possibly fix bug where steam players are marked as nosteam
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55c7660c5c
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7adf2e1fe0
@ -228,19 +228,23 @@ DETOUR_DECL_MEMBER1(CSteam3Server__OnValidateAuthTicketResponse, int, ValidateAu
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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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g_pSM->LogMessage(myself, "SteamLegal: %d (%d)\n", SteamLegal, pResponse->m_eAuthSessionResponse);
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if(!SteamLegal && force)
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pResponse->m_eAuthSessionResponse = k_EAuthSessionResponseOK;
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printf("SteamLegal: %d\n", SteamLegal);
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ConnectClientStorage Storage;
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if(g_ConnectClientStorage.retrieve(aSteamID, &Storage))
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{
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if(!Storage.GotValidateAuthTicketResponse)
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{
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Storage.GotValidateAuthTicketResponse = true;
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Storage.ValidateAuthTicketResponse = *pResponse;
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Storage.SteamLegal = SteamLegal;
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g_ConnectClientStorage.replace(aSteamID, Storage);
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}
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}
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return DETOUR_MEMBER_CALL(CSteam3Server__OnValidateAuthTicketResponse)(pResponse);
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}
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@ -322,7 +326,7 @@ DETOUR_DECL_MEMBER9(CBaseServer__ConnectClient, IClient *, netadr_t &, address,
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pchPassword = passwordBuffer;
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}
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printf("SteamAuthFailed: %d | retVal = %d\n", SteamAuthFailed, retVal);
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g_pSM->LogMessage(myself, "SteamAuthFailed: %d (%d) | retVal = %d\n", SteamAuthFailed, result, retVal);
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// k_OnClientPreConnectEx_Reject
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if(retVal == 0)
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@ -563,7 +567,7 @@ 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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if(Storage.SteamAuthFailed && force && !Storage.GotValidateAuthTicketResponse)
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{
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printf("Force ValidateAuthTicketResponse\n");
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g_pSM->LogMessage(myself, "Force ValidateAuthTicketResponse\n");
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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_OwnerSteamID = Storage.ValidateAuthTicketResponse.m_SteamID;
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@ -573,7 +577,7 @@ 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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if(Storage.GotValidateAuthTicketResponse)
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{
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printf("Replay ValidateAuthTicketResponse\n");
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g_pSM->LogMessage(myself, "Replay ValidateAuthTicketResponse\n");
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DETOUR_MEMBER_MCALL_ORIGINAL(CSteam3Server__OnValidateAuthTicketResponse, g_pSteam3Server)(&Storage.ValidateAuthTicketResponse);
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}
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@ -588,9 +592,11 @@ cell_t SteamClientAuthenticated(IPluginContext *pContext, const cell_t *params)
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ConnectClientStorage Storage;
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if(g_ConnectClientStorage.retrieve(pSteamID, &Storage))
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{
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g_pSM->LogMessage(myself, "SteamClientAuthenticated: %d\n", Storage.SteamLegal);
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return Storage.SteamLegal;
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}
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g_pSM->LogMessage(myself, "SteamClientAuthenticated: FALSE!\n");
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return false;
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}
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@ -608,6 +614,8 @@ void Connect::SDK_OnAllLoaded()
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void Connect::OnClientDisconnecting(int client)
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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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if(pPlayer)
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{
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