to hell with it, committing the log messages
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@ -190,7 +190,7 @@ EBeginAuthSessionResult Hook_BeginAuthSession(const void *pAuthTicket, int cbAut
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{
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if (!g_bSuppressBeginAuthSession)
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{
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//g_pSM->LogMessage(myself, "inside Hook_ BeginAuthSession 1");
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g_pSM->LogMessage(myself, "inside Hook_ BeginAuthSession 1");
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RETURN_META_VALUE(MRES_IGNORED, k_EBeginAuthSessionResultOK);
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}
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g_bSuppressBeginAuthSession = false;
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@ -200,11 +200,11 @@ EBeginAuthSessionResult Hook_BeginAuthSession(const void *pAuthTicket, int cbAut
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&& g_lastcbAuthTicket == cbAuthTicket)
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{
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// Let the server know everything is fine
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//g_pSM->LogMessage(myself, "inside Hook_ BeginAuthSession 2");
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g_pSM->LogMessage(myself, "inside Hook_ BeginAuthSession 2");
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RETURN_META_VALUE(MRES_SUPERCEDE, k_EBeginAuthSessionResultOK);
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}
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//g_pSM->LogMessage(myself, "inside Hook_ BeginAuthSession 3");
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g_pSM->LogMessage(myself, "inside Hook_ BeginAuthSession 3");
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RETURN_META_VALUE(MRES_IGNORED, k_EBeginAuthSessionResultDuplicateRequest);
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}
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@ -307,11 +307,13 @@ DETOUR_DECL_MEMBER9(CBaseServer__ConnectClient, IClient*, netadr_t&, address, in
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return DETOUR_MEMBER_CALL(CBaseServer__ConnectClient)(address, nProtocol, iChallenge, iClientChallenge, nAuthProtocol, pchName, pchPassword, pCookie, cbCookie);
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}
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g_pSM->LogMessage(myself, "entered MEMBER9");
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if (g_pSteam3Server->m_pSteamGameServer != g_pLastHookedSteamGameServer)
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{
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//the hook tends to die, hence its reapplied whenever needed. thats probably very dumb.
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//does however seem to stop "S3: Client connected with invalid ticket:" for nosteamers.
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//g_pSM->LogMessage(myself, "Steam GameServer pointer changed! Old: %p, New: %p", g_pLastHookedSteamGameServer, g_pSteam3Server->m_pSteamGameServer);
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g_pSM->LogMessage(myself, "Steam GameServer pointer changed! Old: %p, New: %p", g_pLastHookedSteamGameServer, g_pSteam3Server->m_pSteamGameServer);
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if (g_pLastHookedSteamGameServer != NULL)
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{
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// Remove old hook if it exists
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@ -356,6 +358,7 @@ DETOUR_DECL_MEMBER9(CBaseServer__ConnectClient, IClient*, netadr_t&, address, in
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if (g_ConnectClientStorage.retrieve(aSteamID, &Storage))
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{
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g_pSM->LogMessage(myself, "entered has clientstorage");
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ExistingSteamid = true;
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g_ConnectClientStorage.remove(aSteamID);
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if (!Storage.SteamAuthFailed)
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@ -368,6 +371,7 @@ DETOUR_DECL_MEMBER9(CBaseServer__ConnectClient, IClient*, netadr_t&, address, in
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// Don't want to leave the client waiting forever if something breaks in the async forward
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if (Storage.iClientChallenge == iClientChallenge)
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{
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g_pSM->LogMessage(myself, "entered async retry");
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AsyncWaiting = true;
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//reject async nosteamers (althought this statement is not reached even as async nosteamers are rejected with invalid ticket)
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@ -385,6 +389,7 @@ DETOUR_DECL_MEMBER9(CBaseServer__ConnectClient, IClient*, netadr_t&, address, in
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else
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{
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//client did a manual retry,
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g_pSM->LogMessage(myself, "entered manual retry");
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if (Storage.SteamAuthFailed)
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{
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//its a nosteamer so dont use the clientstorage ticket
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@ -395,13 +400,16 @@ DETOUR_DECL_MEMBER9(CBaseServer__ConnectClient, IClient*, netadr_t&, address, in
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}
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else
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{
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g_pSM->LogMessage(myself, "in client storage about to do new storage");
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//create a new client storage for the steamplayer.
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Storage = ConnectClientStorage(address, nProtocol, iChallenge, iClientChallenge, nAuthProtocol, pchName, pchPassword, pCookie, cbCookie);
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//use the ticket from the new clientstorage.
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g_lastcbAuthTicket = Storage.cbTicket;
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g_lastAuthTicket = Storage.pvTicket;
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g_pSM->LogMessage(myself, "in client storage about to do beginauthsession");
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result = g_pBeginAuthSession(steamGameServer, Storage.pvTicket, Storage.cbTicket, g_lastClientSteamID);
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g_pSM->LogMessage(myself, "in client storage after beginauthsession");
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}
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}
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}
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@ -415,10 +423,13 @@ DETOUR_DECL_MEMBER9(CBaseServer__ConnectClient, IClient*, netadr_t&, address, in
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//however if the first connecting client instead is in k_OnClientPreConnectEx_Accept then the after following
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//k_OnClientPreConnectEx_Reject will work fine. Ex_Accept is always used until the server is full, hence should Ex_Reject
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//never be the first to connect on a new map.
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g_pSM->LogMessage(myself, "without client storage about to do beginauth session");
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result = g_pBeginAuthSession(steamGameServer, pvTicket, cbTicket, g_lastClientSteamID);
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g_pSM->LogMessage(myself, "without client storage after beginauth session");
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}
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if (!SkipEndAuthSession)
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{
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g_pSM->LogMessage(myself, "about to do endAuthSession");
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g_pEndAuthSession(steamGameServer, g_lastClientSteamID); //xen said engine might start its own authsession, so end ours here.
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}
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@ -444,6 +455,7 @@ DETOUR_DECL_MEMBER9(CBaseServer__ConnectClient, IClient*, netadr_t&, address, in
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// Reject NoSteam players
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if(SteamAuthFailed)
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{
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g_pSM->LogMessage(myself, "about to do rejectconnection 1");
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g_pRejectConnectionFunc((CBaseServer*)this, address, iClientChallenge, "Steam ID already in use.");
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return NULL;
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}
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@ -451,10 +463,12 @@ DETOUR_DECL_MEMBER9(CBaseServer__ConnectClient, IClient*, netadr_t&, address, in
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// Kick existing player
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if(Storage.pClient)
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{
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g_pSM->LogMessage(myself, "about to do disconnect");
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Storage.pClient->Disconnect("Same Steam ID connected.");
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}
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else
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{
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g_pSM->LogMessage(myself, "about to do rejectconnection 2");
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g_pRejectConnectionFunc((CBaseServer*)this, address, iClientChallenge, "Please try again later.");
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return NULL;
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}
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@ -513,10 +527,12 @@ DETOUR_DECL_MEMBER9(CBaseServer__ConnectClient, IClient*, netadr_t&, address, in
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}
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// k_OnClientPreConnectEx_Accept
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g_pSM->LogMessage(myself, "about to do DETOUR_MEMBER_CALL");
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g_bSuppressBeginAuthSession = true;
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auto client = DETOUR_MEMBER_CALL(CBaseServer__ConnectClient)(address, nProtocol, iChallenge, iClientChallenge, nAuthProtocol, pchName, pchPassword, pCookie, cbCookie);
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//auto client = DETOUR_MEMBER_MCALL_ORIGINAL(CBaseServer__ConnectClient, this)(address, nProtocol, iChallenge, iClientChallenge, nAuthProtocol, pchName, pchPassword, pCookie, cbCookie);
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g_bSuppressBeginAuthSession = false;
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g_pSM->LogMessage(myself, "finished DETOUR_MEMBER_CALL");
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Storage.pClient = client;
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g_ConnectClientStorage.replace(aSteamID, Storage);
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@ -527,12 +543,13 @@ DETOUR_DECL_MEMBER9(CBaseServer__ConnectClient, IClient*, netadr_t&, address, in
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Response.m_SteamID = g_lastClientSteamID;
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Response.m_eAuthSessionResponse = k_EAuthSessionResponseAuthTicketInvalid; //nosteamer monkeys
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Response.m_OwnerSteamID = Response.m_SteamID;
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g_pSM->LogMessage(myself, "about to do OnValidateAuthTicketResponse");
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DETOUR_MEMBER_MCALL_CALLBACK(CSteam3Server__OnValidateAuthTicketResponse, g_pSteam3Server)(&Response);
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}
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g_pSM->LogMessage(myself, "MEMBER 9 end.");
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return client;
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}
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bool Connect::SDK_OnLoad(char *error, size_t maxlen, bool late)
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{
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char conf_error[255] = "";
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