fix last commit? STEAM_ID_PENDING bug ...

This commit is contained in:
BotoX 2018-09-08 22:07:59 +02:00
parent cc68fe8e3c
commit 21a9b80bbd
1 changed files with 22 additions and 19 deletions

View File

@ -286,6 +286,24 @@ DETOUR_DECL_MEMBER9(CBaseServer__ConnectClient, IClient *, netadr_t &, address,
char aSteamID[32]; char aSteamID[32];
V_strncpy(aSteamID, g_lastClientSteamID.Render(), sizeof(aSteamID)); V_strncpy(aSteamID, g_lastClientSteamID.Render(), sizeof(aSteamID));
// If client is in async state remove the old object and fake an async retVal
// This can happen if the async ClientPreConnectEx takes too long to be called
// and the client auto-retries.
bool AsyncWaiting = false;
bool ExistingSteamid = false;
ConnectClientStorage Storage(address, nProtocol, iChallenge, iClientChallenge, nAuthProtocol, pchName, pchPassword, pCookie, cbCookie);
if(g_ConnectClientStorage.retrieve(aSteamID, &Storage))
{
ExistingSteamid = true;
g_ConnectClientStorage.remove(aSteamID);
EndAuthSession(g_lastClientSteamID);
// Only wait for async on auto-retry, manual retries should go through the full chain
// Don't want to leave the client waiting forever if something breaks in the async forward
if(Storage.iClientChallenge == iClientChallenge)
AsyncWaiting = true;
}
bool NoSteam = g_SvNoSteam.GetInt() || !BLoggedOn(); bool NoSteam = g_SvNoSteam.GetInt() || !BLoggedOn();
bool SteamAuthFailed = false; bool SteamAuthFailed = false;
EBeginAuthSessionResult result = BeginAuthSession(pvTicket, cbTicket, g_lastClientSteamID); EBeginAuthSessionResult result = BeginAuthSession(pvTicket, cbTicket, g_lastClientSteamID);
@ -296,18 +314,10 @@ DETOUR_DECL_MEMBER9(CBaseServer__ConnectClient, IClient *, netadr_t &, address,
RejectConnection(address, iClientChallenge, "#GameUI_ServerRejectSteam"); RejectConnection(address, iClientChallenge, "#GameUI_ServerRejectSteam");
return NULL; return NULL;
} }
SteamAuthFailed = true; Storage.SteamAuthFailed = SteamAuthFailed = true;
} }
char rejectReason[255]; if(ExistingSteamid && !AsyncWaiting)
cell_t retVal = 1;
// If client is in async state remove the old object and fake an async retVal
// This can happen if the async ClientPreConnectEx takes too long to be called
// and the client auto-retries.
bool AsyncWaiting = false;
ConnectClientStorage Storage(address, nProtocol, iChallenge, iClientChallenge, nAuthProtocol, pchName, pchPassword, pCookie, cbCookie);
if(g_ConnectClientStorage.retrieve(aSteamID, &Storage))
{ {
// Another player trying to spoof a Steam ID or game crashed? // Another player trying to spoof a Steam ID or game crashed?
if(memcmp(address.ip, Storage.address.ip, sizeof(address.ip)) != 0) if(memcmp(address.ip, Storage.address.ip, sizeof(address.ip)) != 0)
@ -330,17 +340,10 @@ DETOUR_DECL_MEMBER9(CBaseServer__ConnectClient, IClient *, netadr_t &, address,
return NULL; return NULL;
} }
} }
g_ConnectClientStorage.remove(aSteamID);
EndAuthSession(g_lastClientSteamID);
// Only wait for async on auto-retry, manual retries should go through the full chain
// Don't want to leave the client waiting forever if something breaks in the async forward
if(Storage.iClientChallenge == iClientChallenge)
AsyncWaiting = true;
} }
Storage.SteamAuthFailed = SteamAuthFailed; char rejectReason[255];
cell_t retVal = 1;
if(AsyncWaiting) if(AsyncWaiting)
retVal = -1; // Fake async return code when waiting for async call retVal = -1; // Fake async return code when waiting for async call