Repository: 3urobeat/steam-idler Branch: main Commit: 67631480880e Files: 17 Total size: 95.1 KB Directory structure: gitextract_4rm3g3ft/ ├── .github/ │ └── FUNDING.yml ├── .gitignore ├── LICENSE ├── README.md ├── accounts.txt ├── config.json ├── eslint.config.mjs ├── idler.js ├── package.json ├── proxies.txt └── src/ ├── bot.js ├── controller.js └── sessions/ ├── events/ │ └── sessionEvents.js ├── helpers/ │ ├── handle2FA.js │ ├── handleCredentialsLoginError.js │ └── tokenStorageHandler.js └── sessionHandler.js ================================================ FILE CONTENTS ================================================ ================================================ FILE: .github/FUNDING.yml ================================================ github: 3urobeat custom: ["paypal.me/3urobeat"] # Replace with up to 4 custom sponsorship URLs e.g., ['link1', 'link2'] ================================================ FILE: .gitignore ================================================ node_modules steam-idler.code-workspace output.txt playtime.txt ================================================ FILE: LICENSE ================================================ GNU GENERAL PUBLIC LICENSE Version 3, 29 June 2007 Copyright (C) 2007 Free Software Foundation, Inc. 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steam-idler

Simple cross-platform Steam game idler with multi account support.

InstallAccountsProxiesConfigStart
  ## ✨ Introduction This is a simple cross-platform Steam game idling bot, supporting multiple accounts. It handles the connection management for all accounts for you, sends afk messages if enabled and of course idles the configured games. This 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. If you need more features, please check it out instead. It does way more besides supporting commenting etc, has more advanced connection management features than present here and is updated more regularly. Please continue reading to learn how to set this bot up.   ## 🚀 Install Make sure to have [node.js](https://nodejs.org/) installed. Download this repository as `.zip`, extract the folder and open a Terminal/Power Shell/Console in the folder. Type `npm install` to install all dependencies.   ## 👤 Accounts Open the `accounts.txt` file and put an account in each line in this format: `username:password:shared_secret` `shared_secret` is optional. Only provide `username:password` if you don't want to use it.   **Login using QR-Code**: You want to login an account by scanning a QR-Code using your Steam Mobile App? Easy! Instead of providing a password for that account in `accounts.txt`, set the password to "qrcode". On startup, the bot will display a QR-Code in the log which you can scan using your Steam Mobile App. Example: `myaccount1:qrcode` The username you provide for that account does not need to be correct, it just needs to stay the same. It 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).   ## 📡 Proxies If you are using many accounts it might make sense to add proxies so you don't have tons of sessions from the same IP. To do this, open the `proxies.txt` file and put as many HTTP proxies as you wish, line per line. The bot will spread all accounts equally on all available proxies, including your local IP. Your proxies must follow this format: `http://user:pass@1.2.3.4:8081` Please note that Steam might block some proxy providers.   ## 📝 Config Open the `config.json` in a text editor and put the games you wan't to idle inside the `playingGames` brackets. You can set a custom game by passing a String as the first argument. The other numbers define the games the script will start playing. You can add more by adding a comma and the app id. The 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. If you want to set specific games for specific accounts, pass an object containing `"accountName": []` for every account as the first argument. Everything that follows will represent the "general" settings, which all accounts will use that are not included in the object. See the 4th example below for a visual representation. Examples: - Display "In non-Steam game: Minecraft" and idle TF2 & CS:GO: `"playingGames": ["Minecraft", 440, 730],` - Display "Currently In-Game: Team Fortress 2" and idle TF2 & CS:GO: `"playingGames": [440, 730],` - Only appear as online and don't idle anything: `"playingGames": [],` - 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],` - Idle CS:GO & Dota on "myacc1" and idle Dota on "myacc2". Play TF2 on every other account: `"playingGames". [{ "myacc1": [730, 570], "myacc2": [570] }, 440],` You 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.   To 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`. If set to `null` the bot will not change your online status. To set a message that will be send on a recieved message while idling, set a message as `afkMessage`. Leave the brackets empty (like this: `""`) to not send any message back. The 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. I recommend not touching them as they have good defaults to avoid cooldowns, however if you know what you are doing - they are there.   **Important:** Make sure that you don't forget any commas, the script will otherwise not start and throw a Syntax Error. Take a look at the default `config.json` if you are unsure what you are missing.   ## 🚀 Start Then just type `node idler.js` to start the script. The 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. Every time an account loses connection it will print a session summary to a text file "playtime.txt" (will be created automatically). This also applies to when you stop the bot manually. To turn this whole feature off, set `logPlaytimeToFile` in the config to `false`.   Thats it. A simple cross-platform Steam game idling script powered by [DoctorMcKay's steam-user library](https://github.com/DoctorMcKay/node-steam-user).   [![Stargazers over time](https://starchart.cc/3urobeat/steam-idler.svg?variant=adaptive)](https://starchart.cc/3urobeat/steam-idler) ================================================ FILE: accounts.txt ================================================ //Comment: Please provide all accounts to idle in this format, one per line: username:password:shared_secret (shared_secret is optional) ================================================ FILE: config.json ================================================ { "playingGames": ["Custom Game", 440, 730], "onlinestatus": 1, "afkMessage": "Hi, I'm idling.", "loginDelay": 2000, "relogDelay": 15000, "useLocalIP": true, "logPlaytimeToFile": true } ================================================ FILE: eslint.config.mjs ================================================ /* * File: eslint.config.mjs * Project: steam-idler * Created Date: 2024-05-05 00:19:02 * Author: 3urobeat * * Last Modified: 2024-05-05 00:24:03 * Modified By: 3urobeat * * Copyright (c) 2024 3urobeat * * 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. * 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. * You should have received a copy of the GNU General Public License along with this program. If not, see . */ /* 3urobeat's EsLint Config. Requires eslint, @eslint/js & eslint-plugin-jsdoc to be installed as devDependencies. https://github.com/3urobeat */ import globals from "globals"; import jsdoc from "eslint-plugin-jsdoc"; import js from "@eslint/js"; export default [ { ignores: ["src/libraryPatches/*"], }, js.configs.recommended, // Import recommended eslint rules { languageOptions: { ecmaVersion: 2022, sourceType: "module", globals: { ...globals.commonjs, ...globals.es6, ...globals.node, started: true, srcdir: true, botisloggedin: true, logger: true, extdata: true } }, plugins: { jsdoc: jsdoc }, rules: { "no-var": "error", "no-redeclare": "off", "no-unreachable": "error", "no-unexpected-multiline": "error", // Styling "camelcase": "warn", "capitalized-comments": ["warn", "always", { "ignoreConsecutiveComments": true }], "comma-spacing": ["warn", { "before": false, "after": true }], "func-call-spacing": ["error", "never"], "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 "no-tabs": "error", "no-trailing-spaces": "error", "no-extra-semi": "error", "no-use-before-define": "error", "prefer-const": "error", "semi": ["error", "always"], "semi-spacing": "error", "semi-style": ["error", "last"], "quotes": ["error", "double", { "avoidEscape": true }], "spaced-comment": "warn", // JsDoc - https://github.com/gajus/eslint-plugin-jsdoc "jsdoc/check-alignment": "warn", "jsdoc/check-indentation": "warn", "jsdoc/check-types": "warn", "jsdoc/informative-docs": "warn", "jsdoc/require-asterisk-prefix": "warn", "jsdoc/require-description": "warn", "jsdoc/require-jsdoc": "warn", "jsdoc/require-param": "warn", "jsdoc/require-param-name": "warn", "jsdoc/valid-types": "warn", // "jsdoc/require-returns": "warn", // Always requires @return, even when function does not return something "jsdoc/require-returns-type": "warn", // "jsdoc/require-returns-check": "warn", // Unnecessary when require-returns above is disabled "jsdoc/require-returns-description": "warn" } } ]; ================================================ FILE: idler.js ================================================ /* * File: idler.js * Project: steam-idler * Created Date: 2021-03-31 21:05:47 * Author: 3urobeat * * Last Modified: 2023-12-29 18:18:56 * Modified By: 3urobeat * * Copyright (c) 2022 - 2023 3urobeat * * 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. * 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. * You should have received a copy of the GNU General Public License along with this program. If not, see . */ // Start the bot require("./src/controller.js").start(); ================================================ FILE: package.json ================================================ { "name": "steam-idler", "version": "1.11", "description": "Headless cross-platform Steam game idler with multi account support!", "main": "idler.js", "dependencies": { "@seald-io/nedb": "^4.1.2", "output-logger": "^2.3.8", "qrcode": "^1.5.4", "steam-session": "^1.9.4", "steam-totp": "^2.1.2", "steam-user": "^5.3.0" }, "devDependencies": { "@eslint/js": "^9.39.2", "eslint": "^9.39.2", "eslint-plugin-jsdoc": "^62.0.0" }, "scripts": { "start": "node idler.js" }, "author": "3urobeat", "license": "GPL-3.0", "homepage": "https://github.com/3urobeat", "repository": "https://github.com/3urobeat/steam-idler" } ================================================ FILE: proxies.txt ================================================ //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 ================================================ FILE: src/bot.js ================================================ /* * File: bot.js * Project: steam-idler * Created Date: 2022-10-17 17:32:28 * Author: 3urobeat * * Last Modified: 2026-01-14 21:30:19 * Modified By: 3urobeat * * Copyright (c) 2022 - 2026 3urobeat * * 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. * 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. * You should have received a copy of the GNU General Public License along with this program. If not, see . */ const fs = require("fs"); const util = require("util"); const SteamID = require("steamid"); const SteamTotp = require("steam-totp"); const SteamUser = require("steam-user"); const EResult = SteamUser.EResult; const sessionHandler = require("./sessions/sessionHandler.js"); const controller = require("./controller.js"); const config = require("../config.json"); /** * Constructor Creates a new bot object and logs in the account * @param {object} logOnOptions The logOnOptions obj for this account * @param {number} loginindex The loginindex for this account * @param proxies */ const Bot = function(logOnOptions, loginindex, proxies) { this.logOnOptions = logOnOptions; this.loginindex = loginindex; this.proxy = proxies[loginindex % proxies.length]; // Spread all accounts equally with a simple modulo calculation // Populated by loggedOn event handler, is used by logPlaytime to calculate playtime report for this account this.startedPlayingTimestamp = 0; this.playedAppIDs = []; // Create new steam-user bot object. Disable autoRelogin as we have our own queue system 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 this.session; // Attach relevant steam-user events this.attachEventListeners(); }; module.exports = Bot; // Handles logging in this account Bot.prototype.login = async function() { /* ------------ Login ------------ */ if (this.proxy) logger("info", `Logging in ${this.logOnOptions.accountName} in ${config.loginDelay / 1000} seconds with proxy '${this.proxy}'...`); else logger("info", `Logging in ${this.logOnOptions.accountName} in ${config.loginDelay / 1000} seconds...`); // Generate steamGuardCode with shared secret if one was provided if (this.logOnOptions.sharedSecret) { this.logOnOptions.steamGuardCode = SteamTotp.generateAuthCode(this.logOnOptions.sharedSecret); } // Get new session for this account and log in this.session = new sessionHandler(this); const refreshToken = await this.session.getToken(); if (!refreshToken) return; // Stop execution if getToken aborted login attempt setTimeout(() => this.client.logOn({ "refreshToken": refreshToken }), config.loginDelay); // Log in with logOnOptions }; // Attaches Steam event listeners Bot.prototype.attachEventListeners = function() { this.client.on("loggedOn", () => { // This account is now logged on controller.nextacc++; // The next account can start // If this is a relog then remove this account from the queue and let the next account be able to relog if (controller.relogQueue.includes(this.loginindex)) { logger("info", `[${this.logOnOptions.accountName}] Relog successful.`); controller.relogQueue.splice(controller.relogQueue.indexOf(this.loginindex), 1); // Remove this loginindex from the queue } else { logger("info", `[${this.logOnOptions.accountName}] Logged in! Checking for missing licenses...`); } // Set online status if enabled (https://github.com/DoctorMcKay/node-steam-user/blob/master/enums/EPersonaState.js) if (config.onlinestatus) this.client.setPersona(config.onlinestatus); // Check if user provided games specifically for this account let configGames = config.playingGames; if (typeof configGames[0] == "object") { if (Object.keys(configGames[0]).includes(this.logOnOptions.accountName)) configGames = configGames[0][this.logOnOptions.accountName]; // Get the specific settings for this account if included else configGames = configGames.slice(1); // ...otherwise remove object containing acc specific settings to use the generic ones } // Shorthander to start playing const startPlaying = () => { this.client.gamesPlayed(configGames); this.startedPlayingTimestamp = Date.now(); this.playedAppIDs = configGames; }; // Get all licenses this account owns const options = { includePlayedFreeGames: true, filterAppids: configGames.filter(e => !isNaN(e)), // We only need to check for these appIDs. Filter custom game string includeFreeSub: false }; this.client.getUserOwnedApps(this.client.steamID, options, (err, res) => { if (err) { logger("error", `[${this.logOnOptions.accountName}] Failed to get owned apps! Attempting to play set appIDs anyways...`); startPlaying(); // Start playing games return; } // Check if we are missing a license let missingLicenses = configGames.filter(e => !isNaN(e) && res.apps.filter(f => f.appid == e).length == 0); // Redeem missing licenses or start playing if none are missing. Event will get triggered again on change. if (missingLicenses.length > 0) { // Check if we are missing more than 50 licenses (limit per hour) and cut array if (missingLicenses.length > 50) { logger("warn", `[${this.logOnOptions.accountName}] This account is missing more than 50 licenses! Steam only allows registering 50 licenses per hour.\n I will register 50 licenses now and relog this account in 1 hour to register the next 50 licenses.`); missingLicenses = missingLicenses.splice(0, 50); setTimeout(() => { logger("info", `[${this.logOnOptions.accountName}] Relogging account to register the next 50 licenses...`); this.handleRelog(); }, 3.6e+6 + 300000); // 1 hour plus 5 minutes for good measure } logger("info", `[${this.logOnOptions.accountName}] Requesting ${missingLicenses.length} missing license(s) before starting to play games set in config...`); this.client.requestFreeLicense(missingLicenses, (err) => { if (err) { logger("error", `[${this.logOnOptions.accountName}] Failed to request missing licenses! Starting to play anyways...`); startPlaying(); // Start playing games } else { logger("info", `[${this.logOnOptions.accountName}] Successfully requested ${missingLicenses.length} missing game license(s)!`); setTimeout(() => startPlaying(), 2500); } }); } else { logger("info", `[${this.logOnOptions.accountName}] Starting to idle ${configGames.length} games...`); startPlaying(); // Start playing games } }); }); this.client.chat.on("friendMessage", (msg) => { const message = msg.message_no_bbcode; const steamID = msg.steamid_friend; const steamID64 = new SteamID(String(steamID)).getSteamID64(); const username = this.client.users[steamID64] ? this.client.users[steamID64].player_name : ""; // Set username to nothing in case they are not cached yet to avoid errors logger("info", `[${this.logOnOptions.accountName}] Friend message from '${username}' (${steamID64}): ${message}`); // Respond with afk message if enabled in config if (config.afkMessage.length > 0) { logger("info", "Responding with: " + config.afkMessage); this.client.chat.sendFriendMessage(steamID, config.afkMessage); } }); this.client.on("disconnected", (eresult, msg) => { // Handle relogging if (controller.relogQueue.includes(this.loginindex)) return; // Don't handle this event if account is already waiting for relog logger("info", `[${this.logOnOptions.accountName}] Lost connection to Steam. Message: ${msg}. Trying to relog in ${config.relogDelay / 1000} seconds...`); this.handleRelog(); }); this.client.on("error", (err) => { // Custom behavior for LogonSessionReplaced error if (err.eresult == SteamUser.EResult.LogonSessionReplaced) { logger("warn", `${logger.colors.fgred}[${this.logOnOptions.accountName}] Lost connection to Steam! Reason: LogonSessionReplaced. I won't try to relog this account because someone else is using it now.`); return; } // Check if this is a login error or a connection loss if (controller.nextacc == this.loginindex) { // Login error // Invalidate token to get a new session if this error was caused by an invalid refreshToken if (err.eresult == EResult.InvalidPassword || err.eresult == EResult.AccessDenied || err == "Error: InvalidSignature") { // These are the most likely enums that will occur when an invalid token was used I guess (Checking via String here as it seems like there are EResults missing) logger("debug", "Token login error: Calling SessionHandler's _invalidateTokenInStorage() function to get a new session when retrying this login attempt"); if (err.eresult == EResult.AccessDenied) logger("warn", `[${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.`); this.session.invalidateTokenInStorage(); setTimeout(() => this.login(), 5000); return; } logger("error", `[${this.logOnOptions.accountName}] Error logging in! ${err}. Continuing with next account...`); controller.nextacc++; // The next account can start } else { // Connection loss // If error occurred during relog (aka logOn gave up because connection is still down), move account to the back of the queue and call handleRelog again if (controller.relogQueue.includes(this.loginindex)) { logger("warn", `[${this.logOnOptions.accountName}] Failed to relog. Repositioning to the back of the queue and trying again. ${err}`); controller.relogQueue.splice(0, 1); } else { logger("info", `[${this.logOnOptions.accountName}] Lost connection to Steam. ${err}. Trying to relog in ${config.relogDelay / 1000} seconds...`); } this.handleRelog(); } }); this.client.on("refreshToken", (newToken) => { // Emitted when refreshToken is auto-renewed by SteamUser logger("info", `[${this.logOnOptions.accountName}] SteamUser auto renewed this refresh token, updating database entry...`); this.session._saveTokenToStorage(newToken); }); }; /** * Handles relogging this bot account */ Bot.prototype.handleRelog = function() { if (controller.relogQueue.includes(this.loginindex)) return; // Don't handle this request if account is already waiting for relog // Call logPlaytime to print session results and reset startedPlayingTimestamp this.logPlaytimeToFile(); // Add account to queue controller.relogQueue.push(this.loginindex); // Check if it's our turn to relog every 1 sec after waiting relogDelay ms setTimeout(() => { const relogInterval = setInterval(() => { if (controller.relogQueue.indexOf(this.loginindex) != 0) return; // Not our turn? stop and retry in the next iteration clearInterval(relogInterval); // Prevent any retries this.client.logOff(); logger("info", `[${this.logOnOptions.accountName}] It is now my turn. Relogging in ${config.loginDelay / 1000} seconds...`); // Attach relogdelay timeout setTimeout(async () => { // Generate steamGuardCode with shared secret if one was provided if (this.logOnOptions.sharedSecret) { this.logOnOptions.steamGuardCode = SteamTotp.generateAuthCode(this.logOnOptions.sharedSecret); } const refreshToken = await this.session.getToken(); if (!refreshToken) return; // Stop execution if getToken aborted login attempt logger("info", `[${this.logOnOptions.accountName}] Logging in...`); this.client.logOn({ "refreshToken": refreshToken }); }, config.loginDelay); }, 1000); }, config.relogDelay); }; // Logs playtime to playtime.txt file Bot.prototype.logPlaytimeToFile = function() { if (config.logPlaytimeToFile && this.startedPlayingTimestamp != 0) { // If timestamp is 0 then this was already logged logger("debug", `Logging playtime for '${this.logOnOptions.accountName}' to playtime.txt...`); // Helper function to convert timestamp into iso date string const formatDate = (timestamp) => (new Date(timestamp - (new Date().getTimezoneOffset() * 60000))).toISOString().replace(/T/, " ").replace(/\..+/, ""); // Append session summary to playtime.txt const str = `[${this.logOnOptions.accountName}] Session Summary (${formatDate(this.startedPlayingTimestamp)} - ${formatDate(Date.now())}) ~ Played for ${Math.trunc((Date.now() - this.startedPlayingTimestamp) / 1000)} seconds: ${util.inspect(this.playedAppIDs, false, 2, false)}`; // Inspect() formats array properly fs.appendFileSync("./playtime.txt", str + "\n"); } // Reset startedPlayingTimestamp this.startedPlayingTimestamp = 0; this.playedAppIDs = []; }; ================================================ FILE: src/controller.js ================================================ /* * File: controller.js * Project: steam-idler * Created Date: 2022-10-17 18:00:31 * Author: 3urobeat * * Last Modified: 2026-01-14 21:47:28 * Modified By: 3urobeat * * Copyright (c) 2022 - 2026 3urobeat * * This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. * This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. * You should have received a copy of the GNU General Public License along with this program. If not, see . */ // Handles creating bot objects, providing them with data and relogging const fs = require("fs"); const https = require("https"); const logger = require("output-logger"); const config = require("../config.json"); // Export both values to make them accessable from bot.js module.exports.nextacc = 0; module.exports.relogQueue = []; // Queue tracking disconnected accounts to relog them after eachother with a delay // Configure my logging lib logger.options({ msgstructure: `[${logger.Const.ANIMATION}] [${logger.Const.DATE} | ${logger.Const.TYPE}] ${logger.Const.MESSAGE}`, paramstructure: [logger.Const.TYPE, logger.Const.MESSAGE, "nodate", "remove", logger.Const.ANIMATION], outputfile: "./output.txt", exitmessage: "Goodbye!", printdebug: false }); /** * Helper function to import login information from accounts.txt * @returns {Promise} logininfo object on success, bot is stopped on failure */ function importLogininfo() { return new Promise((resolve) => { logger("info", "Loading logininfo from accounts.txt..."); let logininfo = {}; // Import data from accounts.txt if (fs.existsSync("./accounts.txt")) { let data = fs.readFileSync("./accounts.txt", "utf8").split("\n"); if (data.length > 0 && data[0].startsWith("//Comment")) data = data.slice(1); // Remove comment from array if (data != "") { logininfo = {}; // Set empty object data.forEach((e) => { 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 e = e.split(":"); 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) // Format logininfo object and use accountName as key to allow the order to change logininfo[e[0]] = { accountName: e[0], password: e[1], sharedSecret: e[2], steamGuardCode: null }; }); logger("info", `Found ${Object.keys(logininfo).length} accounts in accounts.txt, not checking for logininfo.json...`, false, true, logger.animation("loading")); return resolve(logininfo); } else { logger("error", "No accounts found in accounts.txt! Aborting..."); process.exit(1); } } else { logger("error", "No accounts found in accounts.txt! Aborting..."); process.exit(1); } }); } /** * Helper functions to import proxies from proxies.txt * @returns {Promise} proxies array on completion */ function importProxies() { return new Promise((resolve) => { let proxies = []; // When the file is just created there can't be proxies in it (this bot doesn't support magic) if (!fs.existsSync("./proxies.txt")) { resolve([ null ]); } else { // File does seem to exist so now we can try and read it proxies = fs.readFileSync("./proxies.txt", "utf8").split("\n"); proxies = proxies.filter(str => str != ""); // Remove empty lines if (proxies.length > 0 && proxies[0].startsWith("//Comment")) proxies = proxies.slice(1); // Remove comment from array if (config.useLocalIP) proxies.unshift(null); // Add no proxy (local ip) if useLocalIP is true // Check if no proxies were found (can only be the case when useLocalIP is false) if (proxies.length == 0) { logger("", "", true); 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); return process.exit(); } } resolve(proxies); }); } /** * Checks if an update is available from the GitHub repository and logs a message */ function checkForUpdate() { logger("info", "Checking for an available update...", false, true, logger.animation("loading")); let output = ""; try { const localVersion = require("../package.json").version; const req = https.get("https://raw.githubusercontent.com/3urobeat/steam-idler/main/package.json", function(res) { res.setEncoding("utf8"); res.on("data", (chunk) => { output += chunk; }); res.on("end", () => { output = JSON.parse(output); const onlineVersion = output.version; if (onlineVersion && onlineVersion != localVersion) { 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); logger("", "", true); 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); logger("", "", true); } }); }); req.on("error", function(err) { 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); }); } catch (err) { logger("error", "Failed to check for an update: " + err, true); } } /* ------------ Login all accounts ------------ */ const allBots = []; module.exports.start = async () => { global.logger = logger; // Make logger accessible from everywhere in this project logger("", "", true, true); logger("info", "steam-idler by 3urobeat v1.11\n"); // Check for an update checkForUpdate(); // Call helper function to import logininfo const logininfo = await importLogininfo(); // Call helper function to import proxies const proxies = await importProxies(); // Start creating a bot object for each account logger("", "", true); Object.values(logininfo).forEach((e, i) => { setTimeout(() => { const readycheckinterval = setInterval(() => { if (this.nextacc == i) { // Check if it is our turn clearInterval(readycheckinterval); // Create new bot object const botfile = require("./bot.js"); const bot = new botfile(e, i, proxies); bot.login(); allBots.push(bot); } }, 250); }, 1000); }); }; // Log playtime for all accounts on exit process.on("exit", () => { allBots.forEach((e) => e.logPlaytimeToFile()); }); ================================================ FILE: src/sessions/events/sessionEvents.js ================================================ /* * File: sessionEvents.js * Project: steam-idler * Created Date: 2022-10-09 12:52:30 * Author: 3urobeat * * Last Modified: 2026-01-14 21:30:14 * Modified By: 3urobeat * * Copyright (c) 2022 - 2026 3urobeat * * 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. * 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. * You should have received a copy of the GNU General Public License along with this program. If not, see . */ const sessionHandler = require("../sessionHandler.js"); sessionHandler.prototype._attachEvents = function() { this.session.on("authenticated", () => { // Success logger.stopReadInput("Login request accepted"); // Should the user have approved this login attempt via the mobile Steam Guard app, stop readInput() from handle2FA logger("debug", `[${this.logOnOptions.accountName}] getRefreshToken(): Login request successful, '${this.session.accountName}' authenticated. Resolving Promise...`); this._resolvePromise(this.session.refreshToken); }); this.session.on("timeout", () => { // Login attempt took too long, failure // TODO: Retry? logger("warn", `[${this.logOnOptions.accountName}] Login attempt timed out!`); this._resolvePromise(null); }); this.session.on("error", (err) => { // Failure logger("error", `[${this.logOnOptions.accountName}] Failed to get a session for account '${this.logOnOptions.accountName}'! Error: ${err.stack ? err.stack : err}`); // Session.accountName is only defined on success // TODO: When does this event fire? Do I need to do something else? // TODO: Retry until advancedconfig.maxLogOnRetries? this._resolvePromise(null); }); }; ================================================ FILE: src/sessions/helpers/handle2FA.js ================================================ /* * File: handle2FA.js * Project: steam-idler * Created Date: 2022-10-09 12:59:31 * Author: 3urobeat * * Last Modified: 2026-01-14 21:30:14 * Modified By: 3urobeat * * Copyright (c) 2022 - 2026 3urobeat * * This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. * This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. * You should have received a copy of the GNU General Public License along with this program. If not, see . */ const SteamSession = require("steam-session"); // Only needed for the enum definitions below const qrcode = require("qrcode"); const { StartSessionResponse } = require("steam-session/dist/interfaces-external.js"); // eslint-disable-line const sessionHandler = require("../sessionHandler.js"); /** * Internal: Handles submitting 2FA code * @param {StartSessionResponse} res Response object from startWithCredentials() promise */ sessionHandler.prototype._handle2FA = function(res) { logger("debug", `[${this.logOnOptions.accountName}] _handle2FA(): Received startWithCredentials() actionRequired response. Type: ${res.validActions[0].type} | Detail: ${res.validActions[0].detail}`); // Get 2FA code/prompt confirmation from user, mentioning the correct source switch (res.validActions[0].type) { case SteamSession.EAuthSessionGuardType.EmailCode: // Type 2 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); this._get2FAUserInput(); break; 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) logger("info", "Please confirm this login request in your Steam Mobile App.", false, false, logger.animation("waiting")); break; case SteamSession.EAuthSessionGuardType.DeviceCode: // Type 3 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); this._get2FAUserInput(); break; case SteamSession.EAuthSessionGuardType.EmailConfirmation: // Type 5 logger("info", "Please confirm this login request via the confirmation email sent to you.", false, false, logger.animation("waiting")); break; default: // Dunno what to do with the other types 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...`); this._resolvePromise(null); return; } }; // Helper function to get 2FA code from user and passing it to accept function or skipping account if desired sessionHandler.prototype._get2FAUserInput = function() { const question = `[${this.logOnOptions.accountName}] Steam Guard Code (leave empty and press ENTER to skip account): `; const timeout = 90000; // Ask user for code logger.readInput(question, timeout, (text) => { if (!text || text == "") { // No response or manual skip if (text == null) logger("info", "Skipping account because you didn't respond in 1.5 minutes...", true); // No need to check for main acc as timeout is disabled for it logger("info", `[${this.logOnOptions.accountName}] steamGuard input empty, skipping account...`, false, true); this._resolvePromise(null); } else { // User entered code or accepted login request via the mobile steam guard app if (text == "Login request accepted") return; // We must not call submitSteamGuard() when authenticated event calls stopReadInput("Login request accepted") logger("info", `[${this.logOnOptions.accountName}] Accepting Steam Guard Code...`, false, true); this._acceptSteamGuardCode(text.toString().trim()); // Pass code to accept function } }); }; /** * Internal: Helper function to make accepting and re-requesting invalid steam guard codes easier * @param {string} code Input from user */ sessionHandler.prototype._acceptSteamGuardCode = function(code) { this.session.submitSteamGuardCode(code) .then(() => { // Success logger("debug", `[${this.logOnOptions.accountName}] acceptSteamGuardCode(): User supplied correct code, authenticated event should trigger.`); }) .catch((err) => { // Invalid code, ask again logger("warn", `Your code seems to be wrong, please try again or skip this account! ${err}`); // Skip account if account got temp blocked if (err.eresult == SteamSession.EResult.RateLimitExceeded || err.eresult == SteamSession.EResult.AccountLoginDeniedThrottle || err.eresult == SteamSession.EResult.AccessDenied) { logger("error", `[${this.logOnOptions.accountName}] Steam rejected our login and applied a temporary login cooldown! ${err}`); this.session.cancelLoginAttempt(); this._resolvePromise(null); return; } // Ask user again this._get2FAUserInput(); }); }; /** * Handles displaying a QR Code to login using the Steam Mobile App * @param {StartSessionResponse} res Response object from startWithQR() promise */ sessionHandler.prototype._handleQRCode = function(res) { // Display QR Code using qrcode library qrcode.toString(res.qrChallengeUrl, (err, string) => { if (err) { logger("error", `[${this.logOnOptions.accountName}] Failed to display QR Code! Is the URL '${res.qrChallengeUrl}' invalid? ${err}`); return this._resolvePromise(null); } logger("info", `[${this.logOnOptions.accountName}] Scan the following QR Code using your Steam Mobile App to start a new session:\n${string}`, true); // Quick hack to prevent other messages from logging and pushing the QRCode up - start an empty readInput request which will be stopped by the authenticated event handler logger.readInput("", 90000, () => {}); }); }; ================================================ FILE: src/sessions/helpers/handleCredentialsLoginError.js ================================================ /* * File: handleCredentialsLoginError.js * Project: steam-idler * Created Date: 2022-10-09 13:22:39 * Author: 3urobeat * * Last Modified: 2026-01-14 21:30:14 * Modified By: 3urobeat * * Copyright (c) 2022 - 2026 3urobeat * * This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. * This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. * You should have received a copy of the GNU General Public License along with this program. If not, see . */ const { EResult } = require("steam-session"); const sessionHandler = require("../sessionHandler.js"); /** * Helper function to make handling login errors easier * @param {*} err Error thrown by startWithCredentials() */ sessionHandler.prototype._handleCredentialsLoginError = function(err) { // Log error message logger("", "", true); logger("error", `[${this.logOnOptions.accountName}] Couldn't log in! '${err}' (${err.eresult})`, true); logger("debug", err.stack, true); // Add additional messages for specific errors to hopefully help the user diagnose the cause 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); // Skips account this._resolvePromise(null); }; /** * Helper function to make handling login errors easier * @param {*} err Error thrown by startWithQR() */ sessionHandler.prototype._handleQrCodeLoginError = function(err) { logger("error", `[${this.logOnOptions.accountName}] Failed to start a QR-Code session! Are you having connectivity issues to Steam? ${err}`); logger("debug", err.stack, true); this._resolvePromise(null); // Skips account }; ================================================ FILE: src/sessions/helpers/tokenStorageHandler.js ================================================ /* * File: tokenStorageHandler.js * Project: steam-idler * Created Date: 2022-10-10 12:53:20 * Author: 3urobeat * * Last Modified: 2026-01-14 21:30:14 * Modified By: 3urobeat * * Copyright (c) 2022 - 2026 3urobeat * * 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. * 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. * You should have received a copy of the GNU General Public License along with this program. If not, see . */ const sessionHandler = require("../sessionHandler.js"); // Helper function which decodes a JsonWebToken - https://stackoverflow.com/a/38552302 sessionHandler.prototype._decodeJWT = function(token) { const payload = token.split(".")[1]; // Remove header and signature as we only care about the payload const decoded = Buffer.from(payload, "base64"); // Decode // Try to parse json object try { const parsed = JSON.parse(decoded.toString()); return parsed; } catch (err) { logger("err", `Failed to parse JWT from tokens.db! Please report this issue if it keeps occurring! Getting a new session...\nError: ${err}`, true); return null; } // No need to invalidate token here as the new session will get a new token and overwrite the existing one anyway }; /** * Internal - Attempts to get a token for this account from tokens.db and checks if it's valid * @param {Function} [callback] Called with `refreshToken` (String) on success or `null` on failure */ sessionHandler.prototype._getTokenFromStorage = function(callback) { // Search tokens database with accountName for a valid token so we can skip creating a new session this.tokensdb.findOne({ accountName: this.logOnOptions.accountName }, (err, doc) => { if (err) { logger("warn", `Database error! Failed to check for existing token for accountName '${this.logOnOptions.accountName}', returning null to get a new session. Please report this issue if it keeps occurring!\nError: ${err}`, true); return callback(null); } // If we still have a token stored then check if it is still valid if (doc) { // Decode the token we've found const jwtObj = this._decodeJWT(doc.token); if (!jwtObj) return callback(null); // Get new session if _decodeJWT() failed // Define valid until str to use it in log msg const validUntilStr = `${(new Date(jwtObj.exp * 1000)).toISOString().replace(/T/, " ").replace(/\..+/, "")} (GMT time)`; // Compare expire value (unix timestamp in seconds) to current date if (jwtObj.exp * 1000 > Date.now()) { logger("info", `[${this.logOnOptions.accountName}] Found valid token until '${validUntilStr}' in tokens.db! Logging in with it to reuse session...`, false, true); callback(doc.token); } else { 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); callback(null); } } else { logger("info", `[${this.logOnOptions.accountName}] No token found in tokens.db. Logging in with credentials to get a new session...`, false, true); callback(null); } }); }; /** * Internal - Saves a new token for this account to tokens.db * @param {string} token The refreshToken to store */ sessionHandler.prototype._saveTokenToStorage = function(token) { logger("debug", `_saveTokenToStorage(): Updating tokens.db entry for accountName '${this.logOnOptions.accountName}'...`); // Update db entry for this account. Upsert is enabled so a new doc will be inserted if none exists yet this.tokensdb.updateAsync({ accountName: this.logOnOptions.accountName }, { $set: { token: token } }, { upsert: true }); }; /** * Remove the token of this account from tokens.db. Intended to be called from the steam-user login error event when an invalid token was used so the next login attempt will create a new one. */ sessionHandler.prototype.invalidateTokenInStorage = function() { logger("debug", `[${this.logOnOptions.accountName}] invalidateTokenInStorage(): Removing refreshToken for accountName '${this.logOnOptions.accountName}' from tokens.db...`); this.tokensdb.removeAsync({ accountName: this.logOnOptions.accountName }, { multi: true }); }; ================================================ FILE: src/sessions/sessionHandler.js ================================================ /* * File: sessionHandler.js * Project: steam-idler * Created Date: 2022-10-09 12:47:27 * Author: 3urobeat * * Last Modified: 2026-01-14 21:33:49 * Modified By: 3urobeat * * Copyright (c) 2022 - 2026 3urobeat * * 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. * 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. * You should have received a copy of the GNU General Public License along with this program. If not, see . */ // This sessionHandler module is a modified version from my Steam Comment Service Bot: https://github.com/3urobeat/steam-comment-service-bot const SteamSession = require("steam-session"); const nedb = require("@seald-io/nedb"); const controller = require("../controller.js"); const Bot = require("../bot.js"); // eslint-disable-line const { StartSessionResponse } = require("steam-session/dist/interfaces-external.js"); // eslint-disable-line /** * Constructor - Object oriented approach for handling session for one account * @class * @param {Bot} bot The bot object of this account */ const sessionHandler = function(bot) { // Make parameters given to the constructor available this.bot = bot; // Define vars that will be populated this.getTokenPromise = null; // Can be called from a helper later on this.session = null; // Load tokens database this.tokensdb = new nedb({ filename: "./src/tokens.db", autoload: true }); this.logOnOptions = bot.logOnOptions; // Load helper files require("./events/sessionEvents"); require("./helpers/handle2FA.js"); require("./helpers/handleCredentialsLoginError"); require("./helpers/tokenStorageHandler.js"); }; // Make object accessible from outside module.exports = sessionHandler; /** * Handles getting a refresh token for steam-user to auth with * @returns {Promise} `refreshToken` on success or `null` on failure */ sessionHandler.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) return new Promise((resolve) => { logger("debug", `[${this.logOnOptions.accountName}] getToken(): Created new object for token request`); // Save promise resolve function so any other function of this object can resolve the promise itself this.getTokenPromise = resolve; // First ask tokenStorageHandler if we already have a valid token for this account in storage this._getTokenFromStorage((token) => { // Instantly resolve promise if we still have a valid token on hand, otherwise start credentials login flow if (token) { resolve(token); } else { this._attemptCredentialsLogin(); // Start first attempt of logging in } }); }); }; /** * Internal - Handles resolving the getToken() promise and skipping the account if necessary * @param {string} token The token to resolve with or null when account should be skipped */ sessionHandler.prototype._resolvePromise = function(token) { // Skip this account if token is null or stop bot if this is the main account if (!token) { logger("error", `[${this.logOnOptions.accountName}] Couldn't log in! Continuing with next account...`); controller.nextacc++; // The next account can start this.session.cancelLoginAttempt(); // Cancel this login attempt just to be sure } else { // Save most recent valid token to tokens.db this._saveTokenToStorage(token); } this.getTokenPromise(token); }; /** * Internal - Attempts to log into account with credentials */ sessionHandler.prototype._attemptCredentialsLogin = function() { // Init new session this.session = new SteamSession.LoginSession(SteamSession.EAuthTokenPlatformType.SteamClient, { httpProxy: this.bot.proxy }); // Attach event listeners this._attachEvents(); // Bail if username or password is null if (!this.logOnOptions.accountName || !this.logOnOptions.password) { logger("", "", true); if (this.logOnOptions.accountName) { logger("error", `[${this.logOnOptions.accountName}] The account '${this.logOnOptions.accountName}' is missing a password, which is required to login using credentials! Please re-check this 'accounts.txt' entry.`, true); } else { logger("error", `[${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); } this._resolvePromise(null); return; } // Login with QR Code if password is "qrcode", otherwise with normal credentials if (this.logOnOptions.password == "qrcode") { this.session.startWithQR() .then((res) => { if (res.actionRequired) this._handleQRCode(res); // This *should* always be the case }) .catch((err) => { if (err) this._handleQrCodeLoginError(err); }); } else { this.session.startWithCredentials(this.logOnOptions) .then((res) => { if (res.actionRequired) this._handle2FA(res); // Let handle2FA helper handle 2FA if a code is requested }) .catch((err) => { if (err) this._handleCredentialsLoginError(err); // Let handleCredentialsLoginError helper handle a login error }); } }; /* ------------ Reference helper functions to let the IntelliSense know about them ------------ */ /** * Internal: Attaches listeners to all steam-session events we care about */ sessionHandler.prototype._attachEvents = function() {}; /** * Internal: Handles submitting 2FA code * @param {StartSessionResponse} res Response object from startWithCredentials() promise */ sessionHandler.prototype._handle2FA = function(res) {}; // eslint-disable-line /** * Internal: Helper function to get 2FA code from user and passing it to accept function or skipping account if desired */ sessionHandler.prototype._get2FAUserInput = function() {}; /** * Internal: Helper function to make accepting and re-requesting invalid steam guard codes easier * @param {string} code Input from user */ sessionHandler.prototype._acceptSteamGuardCode = function(code) {}; // eslint-disable-line /** * Handles displaying a QR Code to login using the Steam Mobile App * @param {StartSessionResponse} res Response object from startWithQR() promise */ sessionHandler.prototype._handleQRCode = function(res) {}; // eslint-disable-line /** * Helper function to make handling login errors easier * @param {*} err Error thrown by startWithCredentials() */ sessionHandler.prototype._handleCredentialsLoginError = function(err) {}; // eslint-disable-line /** * Helper function to make handling login errors easier * @param {*} err Error thrown by startWithQR() */ sessionHandler.prototype._handleQrCodeLoginError = function(err) {}; // eslint-disable-line /** * Internal - Attempts to get a token for this account from tokens.db and checks if it's valid * @param {function(string|null): void} callback Called with `refreshToken` (String) on success or `null` on failure */ sessionHandler.prototype._getTokenFromStorage = function(callback) {}; // eslint-disable-line /** * Internal - Saves a new token for this account to tokens.db * @param {string} token The refreshToken to store */ sessionHandler.prototype._saveTokenToStorage = function(token) {}; // eslint-disable-line /** * 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. */ sessionHandler.prototype.invalidateTokenInStorage = function() {};