fix last commit? STEAM_ID_PENDING bug ...
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cc68fe8e3c
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21a9b80bbd
@ -286,6 +286,24 @@ DETOUR_DECL_MEMBER9(CBaseServer__ConnectClient, IClient *, netadr_t &, address,
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char aSteamID[32];
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char aSteamID[32];
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V_strncpy(aSteamID, g_lastClientSteamID.Render(), sizeof(aSteamID));
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V_strncpy(aSteamID, g_lastClientSteamID.Render(), sizeof(aSteamID));
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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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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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ExistingSteamid = true;
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g_ConnectClientStorage.remove(aSteamID);
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EndAuthSession(g_lastClientSteamID);
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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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AsyncWaiting = true;
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}
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bool NoSteam = g_SvNoSteam.GetInt() || !BLoggedOn();
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bool NoSteam = g_SvNoSteam.GetInt() || !BLoggedOn();
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bool SteamAuthFailed = false;
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bool SteamAuthFailed = false;
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EBeginAuthSessionResult result = BeginAuthSession(pvTicket, cbTicket, g_lastClientSteamID);
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EBeginAuthSessionResult result = BeginAuthSession(pvTicket, cbTicket, g_lastClientSteamID);
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@ -296,18 +314,10 @@ DETOUR_DECL_MEMBER9(CBaseServer__ConnectClient, IClient *, netadr_t &, address,
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RejectConnection(address, iClientChallenge, "#GameUI_ServerRejectSteam");
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RejectConnection(address, iClientChallenge, "#GameUI_ServerRejectSteam");
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return NULL;
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return NULL;
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}
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}
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SteamAuthFailed = true;
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Storage.SteamAuthFailed = SteamAuthFailed = true;
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}
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}
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char rejectReason[255];
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if(ExistingSteamid && !AsyncWaiting)
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cell_t retVal = 1;
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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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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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{
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// Another player trying to spoof a Steam ID or game crashed?
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// Another player trying to spoof a Steam ID or game crashed?
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if(memcmp(address.ip, Storage.address.ip, sizeof(address.ip)) != 0)
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if(memcmp(address.ip, Storage.address.ip, sizeof(address.ip)) != 0)
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@ -330,17 +340,10 @@ DETOUR_DECL_MEMBER9(CBaseServer__ConnectClient, IClient *, netadr_t &, address,
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return NULL;
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return NULL;
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}
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}
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}
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}
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g_ConnectClientStorage.remove(aSteamID);
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EndAuthSession(g_lastClientSteamID);
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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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AsyncWaiting = true;
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}
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}
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Storage.SteamAuthFailed = SteamAuthFailed;
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char rejectReason[255];
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cell_t retVal = 1;
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if(AsyncWaiting)
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if(AsyncWaiting)
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retVal = -1; // Fake async return code when waiting for async call
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retVal = -1; // Fake async return code when waiting for async call
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