueue.indexOf(this.loginindex) != 0) return; // Not our turn? stop and retry in the next iteration\n\n            clearInterval(relogInterval); // Prevent any retries\n            this.client.logOff();\n\n            logger(\"info\", `[${this.logOnOptions.accountName}] It is now my turn. Relogging in ${config.loginDelay / 1000} seconds...`);\n\n            // Attach relogdelay timeout\n            setTimeout(async () => {\n                // Generate steamGuardCode with shared secret if one was provided\n                if (this.logOnOptions.sharedSecret) {\n                    this.logOnOptions.steamGuardCode = SteamTotp.generateAuthCode(this.logOnOptions.sharedSecret);\n                }\n\n                const refreshToken = await this.session.getToken();\n                if (!refreshToken) return; // Stop execution if getToken aborted login attempt\n\n                logger(\"info\", `[${this.logOnOptions.accountName}] Logging in...`);\n\n                this.client.logOn({ \"refreshToken\": refreshToken });\n            }, config.loginDelay);\n        }, 1000);\n    }, config.relogDelay);\n};\n\n\n// Logs playtime to playtime.txt file\nBot.prototype.logPlaytimeToFile = function() {\n\n    if (config.logPlaytimeToFile && this.startedPlayingTimestamp != 0) { // If timestamp is 0 then this was already logged\n        logger(\"debug\", `Logging playtime for '${this.logOnOptions.accountName}' to playtime.txt...`);\n\n        // Helper function to convert timestamp into iso date string\n        const formatDate = (timestamp) => (new Date(timestamp - (new Date().getTimezoneOffset() * 60000))).toISOString().replace(/T/, \" \").replace(/\\..+/, \"\");\n\n        // Append session summary to playtime.txt\n        const str = `[${this.logOnOptions.accountName}] Session Summary (${formatDate(this.startedPlayingTimestamp)} - ${formatDate(Date.now())}) ~ Played for ${Math.trunc((Date.now() - this.startedPlayingTimestamp) / 1000)} seconds: ${util.inspect(this.playedAppIDs, false, 2, false)}`; // Inspect() formats array properly\n\n        fs.appendFileSync(\"./playtime.txt\", str + \"\\n\");\n    }\n\n    // Reset startedPlayingTimestamp\n    this.startedPlayingTimestamp = 0;\n    this.playedAppIDs = [];\n\n};\n"
  },
  {
    "path": "src/controller.js",
    "content": "/*\n * File: controller.js\n * Project: steam-idler\n * Created Date: 2022-10-17 18:00:31\n * Author: 3urobeat\n *\n * Last Modified: 2026-01-14 21:47:28\n * Modified By: 3urobeat\n *\n * Copyright (c) 2022 - 2026 3urobeat <https://github.com/3urobeat>\n *\n * This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version.\n * This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.\n * You should have received a copy of the GNU General Public License along with this program. If not, see <https://www.gnu.org/licenses/>.\n */\n\n\n// Handles creating bot objects, providing them with data and relogging\nconst fs     = require(\"fs\");\nconst https  = require(\"https\");\nconst logger = require(\"output-logger\");\n\nconst config = require(\"../config.json\");\n\n// Export both values to make them accessable from bot.js\nmodule.exports.nextacc    = 0;\nmodule.exports.relogQueue = []; // Queue tracking disconnected accounts to relog them after eachother with a delay\n\n// Configure my logging lib\nlogger.options({\n    msgstructure: `[${logger.Const.ANIMATION}] [${logger.Const.DATE} | ${logger.Const.TYPE}] ${logger.Const.MESSAGE}`,\n    paramstructure: [logger.Const.TYPE, logger.Const.MESSAGE, \"nodate\", \"remove\", logger.Const.ANIMATION],\n    outputfile: \"./output.txt\",\n    exitmessage: \"Goodbye!\",\n    printdebug: false\n});\n\n\n/**\n * Helper function to import login information from accounts.txt\n * @returns {Promise} logininfo object on success, bot is stopped on failure\n */\nfunction importLogininfo() {\n    return new Promise((resolve) => {\n        logger(\"info\", \"Loading logininfo from accounts.txt...\");\n\n        let logininfo = {};\n\n        // Import data from accounts.txt\n        if (fs.existsSync(\"./accounts.txt\")) {\n            let data = fs.readFileSync(\"./accounts.txt\", \"utf8\").split(\"\\n\");\n\n            if (data.length > 0 && data[0].startsWith(\"//Comment\")) data = data.slice(1); // Remove comment from array\n\n            if (data != \"\") {\n                logininfo = {}; // Set empty object\n\n                data.forEach((e) => {\n                    if (e.length < 2) return; // If the line is empty ignore it to avoid issues like this: https://github.com/3urobeat/steam-comment-service-bot/issues/80\n                    e = e.split(\":\");\n                    e[e.length - 1] = e[e.length - 1].replace(\"\\r\", \"\"); // Remove Windows next line character from last index (which has to be the end of the line)\n\n                    // Format logininfo object and use accountName as key to allow the order to change\n                    logininfo[e[0]] = {\n                        accountName: e[0],\n                        password: e[1],\n                        sharedSecret: e[2],\n                        steamGuardCode: null\n                    };\n                });\n\n                logger(\"info\", `Found ${Object.keys(logininfo).length} accounts in accounts.txt, not checking for logininfo.json...`, false, true, logger.animation(\"loading\"));\n\n                return resolve(logininfo);\n            } else {\n                logger(\"error\", \"No accounts found in accounts.txt! Aborting...\");\n                process.exit(1);\n            }\n        } else {\n            logger(\"error\", \"No accounts found in accounts.txt! Aborting...\");\n            process.exit(1);\n        }\n    });\n}\n\n/**\n * Helper functions to import proxies from proxies.txt\n * @returns {Promise} proxies array on completion\n */\nfunction importProxies() {\n    return new Promise((resolve) => {\n        let proxies = []; // When the file is just created there can't be proxies in it (this bot doesn't support magic)\n\n        if (!fs.existsSync(\"./proxies.txt\")) {\n            resolve([ null ]);\n        } else { // File does seem to exist so now we can try and read it\n            proxies = fs.readFileSync(\"./proxies.txt\", \"utf8\").split(\"\\n\");\n            proxies = proxies.filter(str => str != \"\"); // Remove empty lines\n\n            if (proxies.length > 0 && proxies[0].startsWith(\"//Comment\")) proxies = proxies.slice(1); // Remove comment from array\n\n            if (config.useLocalIP) proxies.unshift(null); // Add no proxy (local ip) if useLocalIP is true\n\n            // Check if no proxies were found (can only be the case when useLocalIP is false)\n            if (proxies.length == 0) {\n                logger(\"\", \"\", true);\n                logger(\"error\", \"useLocalIP is turned off in config.json but I couldn't find any proxies in proxies.txt!\\n        Aborting as I don't have at least one IP to log in with!\", true);\n                return process.exit();\n            }\n        }\n\n        resolve(proxies);\n    });\n}\n\n/**\n * Checks if an update is available from the GitHub repository and logs a message\n */\nfunction checkForUpdate() {\n    logger(\"info\", \"Checking for an available update...\", false, true, logger.animation(\"loading\"));\n\n    let output = \"\";\n\n    try {\n        const localVersion = require(\"../package.json\").version;\n\n        const req = https.get(\"https://raw.githubusercontent.com/3urobeat/steam-idler/main/package.json\", function(res) {\n            res.setEncoding(\"utf8\");\n\n            res.on(\"data\", (chunk) => {\n                output += chunk;\n            });\n\n            res.on(\"end\", () => {\n                output = JSON.parse(output);\n                const onlineVersion = output.version;\n\n                if (onlineVersion && onlineVersion != localVersion) {\n                    logger(\"\", `${logger.colors.fggreen}Update available!${logger.colors.reset} Your version: ${logger.colors.fgred}${localVersion}${logger.colors.reset} | New version: ${logger.colors.fggreen}${onlineVersion}`, true);\n                    logger(\"\", \"\", true);\n                    logger(\"\", `Download it here and transfer your accounts.txt, config.json & proxies.txt:\\n${logger.colors.fgcyan}${logger.colors.underscore}https://github.com/3urobeat/steam-idler/archive/refs/heads/main.zip`, true);\n                    logger(\"\", \"\", true);\n                }\n            });\n        });\n\n        req.on(\"error\", function(err) {\n            logger(\"warn\", `${logger.colors.reset}[${logger.colors.fgred}Notice${logger.colors.reset}]: Couldn't check for an available update because either GitHub is down or your internet isn't working.\\n          Error: ${err}`, true);\n        });\n    } catch (err) {\n        logger(\"error\", \"Failed to check for an update: \" + err, true);\n    }\n}\n\n\n/* ------------ Login all accounts ------------ */\nconst allBots = [];\n\nmodule.exports.start = async () => {\n    global.logger = logger; // Make logger accessible from everywhere in this project\n\n    logger(\"\", \"\", true, true);\n    logger(\"info\", \"steam-idler by 3urobeat v1.11\\n\");\n\n    // Check for an update\n    checkForUpdate();\n\n    // Call helper function to import logininfo\n    const logininfo = await importLogininfo();\n\n    // Call helper function to import proxies\n    const proxies = await importProxies();\n\n    // Start creating a bot object for each account\n    logger(\"\", \"\", true);\n\n    Object.values(logininfo).forEach((e, i) => {\n        setTimeout(() => {\n\n            const readycheckinterval = setInterval(() => {\n                if (this.nextacc == i) { // Check if it is our turn\n                    clearInterval(readycheckinterval);\n\n                    // Create new bot object\n                    const botfile = require(\"./bot.js\");\n                    const bot = new botfile(e, i, proxies);\n\n                    bot.login();\n\n                    allBots.push(bot);\n                }\n            }, 250);\n\n        }, 1000);\n    });\n};\n\n// Log playtime for all accounts on exit\nprocess.on(\"exit\", () => {\n    allBots.forEach((e) => e.logPlaytimeToFile());\n});\n"
  },
  {
    "path": "src/sessions/events/sessionEvents.js",
    "content": "/*\n * File: sessionEvents.js\n * Project: steam-idler\n * Created Date: 2022-10-09 12:52:30\n * Author: 3urobeat\n *\n * Last Modified: 2026-01-14 21:30:14\n * Modified By: 3urobeat\n *\n * Copyright (c) 2022 - 2026 3urobeat <https://github.com/3urobeat>\n *\n * This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version.\n * This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.\n * You should have received a copy of the GNU General Public License along with this program. If not, see <https://www.gnu.org/licenses/>.\n */\n\n\nconst sessionHandler = require(\"../sessionHandler.js\");\n\n\nsessionHandler.prototype._attachEvents = function() {\n\n    this.session.on(\"authenticated\", () => { // Success\n        logger.stopReadInput(\"Login request accepted\"); // Should the user have approved this login attempt via the mobile Steam Guard app, stop readInput() from handle2FA\n\n        logger(\"debug\", `[${this.logOnOptions.accountName}] getRefreshToken(): Login request successful, '${this.session.accountName}' authenticated. Resolving Promise...`);\n\n        this._resolvePromise(this.session.refreshToken);\n    });\n\n\n    this.session.on(\"timeout\", () => { // Login attempt took too long, failure\n\n        // TODO: Retry?\n\n        logger(\"warn\", `[${this.logOnOptions.accountName}] Login attempt timed out!`);\n\n        this._resolvePromise(null);\n    });\n\n\n    this.session.on(\"error\", (err) => { // Failure\n        logger(\"error\", `[${this.logOnOptions.accountName}] Failed to get a session for account '${this.logOnOptions.accountName}'! Error: ${err.stack ? err.stack : err}`); // Session.accountName is only defined on success\n\n        // TODO: When does this event fire? Do I need to do something else?\n        // TODO: Retry until advancedconfig.maxLogOnRetries?\n\n        this._resolvePromise(null);\n    });\n\n};\n"
  },
  {
    "path": "src/sessions/helpers/handle2FA.js",
    "content": "/*\n * File: handle2FA.js\n * Project: steam-idler\n * Created Date: 2022-10-09 12:59:31\n * Author: 3urobeat\n *\n * Last Modified: 2026-01-14 21:30:14\n * Modified By: 3urobeat\n *\n * Copyright (c) 2022 - 2026 3urobeat <https://github.com/3urobeat>\n *\n * This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version.\n * This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.\n * You should have received a copy of the GNU General Public License along with this program. If not, see <https://www.gnu.org/licenses/>.\n */\n\n\nconst SteamSession = require(\"steam-session\"); // Only needed for the enum definitions below\nconst qrcode       = require(\"qrcode\");\nconst { StartSessionResponse } = require(\"steam-session/dist/interfaces-external.js\"); // eslint-disable-line\n\nconst sessionHandler = require(\"../sessionHandler.js\");\n\n\n/**\n * Internal: Handles submitting 2FA code\n * @param {StartSessionResponse} res Response object from startWithCredentials() promise\n */\nsessionHandler.prototype._handle2FA = function(res) {\n    logger(\"debug\", `[${this.logOnOptions.accountName}] _handle2FA(): Received startWithCredentials() actionRequired response. Type: ${res.validActions[0].type} | Detail: ${res.validActions[0].detail}`);\n\n    // Get 2FA code/prompt confirmation from user, mentioning the correct source\n    switch (res.validActions[0].type) {\n        case SteamSession.EAuthSessionGuardType.EmailCode:          // Type 2\n            logger(\"info\", `Please enter the Steam Guard Code from your email address at ${res.validActions[0].detail}. Skipping automatically in 1.5 minutes if you don't respond...`, true);\n\n            this._get2FAUserInput();\n            break;\n\n        case SteamSession.EAuthSessionGuardType.DeviceConfirmation: // Type 4 (more convenient than type 3, both can be active at the same time so we check for this one first)\n            logger(\"info\", \"Please confirm this login request in your Steam Mobile App.\", false, false, logger.animation(\"waiting\"));\n            break;\n\n        case SteamSession.EAuthSessionGuardType.DeviceCode:         // Type 3\n            logger(\"info\", \"Please enter the Steam Guard Code from your Steam Mobile App. Skipping automatically in 1.5 minutes if you don't respond...\", true);\n\n            this._get2FAUserInput();\n            break;\n\n        case SteamSession.EAuthSessionGuardType.EmailConfirmation:  // Type 5\n            logger(\"info\", \"Please confirm this login request via the confirmation email sent to you.\", false, false, logger.animation(\"waiting\"));\n            break;\n\n        default: // Dunno what to do with the other types\n            logger(\"error\", `Failed to get login session! Unexpected 2FA type ${res.validActions[0].type} for account '${this.logOnOptions.accountName}'! Sorry, I need to skip this account...`);\n\n            this._resolvePromise(null);\n            return;\n    }\n};\n\n\n// Helper function to get 2FA code from user and passing it to accept function or skipping account if desired\nsessionHandler.prototype._get2FAUserInput = function() {\n\n    const question = `[${this.logOnOptions.accountName}] Steam Guard Code (leave empty and press ENTER to skip account): `;\n    const timeout = 90000;\n\n    // Ask user for code\n    logger.readInput(question, timeout, (text) => {\n        if (!text || text == \"\") { // No response or manual skip\n            if (text == null) logger(\"info\", \"Skipping account because you didn't respond in 1.5 minutes...\", true); // No need to check for main acc as timeout is disabled for it\n\n            logger(\"info\", `[${this.logOnOptions.accountName}] steamGuard input empty, skipping account...`, false, true);\n\n            this._resolvePromise(null);\n\n        } else { // User entered code or accepted login request via the mobile steam guard app\n\n            if (text == \"Login request accepted\") return; // We must not call submitSteamGuard() when authenticated event calls stopReadInput(\"Login request accepted\")\n\n            logger(\"info\", `[${this.logOnOptions.accountName}] Accepting Steam Guard Code...`, false, true);\n            this._acceptSteamGuardCode(text.toString().trim()); // Pass code to accept function\n        }\n    });\n};\n\n\n/**\n * Internal: Helper function to make accepting and re-requesting invalid steam guard codes easier\n * @param {string} code Input from user\n */\nsessionHandler.prototype._acceptSteamGuardCode = function(code) {\n\n    this.session.submitSteamGuardCode(code)\n        .then(() => { // Success\n            logger(\"debug\", `[${this.logOnOptions.accountName}] acceptSteamGuardCode(): User supplied correct code, authenticated event should trigger.`);\n        })\n        .catch((err) => { // Invalid code, ask again\n            logger(\"warn\", `Your code seems to be wrong, please try again or skip this account! ${err}`);\n\n            // Skip account if account got temp blocked\n            if (err.eresult == SteamSession.EResult.RateLimitExceeded || err.eresult == SteamSession.EResult.AccountLoginDeniedThrottle || err.eresult == SteamSession.EResult.AccessDenied) {\n                logger(\"error\", `[${this.logOnOptions.accountName}] Steam rejected our login and applied a temporary login cooldown! ${err}`);\n                this.session.cancelLoginAttempt();\n                this._resolvePromise(null);\n                return;\n            }\n\n            // Ask user again\n            this._get2FAUserInput();\n        });\n\n};\n\n\n/**\n * Handles displaying a QR Code to login using the Steam Mobile App\n * @param {StartSessionResponse} res Response object from startWithQR() promise\n */\nsessionHandler.prototype._handleQRCode = function(res) {\n\n    // Display QR Code using qrcode library\n    qrcode.toString(res.qrChallengeUrl, (err, string) => {\n        if (err) {\n            logger(\"error\", `[${this.logOnOptions.accountName}] Failed to display QR Code! Is the URL '${res.qrChallengeUrl}' invalid? ${err}`);\n            return this._resolvePromise(null);\n        }\n\n        logger(\"info\", `[${this.logOnOptions.accountName}] Scan the following QR Code using your Steam Mobile App to start a new session:\\n${string}`, true);\n\n        // Quick hack to prevent other messages from logging and pushing the QRCode up - start an empty readInput request which will be stopped by the authenticated event handler\n        logger.readInput(\"\", 90000, () => {});\n    });\n\n};\n"
  },
  {
    "path": "src/sessions/helpers/handleCredentialsLoginError.js",
    "content": "/*\n * File: handleCredentialsLoginError.js\n * Project: steam-idler\n * Created Date: 2022-10-09 13:22:39\n * Author: 3urobeat\n *\n * Last Modified: 2026-01-14 21:30:14\n * Modified By: 3urobeat\n *\n * Copyright (c) 2022 - 2026 3urobeat <https://github.com/3urobeat>\n *\n * This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version.\n * This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.\n * You should have received a copy of the GNU General Public License along with this program. If not, see <https://www.gnu.org/licenses/>.\n */\n\n\nconst { EResult } = require(\"steam-session\");\nconst sessionHandler = require(\"../sessionHandler.js\");\n\n\n/**\n * Helper function to make handling login errors easier\n * @param {*} err Error thrown by startWithCredentials()\n */\nsessionHandler.prototype._handleCredentialsLoginError = function(err) {\n\n    // Log error message\n    logger(\"\", \"\", true);\n    logger(\"error\", `[${this.logOnOptions.accountName}] Couldn't log in! '${err}' (${err.eresult})`, true);\n    logger(\"debug\", err.stack, true);\n\n    // Add additional messages for specific errors to hopefully help the user diagnose the cause\n    if (err.eresult == EResult.InvalidPassword) logger(\"\", `Note: The error \"InvalidPassword\" (${err.eresult}) can also be caused by a wrong Username or shared_secret!\\n      Try omitting the shared_secret (if you provided one) and check the username & password of '${this.logOnOptions.accountName}' in account.txt!`, true);\n\n    // Skips account\n    this._resolvePromise(null);\n\n};\n\n\n/**\n * Helper function to make handling login errors easier\n * @param {*} err Error thrown by startWithQR()\n */\nsessionHandler.prototype._handleQrCodeLoginError = function(err) {\n\n    logger(\"error\", `[${this.logOnOptions.accountName}] Failed to start a QR-Code session! Are you having connectivity issues to Steam? ${err}`);\n    logger(\"debug\", err.stack, true);\n\n    this._resolvePromise(null); // Skips account\n\n};\n"
  },
  {
    "path": "src/sessions/helpers/tokenStorageHandler.js",
    "content": "/*\n * File: tokenStorageHandler.js\n * Project: steam-idler\n * Created Date: 2022-10-10 12:53:20\n * Author: 3urobeat\n *\n * Last Modified: 2026-01-14 21:30:14\n * Modified By: 3urobeat\n *\n * Copyright (c) 2022 - 2026 3urobeat <https://github.com/3urobeat>\n *\n * This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version.\n * This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.\n * You should have received a copy of the GNU General Public License along with this program. If not, see <https://www.gnu.org/licenses/>.\n */\n\n\nconst sessionHandler = require(\"../sessionHandler.js\");\n\n\n// Helper function which decodes a JsonWebToken - https://stackoverflow.com/a/38552302\nsessionHandler.prototype._decodeJWT = function(token) {\n    const payload = token.split(\".\")[1];           // Remove header and signature as we only care about the payload\n    const decoded = Buffer.from(payload, \"base64\"); // Decode\n\n    // Try to parse json object\n    try {\n        const parsed = JSON.parse(decoded.toString());\n        return parsed;\n    } catch (err) {\n        logger(\"err\", `Failed to parse JWT from tokens.db! Please report this issue if it keeps occurring! Getting a new session...\\nError: ${err}`, true);\n        return null;\n    } // No need to invalidate token here as the new session will get a new token and overwrite the existing one anyway\n};\n\n\n/**\n * Internal - Attempts to get a token for this account from tokens.db and checks if it's valid\n * @param {Function} [callback] Called with `refreshToken` (String) on success or `null` on failure\n */\nsessionHandler.prototype._getTokenFromStorage = function(callback) {\n\n    // Search tokens database with accountName for a valid token so we can skip creating a new session\n    this.tokensdb.findOne({ accountName: this.logOnOptions.accountName }, (err, doc) => {\n        if (err) {\n            logger(\"warn\", `Database error! Failed to check for existing token for accountName '${this.logOnOptions.accountName}', returning null to get a new session. Please report this issue if it keeps occurring!\\nError: ${err}`, true);\n            return callback(null);\n        }\n\n        // If we still have a token stored then check if it is still valid\n        if (doc) {\n            // Decode the token we've found\n            const jwtObj = this._decodeJWT(doc.token);\n            if (!jwtObj) return callback(null); // Get new session if _decodeJWT() failed\n\n            // Define valid until str to use it in log msg\n            const validUntilStr = `${(new Date(jwtObj.exp * 1000)).toISOString().replace(/T/, \" \").replace(/\\..+/, \"\")} (GMT time)`;\n\n            // Compare expire value (unix timestamp in seconds) to current date\n            if (jwtObj.exp * 1000 > Date.now()) {\n                logger(\"info\", `[${this.logOnOptions.accountName}] Found valid token until '${validUntilStr}' in tokens.db! Logging in with it to reuse session...`, false, true);\n                callback(doc.token);\n            } else {\n                logger(\"info\", `[${this.logOnOptions.accountName}] Found invalid token in tokens.db. It was valid till '${validUntilStr}'. Logging in with credentials to get a new session...`, false, true);\n                callback(null);\n            }\n        } else {\n            logger(\"info\", `[${this.logOnOptions.accountName}] No token found in tokens.db. Logging in with credentials to get a new session...`, false, true);\n            callback(null);\n        }\n    });\n};\n\n\n/**\n * Internal - Saves a new token for this account to tokens.db\n * @param {string} token The refreshToken to store\n */\nsessionHandler.prototype._saveTokenToStorage = function(token) {\n    logger(\"debug\", `_saveTokenToStorage(): Updating tokens.db entry for accountName '${this.logOnOptions.accountName}'...`);\n\n    // Update db entry for this account. Upsert is enabled so a new doc will be inserted if none exists yet\n    this.tokensdb.updateAsync({ accountName: this.logOnOptions.accountName }, { $set: { token: token } }, { upsert: true });\n};\n\n\n/**\n * Remove the token of this account from tokens.db. Intended to be called from the steam-user login error event when an invalid token was used so the next login attempt will create a new one.\n */\nsessionHandler.prototype.invalidateTokenInStorage = function() {\n    logger(\"debug\", `[${this.logOnOptions.accountName}] invalidateTokenInStorage(): Removing refreshToken for accountName '${this.logOnOptions.accountName}' from tokens.db...`);\n\n    this.tokensdb.removeAsync({ accountName: this.logOnOptions.accountName }, { multi: true });\n};\n"
  },
  {
    "path": "src/sessions/sessionHandler.js",
    "content": "/*\n * File: sessionHandler.js\n * Project: steam-idler\n * Created Date: 2022-10-09 12:47:27\n * Author: 3urobeat\n *\n * Last Modified: 2026-01-14 21:33:49\n * Modified By: 3urobeat\n *\n * Copyright (c) 2022 - 2026 3urobeat <https://github.com/3urobeat>\n *\n * This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version.\n * This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.\n * You should have received a copy of the GNU General Public License along with this program. If not, see <https://www.gnu.org/licenses/>.\n */\n\n\n// This sessionHandler module is a modified version from my Steam Comment Service Bot: https://github.com/3urobeat/steam-comment-service-bot\n\nconst SteamSession = require(\"steam-session\");\nconst nedb         = require(\"@seald-io/nedb\");\n\nconst controller   = require(\"../controller.js\");\nconst Bot          = require(\"../bot.js\"); // eslint-disable-line\nconst { StartSessionResponse } = require(\"steam-session/dist/interfaces-external.js\"); // eslint-disable-line\n\n\n/**\n * Constructor - Object oriented approach for handling session for one account\n * @class\n * @param {Bot} bot The bot object of this account\n */\nconst sessionHandler = function(bot) {\n\n    // Make parameters given to the constructor available\n    this.bot = bot;\n\n    // Define vars that will be populated\n    this.getTokenPromise = null; // Can be called from a helper later on\n    this.session         = null;\n\n    // Load tokens database\n    this.tokensdb     = new nedb({ filename: \"./src/tokens.db\", autoload: true });\n    this.logOnOptions = bot.logOnOptions;\n\n    // Load helper files\n    require(\"./events/sessionEvents\");\n    require(\"./helpers/handle2FA.js\");\n    require(\"./helpers/handleCredentialsLoginError\");\n    require(\"./helpers/tokenStorageHandler.js\");\n\n};\n\n// Make object accessible from outside\nmodule.exports = sessionHandler;\n\n\n/**\n * Handles getting a refresh token for steam-user to auth with\n * @returns {Promise} `refreshToken` on success or `null` on failure\n */\nsessionHandler.prototype.getToken = function() { // I'm not allowed to use arrow styled functions here... (https://stackoverflow.com/questions/59344601/javascript-nodejs-typeerror-cannot-set-property-validation-of-undefined)\n    return new Promise((resolve) => {\n        logger(\"debug\", `[${this.logOnOptions.accountName}] getToken(): Created new object for token request`);\n\n        // Save promise resolve function so any other function of this object can resolve the promise itself\n        this.getTokenPromise = resolve;\n\n        // First ask tokenStorageHandler if we already have a valid token for this account in storage\n        this._getTokenFromStorage((token) => {\n            // Instantly resolve promise if we still have a valid token on hand, otherwise start credentials login flow\n            if (token) {\n                resolve(token);\n            } else {\n                this._attemptCredentialsLogin(); // Start first attempt of logging in\n            }\n        });\n    });\n};\n\n\n/**\n * Internal - Handles resolving the getToken() promise and skipping the account if necessary\n * @param {string} token The token to resolve with or null when account should be skipped\n */\nsessionHandler.prototype._resolvePromise = function(token) {\n\n    // Skip this account if token is null or stop bot if this is the main account\n    if (!token) {\n        logger(\"error\", `[${this.logOnOptions.accountName}] Couldn't log in! Continuing with next account...`);\n        controller.nextacc++; // The next account can start\n\n        this.session.cancelLoginAttempt(); // Cancel this login attempt just to be sure\n    } else {\n        // Save most recent valid token to tokens.db\n        this._saveTokenToStorage(token);\n    }\n\n    this.getTokenPromise(token);\n\n};\n\n\n/**\n * Internal - Attempts to log into account with credentials\n */\nsessionHandler.prototype._attemptCredentialsLogin = function() {\n\n    // Init new session\n    this.session = new SteamSession.LoginSession(SteamSession.EAuthTokenPlatformType.SteamClient, { httpProxy: this.bot.proxy });\n\n    // Attach event listeners\n    this._attachEvents();\n\n    // Bail if username or password is null\n    if (!this.logOnOptions.accountName || !this.logOnOptions.password) {\n        logger(\"\", \"\", true);\n\n        if (this.logOnOptions.accountName) {\n            logger(\"error\", `[${this.logOnOptions.accountName}] The account '${this.logOnOptions.accountName}' is missing a password, which is required to login using credentials! Please re-check this 'accounts.txt' entry.`, true);\n        } else {\n            logger(\"error\", `[${this.logOnOptions.accountName}] This account is missing a username or password, which are required to login using credentials! Please re-check your 'accounts.txt' entries.`, true);\n        }\n\n        this._resolvePromise(null);\n        return;\n    }\n\n    // Login with QR Code if password is \"qrcode\", otherwise with normal credentials\n    if (this.logOnOptions.password == \"qrcode\") {\n        this.session.startWithQR()\n            .then((res) => {\n                if (res.actionRequired) this._handleQRCode(res); // This *should* always be the case\n            })\n            .catch((err) => {\n                if (err) this._handleQrCodeLoginError(err);\n            });\n    } else {\n        this.session.startWithCredentials(this.logOnOptions)\n            .then((res) => {\n                if (res.actionRequired) this._handle2FA(res); // Let handle2FA helper handle 2FA if a code is requested\n            })\n            .catch((err) => {\n                if (err) this._handleCredentialsLoginError(err); // Let handleCredentialsLoginError helper handle a login error\n            });\n    }\n\n};\n\n\n/* ------------ Reference helper functions to let the IntelliSense know about them ------------ */\n\n/**\n * Internal: Attaches listeners to all steam-session events we care about\n */\nsessionHandler.prototype._attachEvents = function() {};\n\n/**\n * Internal: Handles submitting 2FA code\n * @param {StartSessionResponse} res Response object from startWithCredentials() promise\n */\nsessionHandler.prototype._handle2FA = function(res) {}; // eslint-disable-line\n\n/**\n * Internal: Helper function to get 2FA code from user and passing it to accept function or skipping account if desired\n */\nsessionHandler.prototype._get2FAUserInput = function() {};\n\n/**\n * Internal: Helper function to make accepting and re-requesting invalid steam guard codes easier\n * @param {string} code Input from user\n */\nsessionHandler.prototype._acceptSteamGuardCode = function(code) {}; // eslint-disable-line\n\n/**\n * Handles displaying a QR Code to login using the Steam Mobile App\n * @param {StartSessionResponse} res Response object from startWithQR() promise\n */\nsessionHandler.prototype._handleQRCode = function(res) {}; // eslint-disable-line\n\n/**\n * Helper function to make handling login errors easier\n * @param {*} err Error thrown by startWithCredentials()\n */\nsessionHandler.prototype._handleCredentialsLoginError = function(err) {}; // eslint-disable-line\n\n/**\n * Helper function to make handling login errors easier\n * @param {*} err Error thrown by startWithQR()\n */\nsessionHandler.prototype._handleQrCodeLoginError = function(err) {}; // eslint-disable-line\n\n/**\n * Internal - Attempts to get a token for this account from tokens.db and checks if it's valid\n * @param {function(string|null): void} callback Called with `refreshToken` (String) on success or `null` on failure\n */\nsessionHandler.prototype._getTokenFromStorage = function(callback) {}; // eslint-disable-line\n\n/**\n * Internal - Saves a new token for this account to tokens.db\n * @param {string} token The refreshToken to store\n */\nsessionHandler.prototype._saveTokenToStorage = function(token) {}; // eslint-disable-line\n\n/**\n * Remove the token of this account from tokens.db. Intended to be called from the steam-user login error event when an invalid token was used so the next login attempt will create a new one.\n */\nsessionHandler.prototype.invalidateTokenInStorage = function() {};\n"
  }
]