Documentation ¶
Overview ¶
This package provides access to Steam as if it was an actual Steam client.
To login, you'll have to create a new Client first. Then connect to the Steam network and wait for a ConnectedCallback. This means you can now call the Login method in the Auth module with your login information. This is covered in more detail in the method's documentation. After you've received the LoggedOnEvent, you should set your persona state to online to receive friend lists etc.
client := steam.NewClient() client.Connect() for event := range client.Events() { switch e := event.(type) { case *steam.ConnectedEvent: client.Auth.LogOn(myLoginInfo) case *steam.MachineAuthUpdateEvent: ioutil.WriteFile("sentry", e.Hash, 0666) case *steam.LoggedOnEvent: client.Social.SetPersonaState(internal.EPersonaState_Online) case steam.FatalError: client.Connect() // please do some real error handling here log.Print(e) case error: log.Print(e) } }
Index ¶
- Variables
- func GetPublicKey(universe EUniverse) *rsa.PublicKey
- type Auth
- type ChatMsgEvent
- type Client
- func (c *Client) Connect() string
- func (c *Client) ConnectTo(address string)
- func (c *Client) Connected() bool
- func (c *Client) Disconnect()
- func (c *Client) Emit(event interface{})
- func (c *Client) Errorf(format string, a ...interface{})
- func (c *Client) Events() <-chan interface{}
- func (c *Client) Fatalf(format string, a ...interface{})
- func (c *Client) GetNextJobId() JobId
- func (c *Client) RegisterPacketHandler(handler PacketHandler)
- func (c *Client) SessionId() int32
- func (c *Client) SteamId() SteamId
- func (c *Client) Write(msg IMsg)
- type ConnectedEvent
- type FatalError
- type Friend
- type FriendListEvent
- type FriendStateEvent
- type FriendsList
- type GCPacketHandler
- type GameCoordinator
- type Group
- type GroupStateEvent
- type GroupsList
- type LogOnDetails
- type LoggedOnEvent
- type MachineAuthUpdateEvent
- type PacketHandler
- type Social
- func (s *Social) AddFriend(id SteamId)
- func (s *Social) ChangeStatus(status *CMsgClientChangeStatus)
- func (s *Social) HandlePacket(packet *PacketMsg)
- func (s *Social) RemoveFriend(id SteamId)
- func (s *Social) SendChatMessage(to SteamId, message string)
- func (s *Social) SendMessage(to SteamId, message string, entryType EChatEntryType)
- func (s *Social) SetPersonaName(name string)
- func (s *Social) SetPersonaState(state EPersonaState)
- type TradeProposedEvent
- type TradeRequestId
- type TradeResultEvent
- type TradeSessionStartEvent
- type Trading
- type Web
- type WebLoggedOnEvent
- type WebSessionIdEvent
Constants ¶
This section is empty.
Variables ¶
var CMServers = []string{
"72.165.61.174:27017",
"72.165.61.174:27018",
"72.165.61.175:27017",
"72.165.61.175:27018",
"72.165.61.176:27017",
"72.165.61.176:27018",
"72.165.61.185:27017",
"72.165.61.185:27018",
"72.165.61.187:27017",
"72.165.61.187:27018",
"72.165.61.188:27017",
"72.165.61.188:27018",
"146.66.152.12:27017",
"146.66.152.12:27018",
"146.66.152.12:27019",
"146.66.152.13:27017",
"146.66.152.13:27018",
"146.66.152.13:27019",
"146.66.152.14:27017",
"146.66.152.14:27018",
"146.66.152.14:27019",
"146.66.152.15:27017",
"146.66.152.15:27018",
"146.66.152.15:27019",
"209.197.29.196:27017",
"209.197.29.197:27017",
}
Functions ¶
func GetPublicKey ¶
Types ¶
type Auth ¶
type Auth struct {
// contains filtered or unexported fields
}
func (*Auth) HandlePacket ¶
func (a *Auth) HandlePacket(packet *PacketMsg)
func (*Auth) LogOn ¶
func (a *Auth) LogOn(details *LogOnDetails)
Log on with the given details. You must always specify username and password. For the first login, don't set an authcode or a hash and you'll receive an error and Steam will send you an authcode. Then you have to login again, this time with the authcode. Shortly after logging in, you'll receive a MachineAuthUpdateEvent with a hash which allows you to login without using an authcode in the future.
If you don't use Steam Guard, username and password are enough.
type ChatMsgEvent ¶
type ChatMsgEvent struct { Chatroom SteamId // not set for friend messages Sender SteamId Message string Type EChatEntryType }
func (*ChatMsgEvent) IsMessage ¶
func (c *ChatMsgEvent) IsMessage() bool
Whether the type is ChatMsg
type Client ¶
type Client struct { Auth *Auth Social *Social Web *Web Trading *Trading GC *GameCoordinator ConnectionTimeout time.Duration // contains filtered or unexported fields }
Represents a client to the Steam network. Always poll events from the channel returned by Events() or receiving messages will stop. All access, unless otherwise noted, should be threadsafe.
When a FatalError is emitted, the connection is automatically closed. The same client can be used to reconnect. Other errors don't have any effect.
func (*Client) Connect ¶
Connects to a random server of the Steam network and returns the server. If this client is already connected, it is disconnected first.
func (*Client) ConnectTo ¶
Connects to a specific server. If this client is already connected, it is disconnected first.
func (*Client) Disconnect ¶
func (c *Client) Disconnect()
func (*Client) Events ¶
func (c *Client) Events() <-chan interface{}
Get the event channel. By convention all events are pointers, except for errors.
func (*Client) GetNextJobId ¶
func (c *Client) GetNextJobId() JobId
func (*Client) RegisterPacketHandler ¶
func (c *Client) RegisterPacketHandler(handler PacketHandler)
Registers a PacketHandler that receives all incoming packets.
type ConnectedEvent ¶
type ConnectedEvent struct{}
type FatalError ¶
type FatalError error
When this error is emitted by the Client, the connection is automatically closed. This may be a network error, for example.
type Friend ¶
type Friend struct {
// contains filtered or unexported fields
}
A thread-safe friend in a friend list which contains references to its predecessor and successor. It is mutable and will be changed by Social.
func (*Friend) PersonaStateFlags ¶
func (f *Friend) PersonaStateFlags() EPersonaStateFlag
func (*Friend) Relationship ¶
func (f *Friend) Relationship() EFriendRelationship
type FriendListEvent ¶
type FriendListEvent struct{}
type FriendStateEvent ¶
type FriendStateEvent struct { SteamId SteamId Relationship EFriendRelationship }
func (*FriendStateEvent) IsFriend ¶
func (f *FriendStateEvent) IsFriend() bool
func (*FriendStateEvent) IsMember ¶
func (f *FriendStateEvent) IsMember() bool
type FriendsList ¶
type FriendsList struct {
// contains filtered or unexported fields
}
func (*FriendsList) ById ¶
func (f *FriendsList) ById(id SteamId) *Friend
func (*FriendsList) First ¶
func (f *FriendsList) First() *Friend
func (*FriendsList) Last ¶
func (f *FriendsList) Last() *Friend
type GCPacketHandler ¶
type GCPacketHandler interface {
HandleGCPacket(*GCPacketMsg)
}
type GameCoordinator ¶
type GameCoordinator struct {
// contains filtered or unexported fields
}
func (*GameCoordinator) HandlePacket ¶
func (g *GameCoordinator) HandlePacket(packet *PacketMsg)
func (*GameCoordinator) RegisterPacketHandler ¶
func (g *GameCoordinator) RegisterPacketHandler(handler GCPacketHandler)
func (*GameCoordinator) SetGamesPlayed ¶
func (g *GameCoordinator) SetGamesPlayed(appIds ...uint64)
Sets you in the given games. Specify none to quit all games.
func (*GameCoordinator) Write ¶
func (g *GameCoordinator) Write(msg IGCMsg)
type Group ¶
type Group struct {
// contains filtered or unexported fields
}
Represents a group within a doubly-linked group list.
func (*Group) Next ¶
Returns the next element in the group list or nil if this group is the last in the list.
func (*Group) Prev ¶
Returns the previous element in the group list or nil if this group is the first in the list.
func (*Group) Relationship ¶
func (g *Group) Relationship() EClanRelationship
type GroupStateEvent ¶
type GroupStateEvent struct { SteamId SteamId Relationship EClanRelationship }
type GroupsList ¶
type GroupsList struct {
// contains filtered or unexported fields
}
func (*GroupsList) ById ¶
func (list *GroupsList) ById(id SteamId) *Group
Returns the group by a SteamId or nil if there is no such group.
func (*GroupsList) First ¶
func (list *GroupsList) First() *Group
Returns the first group in the group list or nil if the list is empty.
func (*GroupsList) Last ¶
func (list *GroupsList) Last() *Group
Returns the last group in the group list or nil if the list is empty.
type LogOnDetails ¶
type LoggedOnEvent ¶
type LoggedOnEvent struct{}
type MachineAuthUpdateEvent ¶
type MachineAuthUpdateEvent struct {
Hash []byte
}
type PacketHandler ¶
type PacketHandler interface {
HandlePacket(*PacketMsg)
}
type Social ¶
type Social struct { Friends *FriendsList Groups *GroupsList // contains filtered or unexported fields }
Provides access to social aspects of Steam.
Friend and group lists are implemented as doubly-linked lists for thread-safety. They can be iterated over like so:
for friend := client.Social.Friends.First(); friend != nil; friend = friend.Next() { log.Println(friend.SteamId()) }
func (*Social) AddFriend ¶
func (s *Social) AddFriend(id SteamId)
Adds a friend to your friends list or accepts a friend. You'll receive a FriendStateEvent for every new/changed friend.
func (*Social) ChangeStatus ¶
func (s *Social) ChangeStatus(status *CMsgClientChangeStatus)
func (*Social) HandlePacket ¶
func (s *Social) HandlePacket(packet *PacketMsg)
func (*Social) RemoveFriend ¶
func (s *Social) RemoveFriend(id SteamId)
func (*Social) SendChatMessage ¶
Sends a chat message to the given friend. Chatrooms/Group chats are not supported yet. This just calls SendMessage with EChatEntryType_ChatMsg as the entry type.
func (*Social) SendMessage ¶
Sends a chat message to the given friend. Chatrooms/Group chats are not supported yet.
func (*Social) SetPersonaName ¶
func (*Social) SetPersonaState ¶
func (s *Social) SetPersonaState(state EPersonaState)
type TradeProposedEvent ¶
type TradeProposedEvent struct { RequestId TradeRequestId Other SteamId OtherName string }
type TradeRequestId ¶
type TradeRequestId uint32
type TradeResultEvent ¶
type TradeResultEvent struct { RequestId TradeRequestId Response EEconTradeResponse Other SteamId }
type TradeSessionStartEvent ¶
type TradeSessionStartEvent struct {
Other SteamId
}
type Trading ¶
type Trading struct {
// contains filtered or unexported fields
}
Provides access to the Steam client's part of Steam Trading, that is bootstrapping the trade. The trade itself is not handled by the Steam client itself, but it's a part of the Steam website.
You'll receive a TradeProposedEvent when a friend proposes a trade. You can accept it with the RespondRequest method. You can request a trade yourself with RequestTrade.
func (*Trading) CancelRequest ¶
func (t *Trading) CancelRequest(other SteamId)
This cancels a request made with RequestTrade.
func (*Trading) HandlePacket ¶
func (t *Trading) HandlePacket(packet *PacketMsg)
func (*Trading) RequestTrade ¶
func (t *Trading) RequestTrade(other SteamId)
Requests a trade. You'll receive a TradeResultEvent if the request fails or if the friend accepted the trade.
func (*Trading) RespondRequest ¶
func (t *Trading) RespondRequest(requestId TradeRequestId, accept bool)
Responds to a TradeProposedEvent.
type Web ¶
type Web struct { // The `sessionid` cookie required to use the steam website. WebSessionId string // The `steamLogin` cookie required to use the steam website. // It is only available after calling LogOn(). SteamLogin string // contains filtered or unexported fields }
func (*Web) HandlePacket ¶
func (w *Web) HandlePacket(packet *PacketMsg)
type WebLoggedOnEvent ¶
type WebLoggedOnEvent struct{}
type WebSessionIdEvent ¶
type WebSessionIdEvent struct{}
Source Files ¶
Directories ¶
Path | Synopsis |
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This program generates the protobuf and SteamLanguage files from the SteamKit data.
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This program generates the protobuf and SteamLanguage files from the SteamKit data. |
Package content_manifest is a generated protocol buffer package.
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Package content_manifest is a generated protocol buffer package. |