You could wait until the ID is valid before allowing the connect, unfortunately for now you'd have to poll constantly to check for this. See:
http://developer.valvesoftware.com/cgi-bin/bugzilla/show_bug.cgi?id=132 At 2007/06/01 09:32 AM, Mulchman 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). > >-----Original Message----- >From: [EMAIL PROTECTED] >[mailto:[EMAIL PROTECTED] On Behalf Of Mark Chandler >Sent: Thursday, May 31, 2007 07:34 >To: hlcoders@list.valvesoftware.com >Subject: [hlcoders] SteamId > >Is there any easy way to get clients steam id when you load up the game. Im >looking into locking my mod for beta testing because we had huge problems >last time with leaks. I have managed to encrypt the list of ids using md5 >just need to find a way to get the clients steamed. > >Mark > >_______________________________________________ >To unsubscribe, edit your list preferences, or view the list archives, >please visit: >http://list.valvesoftware.com/mailman/listinfo/hlcoders > > >_______________________________________________ >To unsubscribe, edit your list preferences, or view the list archives, please >visit: >http://list.valvesoftware.com/mailman/listinfo/hlcoders _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders