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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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