Can you not do this on the local client's machine?

if (steamapicontext->SteamFriends() && steamapicontext->SteamUtils())
                {
                        player_info_t pi;
                        if ( engine->GetPlayerInfo( entindex(), &pi ) )
                        {
                                if ( pi.friendsID )
                                {
                                }
                        }
                }

The pi.friendsID can be used as the account ID for a CSteamID and using
community groups you can get your steam id for your community group using
the SteamFriends() interface

Chris

-----Original Message-----
From: [email protected]
[mailto:[email protected]] On Behalf Of Jonas 'Sortie'
Termansen
Sent: Friday, September 18, 2009 10:53 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Getting the SteamID or CommunityID if the player in
a Singleplayer game?

We know that the system isn't reliable and can be hacked. The only
secure way to prevent this, is by signing the binaries to detect if they
have been tampered with. The int hash system is a pretty good idea - but
it's not worth the effort - we only want to prevent Joe Average from
playing any leaked version.

Plus this is meant to be a reusable system - part of a content
distribution platform - so it has to be user-friendly and I think it's
too complicated to tell people to SHA-1 Hash their usernames and convert
it to int's. Instead, we should focus on releasing stuff, not preventing
a release!

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