re-applying beginauthsession and endauthsession
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0b5306f689
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3a126db081
@ -324,6 +324,15 @@ DETOUR_DECL_MEMBER9(CBaseServer__ConnectClient, IClient*, netadr_t&, address, in
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SH_MANUALHOOK_RECONFIGURE(MHook_BeginAuthSession, g_nBeginAuthSessionOffset, 0, 0);
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SH_ADD_MANUALHOOK(MHook_BeginAuthSession, g_pSteam3Server->m_pSteamGameServer, SH_STATIC(Hook_BeginAuthSession), true);
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void** vtable = *((void***)g_pSteam3Server->m_pSteamGameServer);
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g_pBeginAuthSession.SetAddress(vtable[g_nBeginAuthSessionOffset]);
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int endAuthOffset = 0;
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if (g_pGameConf->GetOffset("ISteamGameServer__EndAuthSession", &endAuthOffset))
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{
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g_pEndAuthSession.SetAddress(vtable[endAuthOffset]);
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}
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g_pLastHookedSteamGameServer = g_pSteam3Server->m_pSteamGameServer;
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}
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@ -374,7 +383,7 @@ DETOUR_DECL_MEMBER9(CBaseServer__ConnectClient, IClient*, netadr_t&, address, in
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g_pSM->LogMessage(myself, "entered async retry. %s", aSteamID);
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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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//reject async nosteamers or async steam player who is not authenticated
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if (Storage.SteamAuthFailed)
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{
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//we are only here in async state when server is 64/64.
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