i am still keeping the log messages enabled for now. this extra begin auth session check should still work for nosteamers while being able to re-authenticate steam players with steam
This commit is contained in:
parent
00c4ee1521
commit
0b5306f689
@ -190,7 +190,7 @@ EBeginAuthSessionResult Hook_BeginAuthSession(const void *pAuthTicket, int cbAut
|
||||
{
|
||||
if (!g_bSuppressBeginAuthSession)
|
||||
{
|
||||
g_pSM->LogMessage(myself, "inside Hook_ BeginAuthSession 1");
|
||||
g_pSM->LogMessage(myself, "inside Hook_ BeginAuthSession 1. %s", steamID.Render());
|
||||
RETURN_META_VALUE(MRES_IGNORED, k_EBeginAuthSessionResultOK);
|
||||
}
|
||||
g_bSuppressBeginAuthSession = false;
|
||||
@ -200,11 +200,11 @@ EBeginAuthSessionResult Hook_BeginAuthSession(const void *pAuthTicket, int cbAut
|
||||
&& g_lastcbAuthTicket == cbAuthTicket)
|
||||
{
|
||||
// Let the server know everything is fine
|
||||
g_pSM->LogMessage(myself, "inside Hook_ BeginAuthSession 2");
|
||||
g_pSM->LogMessage(myself, "inside Hook_ BeginAuthSession 2. %s", steamID.Render());
|
||||
RETURN_META_VALUE(MRES_SUPERCEDE, k_EBeginAuthSessionResultOK);
|
||||
}
|
||||
|
||||
g_pSM->LogMessage(myself, "inside Hook_ BeginAuthSession 3");
|
||||
g_pSM->LogMessage(myself, "inside Hook_ BeginAuthSession 3. %s", steamID.Render());
|
||||
RETURN_META_VALUE(MRES_IGNORED, k_EBeginAuthSessionResultDuplicateRequest);
|
||||
}
|
||||
|
||||
@ -358,7 +358,7 @@ DETOUR_DECL_MEMBER9(CBaseServer__ConnectClient, IClient*, netadr_t&, address, in
|
||||
|
||||
if (g_ConnectClientStorage.retrieve(aSteamID, &Storage))
|
||||
{
|
||||
g_pSM->LogMessage(myself, "entered has clientstorage");
|
||||
g_pSM->LogMessage(myself, "entered has clientstorage. %s", aSteamID);
|
||||
ExistingSteamid = true;
|
||||
g_ConnectClientStorage.remove(aSteamID);
|
||||
if (!Storage.SteamAuthFailed)
|
||||
@ -371,7 +371,7 @@ DETOUR_DECL_MEMBER9(CBaseServer__ConnectClient, IClient*, netadr_t&, address, in
|
||||
// Don't want to leave the client waiting forever if something breaks in the async forward
|
||||
if (Storage.iClientChallenge == iClientChallenge)
|
||||
{
|
||||
g_pSM->LogMessage(myself, "entered async retry");
|
||||
g_pSM->LogMessage(myself, "entered async retry. %s", aSteamID);
|
||||
AsyncWaiting = true;
|
||||
|
||||
//reject async nosteamers (althought this statement is not reached even as async nosteamers are rejected with invalid ticket)
|
||||
@ -389,27 +389,30 @@ DETOUR_DECL_MEMBER9(CBaseServer__ConnectClient, IClient*, netadr_t&, address, in
|
||||
else
|
||||
{
|
||||
//client did a manual retry,
|
||||
g_pSM->LogMessage(myself, "entered manual retry");
|
||||
g_pSM->LogMessage(myself, "entered manual retry. %s", aSteamID);
|
||||
if (Storage.SteamAuthFailed)
|
||||
{
|
||||
//its a nosteamer so dont use the clientstorage ticket
|
||||
//its a nosteamer. or a steam player who failed auth once so far. so dont use the clientstorage ticket
|
||||
g_lastcbAuthTicket = cbTicket;
|
||||
g_lastAuthTicket = pvTicket;
|
||||
SkipEndAuthSession = true;
|
||||
result = k_EBeginAuthSessionResultInvalidTicket;
|
||||
g_pSM->LogMessage(myself, "manual retry with SteamAuthFailed before Begin Auth Session. %s", aSteamID);
|
||||
//result = k_EBeginAuthSessionResultInvalidTicket;
|
||||
result = g_pBeginAuthSession(steamGameServer, pvTicket, cbTicket, g_lastClientSteamID);
|
||||
g_pSM->LogMessage(myself, "manual retry with SteamAuthFailed after Begin Auth Session. %s", aSteamID);
|
||||
}
|
||||
else
|
||||
{
|
||||
g_pSM->LogMessage(myself, "in client storage about to do new storage");
|
||||
g_pSM->LogMessage(myself, "in client storage about to do new storage. %s", aSteamID);
|
||||
//create a new client storage for the steamplayer.
|
||||
Storage = ConnectClientStorage(address, nProtocol, iChallenge, iClientChallenge, nAuthProtocol, pchName, pchPassword, pCookie, cbCookie);
|
||||
|
||||
//use the ticket from the new clientstorage.
|
||||
g_lastcbAuthTicket = Storage.cbTicket;
|
||||
g_lastAuthTicket = Storage.pvTicket;
|
||||
g_pSM->LogMessage(myself, "in client storage about to do beginauthsession");
|
||||
g_pSM->LogMessage(myself, "in client storage about to do beginauthsession. %s", aSteamID);
|
||||
result = g_pBeginAuthSession(steamGameServer, Storage.pvTicket, Storage.cbTicket, g_lastClientSteamID);
|
||||
g_pSM->LogMessage(myself, "in client storage after beginauthsession");
|
||||
g_pSM->LogMessage(myself, "in client storage after beginauthsession. %s", aSteamID);
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -423,19 +426,19 @@ DETOUR_DECL_MEMBER9(CBaseServer__ConnectClient, IClient*, netadr_t&, address, in
|
||||
//however if the first connecting client instead is in k_OnClientPreConnectEx_Accept then the after following
|
||||
//k_OnClientPreConnectEx_Reject will work fine. Ex_Accept is always used until the server is full, hence should Ex_Reject
|
||||
//never be the first to connect on a new map.
|
||||
g_pSM->LogMessage(myself, "without client storage about to do beginauth session");
|
||||
g_pSM->LogMessage(myself, "without client storage about to do beginauth session. %s", aSteamID);
|
||||
result = g_pBeginAuthSession(steamGameServer, pvTicket, cbTicket, g_lastClientSteamID);
|
||||
g_pSM->LogMessage(myself, "without client storage after beginauth session");
|
||||
g_pSM->LogMessage(myself, "without client storage after beginauth session. %s", aSteamID);
|
||||
}
|
||||
if (!SkipEndAuthSession)
|
||||
{
|
||||
g_pSM->LogMessage(myself, "about to do endAuthSession");
|
||||
g_pSM->LogMessage(myself, "about to do endAuthSession. %s", aSteamID);
|
||||
g_pEndAuthSession(steamGameServer, g_lastClientSteamID); //xen said engine might start its own authsession, so end ours here.
|
||||
}
|
||||
|
||||
bool NoSteam = g_SvNoSteam.GetInt();
|
||||
bool SteamAuthFailed = false;
|
||||
//g_pSM->LogMessage(myself, "g_pBeginAuthSession result: %d", result);
|
||||
g_pSM->LogMessage(myself, "g_pBeginAuthSession result: %d. %s", result, aSteamID);
|
||||
|
||||
if (result != k_EBeginAuthSessionResultOK)
|
||||
{
|
||||
@ -455,7 +458,7 @@ DETOUR_DECL_MEMBER9(CBaseServer__ConnectClient, IClient*, netadr_t&, address, in
|
||||
// Reject NoSteam players
|
||||
if(SteamAuthFailed)
|
||||
{
|
||||
g_pSM->LogMessage(myself, "about to do rejectconnection 1");
|
||||
g_pSM->LogMessage(myself, "about to do rejectconnection 1. %s", aSteamID);
|
||||
g_pRejectConnectionFunc((CBaseServer*)this, address, iClientChallenge, "Steam ID already in use.");
|
||||
return NULL;
|
||||
}
|
||||
@ -463,12 +466,12 @@ DETOUR_DECL_MEMBER9(CBaseServer__ConnectClient, IClient*, netadr_t&, address, in
|
||||
// Kick existing player
|
||||
if(Storage.pClient)
|
||||
{
|
||||
g_pSM->LogMessage(myself, "about to do disconnect");
|
||||
g_pSM->LogMessage(myself, "about to do disconnect. %s", aSteamID);
|
||||
Storage.pClient->Disconnect("Same Steam ID connected.");
|
||||
}
|
||||
else
|
||||
{
|
||||
g_pSM->LogMessage(myself, "about to do rejectconnection 2");
|
||||
g_pSM->LogMessage(myself, "about to do rejectconnection 2. %s", aSteamID);
|
||||
g_pRejectConnectionFunc((CBaseServer*)this, address, iClientChallenge, "Please try again later.");
|
||||
return NULL;
|
||||
}
|
||||
@ -527,12 +530,12 @@ DETOUR_DECL_MEMBER9(CBaseServer__ConnectClient, IClient*, netadr_t&, address, in
|
||||
}
|
||||
|
||||
// k_OnClientPreConnectEx_Accept
|
||||
g_pSM->LogMessage(myself, "about to do DETOUR_MEMBER_CALL");
|
||||
g_pSM->LogMessage(myself, "about to do DETOUR_MEMBER_CALL. %s", aSteamID);
|
||||
g_bSuppressBeginAuthSession = true;
|
||||
auto client = DETOUR_MEMBER_CALL(CBaseServer__ConnectClient)(address, nProtocol, iChallenge, iClientChallenge, nAuthProtocol, pchName, pchPassword, pCookie, cbCookie);
|
||||
//auto client = DETOUR_MEMBER_MCALL_ORIGINAL(CBaseServer__ConnectClient, this)(address, nProtocol, iChallenge, iClientChallenge, nAuthProtocol, pchName, pchPassword, pCookie, cbCookie);
|
||||
g_bSuppressBeginAuthSession = false;
|
||||
g_pSM->LogMessage(myself, "finished DETOUR_MEMBER_CALL");
|
||||
g_pSM->LogMessage(myself, "finished DETOUR_MEMBER_CALL. %s", aSteamID);
|
||||
|
||||
Storage.pClient = client;
|
||||
g_ConnectClientStorage.replace(aSteamID, Storage);
|
||||
@ -543,10 +546,10 @@ DETOUR_DECL_MEMBER9(CBaseServer__ConnectClient, IClient*, netadr_t&, address, in
|
||||
Response.m_SteamID = g_lastClientSteamID;
|
||||
Response.m_eAuthSessionResponse = k_EAuthSessionResponseAuthTicketInvalid; //nosteamer monkeys
|
||||
Response.m_OwnerSteamID = Response.m_SteamID;
|
||||
g_pSM->LogMessage(myself, "about to do OnValidateAuthTicketResponse");
|
||||
g_pSM->LogMessage(myself, "about to do OnValidateAuthTicketResponse. %s", aSteamID);
|
||||
DETOUR_MEMBER_MCALL_CALLBACK(CSteam3Server__OnValidateAuthTicketResponse, g_pSteam3Server)(&Response);
|
||||
}
|
||||
g_pSM->LogMessage(myself, "MEMBER 9 end.");
|
||||
g_pSM->LogMessage(myself, "MEMBER 9 end. %s", aSteamID);
|
||||
return client;
|
||||
}
|
||||
|
||||
|
||||
Loading…
Reference in New Issue
Block a user