If it's absolutely paramount, you could restrict players to being spectators until their Steam ID is resolved.
On 6/1/07, Mulchman <[EMAIL PROTECTED]> wrote:
A steam ID sometimes isn't known immediately upon connecting - it has to be resolved. We have a "ff_betalist.txt" file we compare username/steam ID combos with. Our first immediate check is when the player joins we compare whatever name they're connecting with to that text file; if the name is found then fine they can join (so they can technically spoof a valid persons name). The second thing we do is run a validation check every x seconds that tries y times to compare a player's playing name to a corresponding steam id (defined in the ff_betalist.txt file). If the steam id can't be resolved within y tries the player is kicked. If the steam id doesn't match the corresponding playing name defined in the ff_betalist.txt file the player is kicked. So technically someone not in the beta could spoof a name and play for a very short time until being kicked. And they could repeat this over and over playing for a very short time each time until being kicked again. Also, we don't distribute our linux server .so and for beta builds tons of functions in the win32 server.dll (since players HAVE to have this file) don't even get compiled (through #ifdef's) so the beta testers can only run the game connected to our linux server (as starting up a local server/game will just crash from the code missing).
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