finally removed the logging and removed the duplicate case from begin auth session hook. probably fine
This commit is contained in:
parent
0aab8e0bd6
commit
4c7ec14d52
@ -153,11 +153,6 @@ CDetour* detourCBaseServer__ConnectClient = nullptr;
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CDetour *g_Detour_CSteam3Server__OnValidateAuthTicketResponse = NULL;
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CDetour *g_Detour_CBaseClient__SetSteamID = NULL;
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bool g_bSuppressBeginAuthSession = false;
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CSteamID g_lastClientSteamID;
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const void* g_lastAuthTicket;
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int g_lastcbAuthTicket;
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char passwordBuffer[255];
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@ -174,29 +169,6 @@ CSteam3Server *Steam3Server()
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return g_pSteam3ServerFunc();
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}
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SH_DECL_MANUALHOOK3(MHook_BeginAuthSession, 0, 0, 0, EBeginAuthSessionResult, const void *, int, CSteamID);
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EBeginAuthSessionResult Hook_BeginAuthSession(const void *pAuthTicket, int cbAuthTicket, CSteamID steamID)
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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. %s", steamID.Render());
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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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if (strcmp(steamID.Render(), g_lastClientSteamID.Render()) == 0
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&& g_lastAuthTicket == pAuthTicket
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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. %s", steamID.Render());
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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. %s", steamID.Render());
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RETURN_META_VALUE(MRES_IGNORED, k_EBeginAuthSessionResultDuplicateRequest);
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}
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struct ValidateAuthTicketResponse_t
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{
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enum { k_iCallback = k_iSteamUserCallbacks + 43 };
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@ -230,6 +202,7 @@ public:
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bool SteamAuthFailed;
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bool ManualRetry;
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bool Webclient;
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bool SuppressBeginAuthSession;
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void *pvTicket;
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int cbTicket;
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@ -254,6 +227,7 @@ public:
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this->SteamAuthFailed = false;
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this->ManualRetry = false;
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this->Webclient = false;
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this->SuppressBeginAuthSession = false;
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// Calculate and store the ticket pointer
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this->pvTicket = (void *)((intptr_t)this->pCookie + sizeof(uint64));
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@ -262,6 +236,23 @@ public:
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};
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StringHashMap<ConnectClientStorage> g_ConnectClientStorage;
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SH_DECL_MANUALHOOK3(MHook_BeginAuthSession, 0, 0, 0, EBeginAuthSessionResult, const void *, int, CSteamID);
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EBeginAuthSessionResult Hook_BeginAuthSession(const void *pAuthTicket, int cbAuthTicket, CSteamID steamID)
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{
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ConnectClientStorage Storage;
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g_ConnectClientStorage.retrieve(steamID.Render(), &Storage);
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if (!Storage.SuppressBeginAuthSession)
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{
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//g_pSM->LogMessage(myself, "inside Hook_ BeginAuthSession 1. %s", steamID.Render());
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RETURN_META_VALUE(MRES_IGNORED, k_EBeginAuthSessionResultOK);
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}
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Storage.SuppressBeginAuthSession = false;
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g_ConnectClientStorage.replace(steamID.Render(), Storage);
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//g_pSM->LogMessage(myself, "inside Hook_ BeginAuthSession 2. %s", steamID.Render());
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RETURN_META_VALUE(MRES_SUPERCEDE, k_EBeginAuthSessionResultOK);
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}
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//ai generated function
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uint64 GenerateSteamIDFromName(const char *pchName)
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@ -296,7 +287,8 @@ DETOUR_DECL_MEMBER1(CBaseClient__SetSteamID, void, const CSteamID &, steamID)
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char ipString[30];
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V_snprintf(ipString, sizeof(ipString), "%u.%u.%u.%u", storage.address.ip[0], storage.address.ip[1], storage.address.ip[2], storage.address.ip[3]);
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//smutils->LogMessage(myself, "inside SetSteamID steamAuthFailed. IpsAllowed: %s. ipString: %s", IpsAllowed, ipString);
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if (g_SvLogging.GetInt())
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smutils->LogMessage(myself, "inside SetSteamID steamAuthFailed. IpsAllowed: %s. ipString: %s", IpsAllowed, ipString);
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//connects from the IP's designated for the webclients.
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if (strcmp(IpsAllowed, ipString) == 0)
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{
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@ -364,7 +356,7 @@ DETOUR_DECL_MEMBER1(CSteam3Server__OnValidateAuthTicketResponse, int, ValidateAu
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{
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if (slotID.steamid == clientID.steamid)
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{
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g_pSM->LogMessage(myself, "Disconnecting idle left over session for steamID: %s", aSteamID);
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//g_pSM->LogMessage(myself, "Disconnecting idle left over session for steamID: %s", aSteamID);
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pSlot->Disconnect("Disconnecting dead left over session.");
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break;
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}
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@ -387,13 +379,13 @@ 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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//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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@ -429,38 +421,29 @@ DETOUR_DECL_MEMBER9(CBaseServer__ConnectClient, IClient*, netadr_t&, address, in
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V_strncpy(passwordBuffer, pchPassword, 255);
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uint64 ullSteamID = *(uint64 *)pCookie;
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g_lastClientSteamID = CSteamID(ullSteamID);
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void *pvTicket = (void *)((intptr_t)pCookie + sizeof(uint64));
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int cbTicket = cbCookie - sizeof(uint64);
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CSteamID ClientSteamID = CSteamID(ullSteamID);
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char aSteamID[32];
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V_strncpy(aSteamID, g_lastClientSteamID.Render(), 32);
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V_strncpy(aSteamID, ClientSteamID.Render(), 32);
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// If client is in async state remove the old object and fake an async retVal
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// This can happen if the async ClientPreConnectEx takes too long to be called
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// and the client auto-retries.
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bool AsyncWaiting = false;
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bool ExistingSteamid = false;
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bool SkipEndAuthSession = false;
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EBeginAuthSessionResult result;
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ConnectClientStorage Storage(address, nProtocol, iChallenge, iClientChallenge, nAuthProtocol, pchName, pchPassword, pCookie, cbCookie);
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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. %s", aSteamID);
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//g_pSM->LogMessage(myself, "entered has clientstorage. %s", aSteamID);
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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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{
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g_pSM->LogMessage(myself, "inside clientstorage about to do endauthsession for steamID: %s", aSteamID);
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g_pEndAuthSession(steamGameServer, g_lastClientSteamID);
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}
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// Only wait for async on auto-retry, manual retries should go through the full chain
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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. %s", aSteamID);
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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 or async steam player who is not authenticated
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@ -471,63 +454,29 @@ DETOUR_DECL_MEMBER9(CBaseServer__ConnectClient, IClient*, netadr_t&, address, in
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return NULL;
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}
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//async steam player with a clientstorage, use the ticket from the previous clientstorage.
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g_lastcbAuthTicket = Storage.cbTicket;
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g_lastAuthTicket = Storage.pvTicket;
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result = g_pBeginAuthSession(steamGameServer, Storage.pvTicket, Storage.cbTicket, g_lastClientSteamID);
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result = g_pBeginAuthSession(steamGameServer, Storage.pvTicket, Storage.cbTicket, ClientSteamID);
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}
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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. %s", aSteamID);
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if (Storage.SteamAuthFailed)
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{
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//its a nosteamer. or a steam player who failed auth once so far. so dont use the clientstorage ticket
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g_lastcbAuthTicket = cbTicket;
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g_lastAuthTicket = pvTicket;
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SkipEndAuthSession = true;
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g_pSM->LogMessage(myself, "manual retry with SteamAuthFailed before Begin Auth Session. %s", aSteamID);
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//result = k_EBeginAuthSessionResultInvalidTicket;
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result = g_pBeginAuthSession(steamGameServer, pvTicket, cbTicket, g_lastClientSteamID);
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g_pSM->LogMessage(myself, "manual retry with SteamAuthFailed after Begin Auth Session. %s", aSteamID);
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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. %s", aSteamID);
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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. %s", aSteamID);
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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. %s", aSteamID);
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}
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//create new auth storage with fresh ticket and challenge
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Storage = ConnectClientStorage(address, nProtocol, iChallenge, iClientChallenge, nAuthProtocol, pchName, pchPassword, pCookie, cbCookie);
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//g_pSM->LogMessage(myself, "entered manual retry. %s", aSteamID);
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result = g_pBeginAuthSession(steamGameServer, Storage.pvTicket, Storage.cbTicket, ClientSteamID);
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}
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}
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else
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{
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//nosteamer or steam player without clientstorage,
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g_lastcbAuthTicket = cbTicket;
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g_lastAuthTicket = pvTicket;
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result = g_pBeginAuthSession(steamGameServer, Storage.pvTicket, Storage.cbTicket, ClientSteamID);
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//g_pSM->LogMessage(myself, "without client storage after beginauth session. %s", aSteamID);
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}
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//NOTE: if the first connecting client on a map is in k_OnClientPreConnectEx_Reject then this beginAuthSession call can crash the server
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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. %s", aSteamID);
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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. %s", aSteamID);
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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. %s", aSteamID);
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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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//g_pSM->LogMessage(myself, "about to do endAuthSession. %s", aSteamID);
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g_pEndAuthSession(steamGameServer, ClientSteamID); //xen said engine might start its own authsession, so end ours here.
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bool NoSteam = g_SvNoSteam.GetInt();
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bool SteamAuthFailed = false;
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g_pSM->LogMessage(myself, "g_pBeginAuthSession result: %d. %s", result, aSteamID);
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//g_pSM->LogMessage(myself, "g_pBeginAuthSession result: %d. %s", result, aSteamID);
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if (result != k_EBeginAuthSessionResultOK)
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{
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@ -551,7 +500,7 @@ DETOUR_DECL_MEMBER9(CBaseServer__ConnectClient, IClient*, netadr_t&, address, in
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//if the nosteam player is trying to spoof a steam player reject the nosteamer.
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if (!Storage.SteamAuthFailed)
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{
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g_pSM->LogMessage(myself, "about to do rejectconnection 1. %s", aSteamID);
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//g_pSM->LogMessage(myself, "about to do rejectconnection 1. %s", aSteamID);
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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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@ -560,7 +509,7 @@ DETOUR_DECL_MEMBER9(CBaseServer__ConnectClient, IClient*, netadr_t&, address, in
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//a nosteamer spoofing another nosteamer that is not ingame is fine too.
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if (Storage.pClient && Storage.pClient->IsConnected() && Storage.pClient->IsActive())
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{
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g_pSM->LogMessage(myself, "about to do rejectconnection 2. %s", aSteamID);
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//g_pSM->LogMessage(myself, "about to do rejectconnection 2. %s", aSteamID);
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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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@ -569,12 +518,12 @@ 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. %s", aSteamID);
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//g_pSM->LogMessage(myself, "about to do disconnect. %s", aSteamID);
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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 3. %s", aSteamID);
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//g_pSM->LogMessage(myself, "about to do rejectconnection 3. %s", aSteamID);
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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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@ -593,7 +542,7 @@ DETOUR_DECL_MEMBER9(CBaseServer__ConnectClient, IClient*, netadr_t&, address, in
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g_pConnectForward->PushString(pchName);
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g_pConnectForward->PushStringEx(passwordBuffer, 255, SM_PARAM_STRING_UTF8 | SM_PARAM_STRING_COPY, SM_PARAM_COPYBACK);
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g_pConnectForward->PushString(ipString);
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g_pConnectForward->PushString(g_lastClientSteamID.Render());
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g_pConnectForward->PushString(ClientSteamID.Render());
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g_pConnectForward->PushStringEx(rejectReason, 255, SM_PARAM_STRING_UTF8 | SM_PARAM_STRING_COPY, SM_PARAM_COPYBACK);
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g_pConnectForward->Execute(&retVal);
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}
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@ -607,10 +556,10 @@ DETOUR_DECL_MEMBER9(CBaseServer__ConnectClient, IClient*, netadr_t&, address, in
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{
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//calling this on nosteamers does sometimes cause a server explosion.
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//but not when creating a nosteamer with their first ticket
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g_pSM->LogMessage(myself, "k_OnClientPreConnectEx_Reject reached about to do endAuthSession. steamID: %s", aSteamID);
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g_pEndAuthSession(steamGameServer, g_lastClientSteamID);
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//g_pSM->LogMessage(myself, "k_OnClientPreConnectEx_Reject reached about to do endAuthSession. steamID: %s", aSteamID);
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g_pEndAuthSession(steamGameServer, ClientSteamID);
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}
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g_pSM->LogMessage(myself, "k_OnClientPreConnectEx_Reject reached about to do g_pRejectConnectionFunc. steamID: %s", aSteamID);
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//g_pSM->LogMessage(myself, "k_OnClientPreConnectEx_Reject reached about to do g_pRejectConnectionFunc. steamID: %s", aSteamID);
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g_pRejectConnectionFunc((CBaseServer*)this, address, iClientChallenge, rejectReason);
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return NULL;
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}
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@ -633,12 +582,16 @@ 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. %s", aSteamID);
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g_bSuppressBeginAuthSession = true;
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//g_pSM->LogMessage(myself, "about to do DETOUR_MEMBER_CALL. %s", aSteamID);
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Storage.SuppressBeginAuthSession = true;
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g_ConnectClientStorage.replace(aSteamID, Storage);
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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. %s", aSteamID);
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Storage.SuppressBeginAuthSession = false;
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g_ConnectClientStorage.replace(aSteamID, Storage);
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//g_pSM->LogMessage(myself, "finished DETOUR_MEMBER_CALL. %s", aSteamID);
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//doing another retrieve in case of SetSteamID for webclient.
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ConnectClientStorage storage_setSteamID;
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@ -656,7 +609,7 @@ DETOUR_DECL_MEMBER9(CBaseServer__ConnectClient, IClient*, netadr_t&, address, in
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Response.m_SteamID = newSteamID;
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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 webclient. %s", newSteamID.Render());
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//g_pSM->LogMessage(myself, "about to do OnValidateAuthTicketResponse webclient. %s", newSteamID.Render());
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DETOUR_MEMBER_MCALL_CALLBACK(CSteam3Server__OnValidateAuthTicketResponse, g_pSteam3Server)(&Response);
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}
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}
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@ -668,14 +621,14 @@ DETOUR_DECL_MEMBER9(CBaseServer__ConnectClient, IClient*, netadr_t&, address, in
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if (client && SteamAuthFailed)
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{
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ValidateAuthTicketResponse_t Response;
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Response.m_SteamID = g_lastClientSteamID;
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Response.m_SteamID = ClientSteamID;
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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. %s", aSteamID);
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//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. %s", aSteamID);
|
||||
//g_pSM->LogMessage(myself, "MEMBER 9 end. %s", aSteamID);
|
||||
return client;
|
||||
}
|
||||
|
||||
|
||||
Loading…
Reference in New Issue
Block a user