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⭐feat: Add Steam account linking with team creation (#274)
## Description <!-- Briefly describe the purpose and scope of your changes --> <!-- This is an auto-generated comment: release notes by coderabbit.ai --> ## Summary by CodeRabbit - **New Features** - Introduced a real-time Steam login flow using QR codes and server-sent events (SSE) for team creation and authentication. - Added Steam account and friend management, including secure credential storage and friend list synchronization. - Integrated Steam login endpoints into the API, enabling QR code-based login and automated team setup. - **Improvements** - Enhanced data security by implementing encrypted storage for sensitive tokens. - Updated database schema to support Steam accounts, teams, memberships, and social connections. - Refined type definitions and consolidated account-related information for improved consistency. - **Bug Fixes** - Fixed trade ban status representation for Steam accounts. - **Chores** - Removed legacy C# Steam authentication service and related configuration files. - Updated and cleaned up package dependencies and development tooling. - Streamlined type declaration files and resource definitions. - **Style** - Redesigned the team creation page UI with a modern, animated QR code login interface. - **Documentation** - Updated OpenAPI documentation for new Steam login endpoints. <!-- end of auto-generated comment: release notes by coderabbit.ai -->
This commit is contained in:
@@ -1,3 +1,4 @@
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import "zod-openapi/extend";
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import { Hono } from "hono";
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import { cors } from "hono/cors";
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import { logger } from "hono/logger";
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@@ -8,6 +9,7 @@ import { openAPISpecs } from "hono-openapi";
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import { patchLogger } from "../utils/patch-logger";
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import { HTTPException } from "hono/http-exception";
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import { ErrorCodes, VisibleError } from "@nestri/core/error";
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import { SteamApi } from "./steam";
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patchLogger();
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@@ -24,6 +26,7 @@ app
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const routes = app
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.get("/", (c) => c.text("Hello World!"))
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.route("/realtime", Realtime.route)
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.route("/steam", SteamApi.route)
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.route("/account", AccountApi.route)
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.onError((error, c) => {
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if (error instanceof VisibleError) {
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199
packages/functions/src/api/steam.ts
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199
packages/functions/src/api/steam.ts
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@@ -0,0 +1,199 @@
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import { z } from "zod";
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import { Hono } from "hono";
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import { streamSSE } from "hono/streaming";
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import { Actor } from "@nestri/core/actor";
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import SteamCommunity from "steamcommunity";
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import { describeRoute } from "hono-openapi";
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import { Steam } from "@nestri/core/steam/index";
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import { ErrorResponses, validator } from "./utils";
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import { Credentials } from "@nestri/core/credentials/index";
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import { LoginSession, EAuthTokenPlatformType } from "steam-session";
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import { Team } from "@nestri/core/team/index";
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import { Member } from "@nestri/core/member/index";
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import type CSteamUser from "steamcommunity/classes/CSteamUser";
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export namespace SteamApi {
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export const route = new Hono()
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.get("/login",
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describeRoute({
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tags: ["Steam"],
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summary: "Login to Steam using QR code",
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description: "Login to Steam using a QR code sent using Server Sent Events",
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responses: {
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400: ErrorResponses[400],
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429: ErrorResponses[429],
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}
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}),
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validator(
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"header",
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z.object({
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"accept": z.string()
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.refine((v) =>
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v.toLowerCase()
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.includes("text/event-stream")
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)
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.openapi({
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description: "Client must accept Server Sent Events",
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example: "text/event-stream"
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})
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})
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),
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(c) => {
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const currentUser = Actor.user()
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return streamSSE(c, async (stream) => {
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const session = new LoginSession(EAuthTokenPlatformType.MobileApp);
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session.loginTimeout = 30000; //30 seconds is typically when the url expires
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await stream.writeSSE({
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event: 'status',
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data: JSON.stringify({ message: "connected to steam" })
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})
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const challenge = await session.startWithQR();
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await stream.writeSSE({
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event: 'challenge_url',
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data: JSON.stringify({ url: challenge.qrChallengeUrl })
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})
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return new Promise((resolve, reject) => {
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session.on('remoteInteraction', async () => {
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await stream.writeSSE({
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event: 'remote_interaction',
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data: JSON.stringify({ message: "Looks like you've scanned the code! Now just approve the login." }),
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})
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await stream.writeSSE({
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event: 'status',
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data: JSON.stringify({ message: "Looks like you've scanned the code! Now just approve the login." }),
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})
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});
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session.on('timeout', async () => {
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console.log('This login attempt has timed out.');
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await stream.writeSSE({
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event: 'status',
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data: JSON.stringify({ message: "Your session timed out" }),
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})
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await stream.writeSSE({
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event: 'timed_out',
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data: JSON.stringify({ success: false }),
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})
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await stream.close()
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reject("Authentication timed out")
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});
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session.on('error', async (err) => {
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// This should ordinarily not happen. This only happens in case there's some kind of unexpected error while
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// polling, e.g. the network connection goes down or Steam chokes on something.
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await stream.writeSSE({
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event: 'status',
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data: JSON.stringify({ message: "Recieved an error while authenticating" }),
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})
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await stream.writeSSE({
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event: 'error',
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data: JSON.stringify({ message: err.message }),
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})
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await stream.close()
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reject(err.message)
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});
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session.on('authenticated', async () => {
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await stream.writeSSE({
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event: 'status',
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data: JSON.stringify({ message: "Login successful" })
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})
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await stream.writeSSE({
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event: 'login_success',
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data: JSON.stringify({ success: true, })
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})
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const username = session.accountName;
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const accessToken = session.accessToken;
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const refreshToken = session.refreshToken;
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const steamID = session.steamID.toString();
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const cookies = await session.getWebCookies();
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// Get user information
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const community = new SteamCommunity();
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community.setCookies(cookies);
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const user = await new Promise((res, rej) => {
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community.getSteamUser(session.steamID, async (error, user) => {
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if (!error) {
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res(user)
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} else {
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rej(error)
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}
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})
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}) as CSteamUser
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const wasAdded =
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await Steam.create({
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username,
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id: steamID,
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name: user.name,
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realName: user.realName,
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userID: currentUser.userID,
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avatarHash: user.avatarHash,
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steamMemberSince: user.memberSince,
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profileUrl: user.customURL?.trim() || null,
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limitations: {
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isLimited: user.isLimitedAccount,
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isVacBanned: user.vacBanned,
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privacyState: user.privacyState as any,
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visibilityState: Number(user.visibilityState),
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tradeBanState: user.tradeBanState.toLowerCase() as any,
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}
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})
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// Does not matter if the user is already there or has just been created, just store the credentials
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await Credentials.create({ refreshToken, id: steamID, username })
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if (!!wasAdded) {
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// create a team
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const teamID = await Team.create({
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slug: username,
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name: `${user.name.split(" ")[0]}'s Team`,
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ownerID: currentUser.userID,
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})
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await Actor.provide(
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"system",
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{ teamID },
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async () => {
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await Member.create({
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role: "adult",
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userID: currentUser.userID,
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steamID
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})
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})
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}
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await stream.writeSSE({
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event: 'team_slug',
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data: JSON.stringify({ username })
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})
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//TODO: Get game library
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await stream.close()
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resolve()
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})
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})
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})
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}
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)
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}
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@@ -1,6 +1,6 @@
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import { Resource } from "sst"
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import { type Env } from "hono";
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import { PasswordUI } from "./ui";
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import { PasswordUI, Select } from "./ui";
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import { logger } from "hono/logger";
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import { subjects } from "../subjects"
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import { issuer } from "@openauthjs/openauth";
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@@ -15,6 +15,7 @@ patchLogger();
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const app = issuer({
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//TODO: Create our own Storage (?)
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select: Select(),
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storage: MemoryStorage({
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persist: process.env.STORAGE
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}),
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@@ -1,35 +1,67 @@
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import SteamID from "steamid"
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import { bus } from "sst/aws/bus";
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import SteamCommunity from "steamcommunity";
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import { User } from "@nestri/core/user/index";
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import { Email } from "@nestri/core/email/index"
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import { useActor } from "@nestri/core/actor";
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// import { Stripe } from "@nestri/core/stripe";
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// import { Template } from "@nestri/core/email/template";
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// import { EmailOctopus } from "@nestri/core/email-octopus";
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import { Steam } from "@nestri/core/steam/index";
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import { Friend } from "@nestri/core/friend/index";
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import { Credentials } from "@nestri/core/credentials/index";
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import { EAuthTokenPlatformType, LoginSession } from "steam-session";
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export const handler = bus.subscriber(
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[User.Events.Updated, User.Events.Created],
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[Credentials.Events.New],
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async (event) => {
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console.log(event.type, event.properties, event.metadata);
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switch (event.type) {
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// case "order.created": {
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// await Shippo.createShipment(event.properties.orderID);
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// await Template.sendOrderConfirmation(event.properties.orderID);
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// await EmailOctopus.addToCustomersList(event.properties.orderID);
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// break;
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// }
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case "user.created": {
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console.log("Send email here")
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// const actor = useActor()
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// if (actor.type !== "user") throw new Error("User actor is needed here")
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// await Email.send(
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// "welcome",
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// actor.properties.email,
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// `Welcome to Nestri`,
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// `Welcome to Nestri`,
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// )
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// await Stripe.syncUser(event.properties.userID);
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// // await EmailOctopus.addToMarketingList(event.properties.userID);
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// break;
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case "new_credentials.added": {
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const input = event.properties
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const credentials = await Credentials.getByID(input.steamID)
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if (credentials) {
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const session = new LoginSession(EAuthTokenPlatformType.MobileApp);
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session.refreshToken = credentials.refreshToken;
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const cookies = await session.getWebCookies()
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const community = new SteamCommunity()
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community.setCookies(cookies);
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//FIXME: use a promise as promises inside callbacks are not awaited
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community.getFriendsList((error, allFriends) => {
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if (!error) {
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const friends = Object.entries(allFriends);
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for (const [id, nonce] of friends) {
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const friendID = new SteamID(id);
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community.getSteamUser(friendID, async (error, user) => {
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if (!error) {
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const wasAdded =
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await Steam.create({
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id: friendID.toString(),
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name: user.name,
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realName: user.realName,
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avatarHash: user.avatarHash,
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steamMemberSince: user.memberSince,
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profileUrl: user.customURL?.trim() || null,
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limitations: {
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isLimited: user.isLimitedAccount,
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isVacBanned: user.vacBanned,
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tradeBanState: user.tradeBanState.toLowerCase() as any,
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privacyState: user.privacyState as any,
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visibilityState: Number(user.visibilityState)
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}
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})
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if (!wasAdded) {
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console.log(`steam user ${friendID.toString()} already exists`)
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}
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await Friend.add({ friendSteamID: friendID.toString(), steamID: input.steamID })
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}
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})
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}
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}
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});
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}
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break;
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}
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}
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},
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