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- using System;
- using System.IO;
- using System.Security.Cryptography;
- using System.Threading;
- using SteamKit2.Discovery;
- using SteamKit2;
- using SteamKit2.Internal; // brings in our protobuf client messages
- using SteamKit2.GC; // brings in the GC related classes
- using SteamKit2.GC.Artifact.Internal;
- using System.Text;
- namespace ShowPlayers
- {
- class Program
- {
- static SteamClient steamClient;
- static CallbackManager manager;
- static SteamUser steamUser;
- static bool isRunning;
- static string user, pass;
- static string authCode, twoFactorAuth;
- const int APPID = 346110;
- static SteamGameCoordinator gameCoordinator;
- static void Main(string[] args)
- {
- user = "...";
- pass = "...";
- steamClient = new SteamClient();
- manager = new CallbackManager(steamClient);
- steamUser = steamClient.GetHandler<SteamUser>();
- gameCoordinator = steamClient.GetHandler<SteamGameCoordinator>();
- manager.Subscribe<SteamClient.ConnectedCallback>(OnConnected);
- manager.Subscribe<SteamClient.DisconnectedCallback>(OnDisconnected);
- manager.Subscribe<SteamUser.LoggedOnCallback>(OnLoggedOn);
- manager.Subscribe<SteamUser.LoggedOffCallback>(OnLoggedOff);
- manager.Subscribe<SteamUser.UpdateMachineAuthCallback>(OnMachineAuth);
- manager.Subscribe<SteamFriends.PersonaStateCallback>(OnPersona);
- isRunning = true;
- Console.WriteLine("Connecting to Steam...");
- steamClient.Connect();
- while (isRunning)
- {
- manager.RunWaitCallbacks(TimeSpan.FromSeconds(1));
- }
- }
- static void OnPersona(SteamFriends.PersonaStateCallback callback)
- {
- Console.WriteLine("Connected to Steam! Logging in '{0}'...", callback);
- }
- static void OnConnected(SteamClient.ConnectedCallback callback)
- {
- Console.WriteLine("Connected to Steam! Logging in '{0}'...", user);
- byte[] sentryHash = null;
- if (File.Exists("sentry.bin"))
- {
- // if we have a saved sentry file, read and sha-1 hash it
- byte[] sentryFile = File.ReadAllBytes("sentry.bin");
- sentryHash = CryptoHelper.SHAHash(sentryFile);
- }
- steamUser.LogOn(new SteamUser.LogOnDetails
- {
- Username = user,
- Password = pass,
- // in this sample, we pass in an additional authcode
- // this value will be null (which is the default) for our first logon attempt
- AuthCode = authCode,
- // if the account is using 2-factor auth, we'll provide the two factor code instead
- // this will also be null on our first logon attempt
- TwoFactorCode = twoFactorAuth,
- // our subsequent logons use the hash of the sentry file as proof of ownership of the file
- // this will also be null for our first (no authcode) and second (authcode only) logon attempts
- SentryFileHash = sentryHash,
- });
- var playGame = new ClientMsgProtobuf<CMsgClientGamesPlayed>(EMsg.ClientGamesPlayedWithDataBlob);
- playGame.Body.client_os_type = 16;
- playGame.Body.games_played.Add(new CMsgClientGamesPlayed.GamePlayed
- {
- steam_id_gs = 90127163137042442,
- game_id = new GameID(APPID), // or game_id = APPID,
- game_ip_address = 621444212,
- game_port = 7781,
- game_extra_info = "",
- process_id = 18964,
- game_flags = 0,
- owner_id = 400168753,
- });
- // send it off
- // notice here we're sending this message directly using the SteamClient
- // steamClient.Send(playGame);
- }
- static void OnDisconnected(SteamClient.DisconnectedCallback callback)
- {
- // after recieving an AccountLogonDenied, we'll be disconnected from steam
- // so after we read an authcode from the user, we need to reconnect to begin the logon flow again
- Console.WriteLine("Disconnected from Steam, reconnecting in 5...");
- Thread.Sleep(TimeSpan.FromSeconds(5));
- steamClient.Connect();
- }
- static void OnLoggedOn(SteamUser.LoggedOnCallback callback)
- {
- bool isSteamGuard = callback.Result == EResult.AccountLogonDenied;
- bool is2FA = callback.Result == EResult.AccountLoginDeniedNeedTwoFactor;
- if (isSteamGuard || is2FA)
- {
- Console.WriteLine("This account is SteamGuard protected!");
- if (is2FA)
- {
- Console.Write("Please enter your 2 factor auth code from your authenticator app: ");
- twoFactorAuth = Console.ReadLine();
- }
- else
- {
- Console.Write("Please enter the auth code sent to the email at {0}: ", callback.EmailDomain);
- authCode = Console.ReadLine();
- }
- return;
- }
- if (callback.Result != EResult.OK)
- {
- Console.WriteLine("Unable to logon to Steam: {0} / {1}", callback.Result, callback.ExtendedResult);
- isRunning = false;
- return;
- }
- Console.WriteLine("Successfully logged on!");
- File.WriteAllText("cellid.txt", callback.CellID.ToString());
- }
- static void OnLoggedOff(SteamUser.LoggedOffCallback callback)
- {
- Console.WriteLine("Logged off of Steam: {0}", callback.Result);
- }
- static void OnMachineAuth(SteamUser.UpdateMachineAuthCallback callback)
- {
- Console.WriteLine("Updating sentryfile...");
- // write out our sentry file
- // ideally we'd want to write to the filename specified in the callback
- // but then this sample would require more code to find the correct sentry file to read during logon
- // for the sake of simplicity, we'll just use "sentry.bin"
- int fileSize;
- byte[] sentryHash;
- using (var fs = File.Open("sentry.bin", FileMode.OpenOrCreate, FileAccess.ReadWrite))
- {
- fs.Seek(callback.Offset, SeekOrigin.Begin);
- fs.Write(callback.Data, 0, callback.BytesToWrite);
- fileSize = (int)fs.Length;
- fs.Seek(0, SeekOrigin.Begin);
- using (var sha = SHA1.Create())
- {
- sentryHash = sha.ComputeHash(fs);
- }
- }
- // inform the steam servers that we're accepting this sentry file
- steamUser.SendMachineAuthResponse(new SteamUser.MachineAuthDetails
- {
- JobID = callback.JobID,
- FileName = callback.FileName,
- BytesWritten = callback.BytesToWrite,
- FileSize = fileSize,
- Offset = callback.Offset,
- Result = EResult.OK,
- LastError = 0,
- OneTimePassword = callback.OneTimePassword,
- SentryFileHash = sentryHash,
- });
- Console.WriteLine("Done!");
- }
- }
- }
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