go-xmpp4steam/gateway/steam.go

215 lines
6.0 KiB
Go

package gateway
import (
"github.com/Philipp15b/go-steam"
"github.com/Philipp15b/go-steam/internal/steamlang"
"github.com/Philipp15b/go-steam/steamid"
"encoding/json"
"io/ioutil"
"log"
"strconv"
"time"
)
const (
serverAddrs = "servers.addr"
State_Offline = steamlang.EPersonaState_Offline
State_Online = steamlang.EPersonaState_Online
State_Busy = steamlang.EPersonaState_Busy
State_Away = steamlang.EPersonaState_Away
State_Snooze = steamlang.EPersonaState_Snooze
State_LookingToTrade = steamlang.EPersonaState_LookingToTrade
State_LookingToPlay = steamlang.EPersonaState_LookingToPlay
State_Max = steamlang.EPersonaState_Max
LogSteamInfo = "\t[STEAM INFO]\t"
LogSteamError = "\t[STEAM ERROR]\t"
LogSteamDebug = "\t[STEAM DEBUG]\t"
)
func (g *GatewayInfo) SteamRun() {
log.Printf("%sRunning", LogSteamInfo)
g.setLoginInfos()
g.SteamClient = steam.NewClient()
g.SteamConnecting = false
g.SteamClient.ConnectionTimeout = 10 * time.Second
g.mainSteam()
log.Printf("%sReach main method's end", LogSteamInfo)
go g.SteamRun()
}
func (g *GatewayInfo) mainSteam() {
for event := range g.SteamClient.Events() {
switch e := event.(type) {
case *steam.ConnectedEvent:
// Connected on server
g.SteamConnecting = false
log.Printf("%sConnected on Steam serveur", LogSteamDebug)
g.SteamClient.Auth.LogOn(g.SteamLoginInfo)
case *steam.MachineAuthUpdateEvent:
// Received sentry file
ioutil.WriteFile(g.SentryFile, e.Hash, 0666)
case *steam.LoggedOnEvent:
// Logged on
g.SendSteamPresence(steamlang.EPersonaState_Online)
g.SendXmppMessage(XmppJidComponent, "", "Connected on Steam network")
case steam.FatalErrorEvent:
log.Printf("%sFatalError: ", LogSteamError, e)
g.SendXmppMessage(XmppJidComponent, "", "Steam Fatal Error : "+e.Error())
g.DisconnectAllSteamFriend()
return
case error:
log.Printf("%s", LogSteamError, e)
g.SendXmppMessage(XmppJidComponent, "", "Steam Error : "+e.Error())
case *steam.ClientCMListEvent:
// Save servers addresses
b, err := json.Marshal(*e)
if err != nil {
log.Printf("%sFailed to json.Marshal() servers list", LogSteamError)
} else {
ioutil.WriteFile(serverAddrs, b, 0666)
}
case *steam.PersonaStateEvent:
// Presenc received
steamId := e.FriendId.ToString()
name := e.Name
gameName := e.GameName
var status string
var tpye string
switch e.State {
case State_Offline:
status = Status_offline
tpye = Type_unavailable
case State_Online:
status = Status_online
tpye = Type_available
case State_Busy:
status = Status_do_not_disturb
tpye = Type_available
case State_Away:
status = Status_away
tpye = Type_available
case State_Snooze:
status = Status_extended_away
tpye = Type_available
}
if _, ok := g.FriendSteamId[steamId]; !ok {
// Send subscribsion
g.SendXmppPresence(status, Type_subscribe, "", steamId+"@"+XmppJidComponent, gameName, name)
g.FriendSteamId[steamId] = &StatusSteamFriend{XMPP_Status: status, XMPP_Type: tpye}
} else {
g.FriendSteamId[steamId].XMPP_Status = status
g.FriendSteamId[steamId].XMPP_Type = tpye
g.FriendSteamId[steamId].SteamGameName = gameName
g.FriendSteamId[steamId].SteamName = name
}
g.SendXmppPresence(status, tpye, "", steamId+"@"+XmppJidComponent, gameName, name)
case *steam.ChatMsgEvent:
// Message received
g.SendXmppMessage(e.ChatterId.ToString()+"@"+XmppJidComponent, "", e.Message)
default:
log.Printf("%s", LogSteamDebug, e)
}
}
}
func (g *GatewayInfo) setLoginInfos() {
var sentryHash steam.SentryHash
sentryHash, err := ioutil.ReadFile(g.SentryFile)
g.SteamLoginInfo = new(steam.LogOnDetails)
g.SteamLoginInfo.Username = g.SteamLogin
g.SteamLoginInfo.Password = g.SteamPassword
if err == nil {
g.SteamLoginInfo.SentryFileHash = sentryHash
}
log.Printf("%sAuthentification of (%s, %s)", LogSteamDebug, g.XMPP_JID_Client, g.SteamLoginInfo.Username)
}
func (g *GatewayInfo) IsSteamConnected() bool {
return g.SteamClient.Connected()
}
func (g *GatewayInfo) SteamConnect() {
if g.IsSteamConnected() {
log.Printf("%sTry to connect, but already connected", LogSteamDebug)
return
}
if g.SteamConnecting {
log.Printf("%sTry to connect, but currently connecting…", LogSteamDebug)
return
}
g.SteamConnecting = true
b, err := ioutil.ReadFile(serverAddrs)
if err == nil {
var toList steam.ClientCMListEvent
err := json.Unmarshal(b, &toList)
if err != nil {
log.Printf("%sFailed to json.Unmarshal() servers list", LogSteamError)
} else {
log.Printf("%sConnecting...", LogSteamInfo, toList.Addresses[0])
g.SteamClient.ConnectTo(toList.Addresses[0])
}
} else {
log.Printf("%sFailed to read servers list file", LogSteamError)
log.Printf("%sConnecting...", LogSteamInfo)
g.SteamClient.Connect()
}
}
func (g *GatewayInfo) SteamDisconnect() {
if !g.IsSteamConnected() {
log.Printf("%sTry to disconnect, but already disconnected", LogSteamDebug)
return
}
log.Printf("%sSteam disconnect", LogSteamInfo)
g.XMPP_Disconnect()
g.DisconnectAllSteamFriend()
go g.SteamClient.Disconnect()
}
func (g *GatewayInfo) DisconnectAllSteamFriend() {
for sid, _ := range g.FriendSteamId {
g.SendXmppPresence(Status_offline, Type_unavailable, "", sid+"@"+XmppJidComponent, "", "")
delete(g.FriendSteamId, sid)
}
}
func (g *GatewayInfo) SendSteamMessage(steamId, message string) {
if !g.IsSteamConnected() {
log.Printf("%sTry to send message, but disconnected", LogSteamDebug)
return
}
steamIdUint64, err := strconv.ParseUint(steamId, 10, 64)
if err == nil {
g.SteamClient.Social.SendMessage(steamid.SteamId(steamIdUint64), steamlang.EChatEntryType_ChatMsg, message)
} else {
log.Printf("%sFailed to get SteamId from %s", LogSteamError, steamId)
}
}
func (g *GatewayInfo) SendSteamPresence(status steamlang.EPersonaState) {
if !g.IsSteamConnected() {
log.Printf("%sTry to send presence, but disconnected", LogSteamDebug)
return
}
g.SteamClient.Social.SetPersonaState(status)
}