improve logging, fix OnClientDisconnecting and add some steamid-already-exists logic
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@ -33,6 +33,7 @@
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#include "CDetour/detours.h"
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#include "CDetour/detours.h"
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#include "steam/steam_gameserver.h"
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#include "steam/steam_gameserver.h"
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#include "sm_namehashset.h"
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#include "sm_namehashset.h"
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#include <iclient.h>
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/**
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/**
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* @file extension.cpp
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* @file extension.cpp
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@ -191,6 +192,7 @@ public:
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char pchPassword[256];
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char pchPassword[256];
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char pCookie[256];
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char pCookie[256];
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int cbCookie;
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int cbCookie;
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IClient *pClient;
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uint64 ullSteamID;
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uint64 ullSteamID;
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ValidateAuthTicketResponse_t ValidateAuthTicketResponse;
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ValidateAuthTicketResponse_t ValidateAuthTicketResponse;
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@ -210,6 +212,7 @@ public:
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strncpy(this->pchPassword, pchPassword, sizeof(this->pchPassword) - 1);
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strncpy(this->pchPassword, pchPassword, sizeof(this->pchPassword) - 1);
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strncpy(this->pCookie, pCookie, sizeof(this->pCookie) - 1);
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strncpy(this->pCookie, pCookie, sizeof(this->pCookie) - 1);
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this->cbCookie = cbCookie;
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this->cbCookie = cbCookie;
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this->pClient = NULL;
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this->GotValidateAuthTicketResponse = false;
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this->GotValidateAuthTicketResponse = false;
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this->SteamLegal = false;
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this->SteamLegal = false;
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this->SteamAuthFailed = false;
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this->SteamAuthFailed = false;
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@ -229,7 +232,7 @@ DETOUR_DECL_MEMBER1(CSteam3Server__OnValidateAuthTicketResponse, int, ValidateAu
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bool SteamLegal = pResponse->m_eAuthSessionResponse == k_EAuthSessionResponseOK;
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bool SteamLegal = pResponse->m_eAuthSessionResponse == k_EAuthSessionResponseOK;
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bool force = g_SvNoSteam.GetInt() || g_SvForceSteam.GetInt() || !BLoggedOn();
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bool force = g_SvNoSteam.GetInt() || g_SvForceSteam.GetInt() || !BLoggedOn();
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g_pSM->LogMessage(myself, "SteamLegal: %d (%d)\n", SteamLegal, pResponse->m_eAuthSessionResponse);
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g_pSM->LogMessage(myself, "%s SteamLegal: %d (%d)", aSteamID, SteamLegal, pResponse->m_eAuthSessionResponse);
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if(!SteamLegal && force)
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if(!SteamLegal && force)
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pResponse->m_eAuthSessionResponse = k_EAuthSessionResponseOK;
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pResponse->m_eAuthSessionResponse = k_EAuthSessionResponseOK;
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@ -281,22 +284,6 @@ 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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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_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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@ -307,12 +294,52 @@ 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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Storage.SteamAuthFailed = SteamAuthFailed = true;
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SteamAuthFailed = true;
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}
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}
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char rejectReason[255];
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char rejectReason[255];
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cell_t retVal = 1;
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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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// 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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{
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// Reject NoSteam players
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if(SteamAuthFailed)
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{
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RejectConnection(address, iClientChallenge, "Steam ID already in use.");
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return NULL;
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}
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// Kick existing player
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if(Storage.pClient)
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{
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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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RejectConnection(address, iClientChallenge, "Please try again later.");
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return NULL;
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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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Storage.SteamAuthFailed = SteamAuthFailed;
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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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else
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else
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@ -326,7 +353,7 @@ DETOUR_DECL_MEMBER9(CBaseServer__ConnectClient, IClient *, netadr_t &, address,
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pchPassword = passwordBuffer;
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pchPassword = passwordBuffer;
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}
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}
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g_pSM->LogMessage(myself, "SteamAuthFailed: %d (%d) | retVal = %d\n", SteamAuthFailed, result, retVal);
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g_pSM->LogMessage(myself, "%s SteamAuthFailed: %d (%d) | retVal = %d", aSteamID, SteamAuthFailed, result, retVal);
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// k_OnClientPreConnectEx_Reject
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// k_OnClientPreConnectEx_Reject
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if(retVal == 0)
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if(retVal == 0)
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@ -356,6 +383,9 @@ DETOUR_DECL_MEMBER9(CBaseServer__ConnectClient, IClient *, netadr_t &, address,
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g_bSuppressCheckChallengeType = true;
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g_bSuppressCheckChallengeType = true;
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IClient *pClient = DETOUR_MEMBER_CALL(CBaseServer__ConnectClient)(address, nProtocol, iChallenge, iClientChallenge, nAuthProtocol, pchName, pchPassword, pCookie, cbCookie);
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IClient *pClient = DETOUR_MEMBER_CALL(CBaseServer__ConnectClient)(address, nProtocol, iChallenge, iClientChallenge, nAuthProtocol, pchName, pchPassword, pCookie, cbCookie);
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Storage.pClient = pClient;
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g_ConnectClientStorage.replace(aSteamID, Storage);
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if(pClient && SteamAuthFailed)
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if(pClient && SteamAuthFailed)
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{
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{
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ValidateAuthTicketResponse_t Response;
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ValidateAuthTicketResponse_t Response;
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@ -491,6 +521,8 @@ bool Connect::SDK_OnLoad(char *error, size_t maxlen, bool late)
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g_pConnectForward = g_pForwards->CreateForward("OnClientPreConnectEx", ET_LowEvent, 5, NULL, Param_String, Param_String, Param_String, Param_String, Param_String);
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g_pConnectForward = g_pForwards->CreateForward("OnClientPreConnectEx", ET_LowEvent, 5, NULL, Param_String, Param_String, Param_String, Param_String, Param_String);
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playerhelpers->AddClientListener(&g_Connect);
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return true;
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return true;
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}
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}
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@ -528,6 +560,8 @@ void Connect::SDK_OnUnload()
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g_Detour_CSteam3Server__OnValidateAuthTicketResponse = NULL;
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g_Detour_CSteam3Server__OnValidateAuthTicketResponse = NULL;
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}
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}
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playerhelpers->RemoveClientListener(&g_Connect);
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gameconfs->CloseGameConfigFile(g_pGameConf);
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gameconfs->CloseGameConfigFile(g_pGameConf);
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}
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}
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@ -567,7 +601,7 @@ cell_t ClientPreConnectEx(IPluginContext *pContext, const cell_t *params)
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bool force = g_SvNoSteam.GetInt() || g_SvForceSteam.GetInt() || !BLoggedOn();
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bool force = g_SvNoSteam.GetInt() || g_SvForceSteam.GetInt() || !BLoggedOn();
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if(Storage.SteamAuthFailed && force && !Storage.GotValidateAuthTicketResponse)
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if(Storage.SteamAuthFailed && force && !Storage.GotValidateAuthTicketResponse)
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{
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{
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g_pSM->LogMessage(myself, "Force ValidateAuthTicketResponse\n");
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g_pSM->LogMessage(myself, "%s Force ValidateAuthTicketResponse", pSteamID);
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Storage.ValidateAuthTicketResponse.m_SteamID = CSteamID(Storage.ullSteamID);
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Storage.ValidateAuthTicketResponse.m_SteamID = CSteamID(Storage.ullSteamID);
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Storage.ValidateAuthTicketResponse.m_eAuthSessionResponse = k_EAuthSessionResponseOK;
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Storage.ValidateAuthTicketResponse.m_eAuthSessionResponse = k_EAuthSessionResponseOK;
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Storage.ValidateAuthTicketResponse.m_OwnerSteamID = Storage.ValidateAuthTicketResponse.m_SteamID;
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Storage.ValidateAuthTicketResponse.m_OwnerSteamID = Storage.ValidateAuthTicketResponse.m_SteamID;
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@ -577,7 +611,7 @@ cell_t ClientPreConnectEx(IPluginContext *pContext, const cell_t *params)
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// Make sure this is always called in order to verify the client on the server
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// Make sure this is always called in order to verify the client on the server
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if(Storage.GotValidateAuthTicketResponse)
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if(Storage.GotValidateAuthTicketResponse)
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{
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{
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g_pSM->LogMessage(myself, "Replay ValidateAuthTicketResponse\n");
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g_pSM->LogMessage(myself, "%s Replay ValidateAuthTicketResponse", pSteamID);
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DETOUR_MEMBER_MCALL_ORIGINAL(CSteam3Server__OnValidateAuthTicketResponse, g_pSteam3Server)(&Storage.ValidateAuthTicketResponse);
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DETOUR_MEMBER_MCALL_ORIGINAL(CSteam3Server__OnValidateAuthTicketResponse, g_pSteam3Server)(&Storage.ValidateAuthTicketResponse);
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}
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}
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@ -592,11 +626,11 @@ cell_t SteamClientAuthenticated(IPluginContext *pContext, const cell_t *params)
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ConnectClientStorage Storage;
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ConnectClientStorage Storage;
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if(g_ConnectClientStorage.retrieve(pSteamID, &Storage))
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if(g_ConnectClientStorage.retrieve(pSteamID, &Storage))
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{
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{
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g_pSM->LogMessage(myself, "SteamClientAuthenticated: %d\n", Storage.SteamLegal);
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g_pSM->LogMessage(myself, "%s SteamClientAuthenticated: %d", pSteamID, Storage.SteamLegal);
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return Storage.SteamLegal;
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return Storage.SteamLegal;
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}
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}
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g_pSM->LogMessage(myself, "SteamClientAuthenticated: FALSE!\n");
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g_pSM->LogMessage(myself, "%s SteamClientAuthenticated: FALSE!", pSteamID);
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return false;
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return false;
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}
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}
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@ -614,12 +648,11 @@ void Connect::SDK_OnAllLoaded()
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void Connect::OnClientDisconnecting(int client)
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void Connect::OnClientDisconnecting(int client)
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{
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{
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g_pSM->LogMessage(myself, "OnClientDisconnecting: %d\n", client);
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IGamePlayer *pPlayer = playerhelpers->GetGamePlayer(client);
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IGamePlayer *pPlayer = playerhelpers->GetGamePlayer(client);
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if(pPlayer)
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if(pPlayer)
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{
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{
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const char *pSteamID = pPlayer->GetSteam2Id(false);
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const char *pSteamID = pPlayer->GetSteam2Id(false);
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g_pSM->LogMessage(myself, "%s OnClientDisconnecting: %d", pSteamID, client);
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g_ConnectClientStorage.remove(pSteamID);
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g_ConnectClientStorage.remove(pSteamID);
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}
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}
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}
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}
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