name: go-dota2-steam description: Go libraries for Steam and Dota 2 Game Coordinator development. This skill should be used when working with paralin/go-steam or paralin/go-dota2 libraries, building Steam bots, creating Dota 2 lobby managers, implementing GC communication, handling SOCache events, managing parties/lobbies, or automating Steam account operations.
go-dota2 and go-steam Development
Go libraries for Steam protocol and Dota 2 Game Coordinator integration.
When to Use
- Building Steam bots or automation tools
- Creating Dota 2 lobby management systems
- Implementing Game Coordinator (GC) communication
- Handling SOCache (Shared Object Cache) events
- Managing Dota 2 parties, lobbies, or matches
- Steam authentication and session management
- Trading system integration
Quick Start
import (
"github.com/paralin/go-steam"
"github.com/paralin/go-dota2"
"github.com/sirupsen/logrus"
)
// 1. Create Steam client and connect
client := steam.NewClient()
go func() {
for event := range client.Events() {
// Handle events
}
}()
client.Connect()
// 2. Authenticate
client.Auth.LogOn(&steam.LogOnDetails{
Username: "user",
Password: "pass",
})
// 3. After LoggedOnEvent, initialize Dota 2
d := dota2.New(client, logrus.New())
d.SetPlaying(true)
d.SayHello()
// 4. Wait for GC connection, then use APIs
Key Concepts
Event-Driven Architecture
Both libraries use channels for events. Always listen in a goroutine:
for event := range client.Events() {
switch e := event.(type) {
case *steam.LoggedOnEvent:
// Handle login
}
}
SOCache for Real-Time State
Dota 2 uses SOCache for lobbies, parties, items. Subscribe to changes:
eventCh, cancel, _ := d.GetCache().SubscribeType(cso.Lobby)
defer cancel()
for event := range eventCh {
lobby := event.Object.(*protocol.CSODOTALobby)
// React to lobby changes
}
Context-Based Requests
Methods returning responses require context:
ctx, cancel := context.WithTimeout(context.Background(), 30*time.Second)
defer cancel()
err := d.LeaveCreateLobby(ctx, details, true)
Common Tasks
Create Dota 2 Lobby
details := &protocol.CMsgPracticeLobbySetDetails{
GameName: proto.String("My Lobby"),
GameMode: proto.Uint32(uint32(protocol.DOTA_GameMode_DOTA_GAMEMODE_AP)),
ServerRegion: proto.Uint32(1),
}
d.CreateLobby(details)
Handle Authentication
case *steam.LogOnFailedEvent:
if e.Result == steam.EResult_AccountLogonDenied {
// Need 2FA code
}
case *steam.MachineAuthUpdateEvent:
// Save sentry hash for future logins
References
Detailed API documentation in references/:
references/go-steam.md- Steam client, auth, social, trading, web sessionsreferences/go-dota2.md- Dota 2 client, lobbies, parties, SOCache, generated methods
External Resources
- go-steam: https://github.com/paralin/go-steam
- go-dota2: https://github.com/paralin/go-dota2
- Protocol buffers: See
protocol/package in go-dota2