improve logging, fix OnClientDisconnecting and add some steamid-already-exists logic

This commit is contained in:
BotoX 2018-09-06 12:57:57 +02:00
parent 7adf2e1fe0
commit 3cf54e32eb

View File

@ -33,6 +33,7 @@
#include "CDetour/detours.h"
#include "steam/steam_gameserver.h"
#include "sm_namehashset.h"
#include <iclient.h>
/**
* @file extension.cpp
@ -191,6 +192,7 @@ public:
char pchPassword[256];
char pCookie[256];
int cbCookie;
IClient *pClient;
uint64 ullSteamID;
ValidateAuthTicketResponse_t ValidateAuthTicketResponse;
@ -210,6 +212,7 @@ public:
strncpy(this->pchPassword, pchPassword, sizeof(this->pchPassword) - 1);
strncpy(this->pCookie, pCookie, sizeof(this->pCookie) - 1);
this->cbCookie = cbCookie;
this->pClient = NULL;
this->GotValidateAuthTicketResponse = false;
this->SteamLegal = false;
this->SteamAuthFailed = false;
@ -229,7 +232,7 @@ DETOUR_DECL_MEMBER1(CSteam3Server__OnValidateAuthTicketResponse, int, ValidateAu
bool SteamLegal = pResponse->m_eAuthSessionResponse == k_EAuthSessionResponseOK;
bool force = g_SvNoSteam.GetInt() || g_SvForceSteam.GetInt() || !BLoggedOn();
g_pSM->LogMessage(myself, "SteamLegal: %d (%d)\n", SteamLegal, pResponse->m_eAuthSessionResponse);
g_pSM->LogMessage(myself, "%s SteamLegal: %d (%d)", aSteamID, SteamLegal, pResponse->m_eAuthSessionResponse);
if(!SteamLegal && force)
pResponse->m_eAuthSessionResponse = k_EAuthSessionResponseOK;
@ -281,22 +284,6 @@ DETOUR_DECL_MEMBER9(CBaseServer__ConnectClient, IClient *, netadr_t &, address,
char aSteamID[32];
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;
ConnectClientStorage Storage(address, nProtocol, iChallenge, iClientChallenge, nAuthProtocol, pchName, pchPassword, pCookie, cbCookie);
if(g_ConnectClientStorage.retrieve(aSteamID, &Storage))
{
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 SteamAuthFailed = false;
EBeginAuthSessionResult result = BeginAuthSession(pvTicket, cbTicket, g_lastClientSteamID);
@ -307,12 +294,52 @@ DETOUR_DECL_MEMBER9(CBaseServer__ConnectClient, IClient *, netadr_t &, address,
RejectConnection(address, iClientChallenge, "#GameUI_ServerRejectSteam");
return NULL;
}
Storage.SteamAuthFailed = SteamAuthFailed = true;
SteamAuthFailed = true;
}
char rejectReason[255];
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?
if(memcmp(address.ip, Storage.address.ip, sizeof(address.ip)) != 0)
{
// Reject NoSteam players
if(SteamAuthFailed)
{
RejectConnection(address, iClientChallenge, "Steam ID already in use.");
return NULL;
}
// Kick existing player
if(Storage.pClient)
{
Storage.pClient->Disconnect("Same Steam ID connected.");
}
else
{
RejectConnection(address, iClientChallenge, "Please try again later.");
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;
if(AsyncWaiting)
retVal = -1; // Fake async return code when waiting for async call
else
@ -326,7 +353,7 @@ DETOUR_DECL_MEMBER9(CBaseServer__ConnectClient, IClient *, netadr_t &, address,
pchPassword = passwordBuffer;
}
g_pSM->LogMessage(myself, "SteamAuthFailed: %d (%d) | retVal = %d\n", SteamAuthFailed, result, retVal);
g_pSM->LogMessage(myself, "%s SteamAuthFailed: %d (%d) | retVal = %d", aSteamID, SteamAuthFailed, result, retVal);
// k_OnClientPreConnectEx_Reject
if(retVal == 0)
@ -356,6 +383,9 @@ DETOUR_DECL_MEMBER9(CBaseServer__ConnectClient, IClient *, netadr_t &, address,
g_bSuppressCheckChallengeType = true;
IClient *pClient = DETOUR_MEMBER_CALL(CBaseServer__ConnectClient)(address, nProtocol, iChallenge, iClientChallenge, nAuthProtocol, pchName, pchPassword, pCookie, cbCookie);
Storage.pClient = pClient;
g_ConnectClientStorage.replace(aSteamID, Storage);
if(pClient && SteamAuthFailed)
{
ValidateAuthTicketResponse_t Response;
@ -491,6 +521,8 @@ bool Connect::SDK_OnLoad(char *error, size_t maxlen, bool late)
g_pConnectForward = g_pForwards->CreateForward("OnClientPreConnectEx", ET_LowEvent, 5, NULL, Param_String, Param_String, Param_String, Param_String, Param_String);
playerhelpers->AddClientListener(&g_Connect);
return true;
}
@ -528,6 +560,8 @@ void Connect::SDK_OnUnload()
g_Detour_CSteam3Server__OnValidateAuthTicketResponse = NULL;
}
playerhelpers->RemoveClientListener(&g_Connect);
gameconfs->CloseGameConfigFile(g_pGameConf);
}
@ -567,7 +601,7 @@ cell_t ClientPreConnectEx(IPluginContext *pContext, const cell_t *params)
bool force = g_SvNoSteam.GetInt() || g_SvForceSteam.GetInt() || !BLoggedOn();
if(Storage.SteamAuthFailed && force && !Storage.GotValidateAuthTicketResponse)
{
g_pSM->LogMessage(myself, "Force ValidateAuthTicketResponse\n");
g_pSM->LogMessage(myself, "%s Force ValidateAuthTicketResponse", pSteamID);
Storage.ValidateAuthTicketResponse.m_SteamID = CSteamID(Storage.ullSteamID);
Storage.ValidateAuthTicketResponse.m_eAuthSessionResponse = k_EAuthSessionResponseOK;
Storage.ValidateAuthTicketResponse.m_OwnerSteamID = Storage.ValidateAuthTicketResponse.m_SteamID;
@ -577,7 +611,7 @@ cell_t ClientPreConnectEx(IPluginContext *pContext, const cell_t *params)
// Make sure this is always called in order to verify the client on the server
if(Storage.GotValidateAuthTicketResponse)
{
g_pSM->LogMessage(myself, "Replay ValidateAuthTicketResponse\n");
g_pSM->LogMessage(myself, "%s Replay ValidateAuthTicketResponse", pSteamID);
DETOUR_MEMBER_MCALL_ORIGINAL(CSteam3Server__OnValidateAuthTicketResponse, g_pSteam3Server)(&Storage.ValidateAuthTicketResponse);
}
@ -592,11 +626,11 @@ cell_t SteamClientAuthenticated(IPluginContext *pContext, const cell_t *params)
ConnectClientStorage Storage;
if(g_ConnectClientStorage.retrieve(pSteamID, &Storage))
{
g_pSM->LogMessage(myself, "SteamClientAuthenticated: %d\n", Storage.SteamLegal);
g_pSM->LogMessage(myself, "%s SteamClientAuthenticated: %d", pSteamID, Storage.SteamLegal);
return Storage.SteamLegal;
}
g_pSM->LogMessage(myself, "SteamClientAuthenticated: FALSE!\n");
g_pSM->LogMessage(myself, "%s SteamClientAuthenticated: FALSE!", pSteamID);
return false;
}
@ -614,12 +648,11 @@ void Connect::SDK_OnAllLoaded()
void Connect::OnClientDisconnecting(int client)
{
g_pSM->LogMessage(myself, "OnClientDisconnecting: %d\n", client);
IGamePlayer *pPlayer = playerhelpers->GetGamePlayer(client);
if(pPlayer)
{
const char *pSteamID = pPlayer->GetSteam2Id(false);
g_pSM->LogMessage(myself, "%s OnClientDisconnecting: %d", pSteamID, client);
g_ConnectClientStorage.remove(pSteamID);
}
}