>Florian Zschocke wrote: > > Moby wrote: > > > > -) Do I have to use some other routine as GETPLAYERAUTHID to get a > > proper ID string? > > No. > > > -) Am I on the wrong hook, and should move my program somewhere else? > > (But I only want to check the users once per connect and that right at > > the beginning of the connection (see my first topic "Info for banned > > User") > > The problem is that you cannot rely on a user having a valid auth id the > instant that he joins a server. The server will first have to go and ask > the Steam auth server for validation. This is done asynchronously. AFAIK > there is no hook or event or whatsoever that you could use to get > notified once the auth id was validated. Also, don't be fooled by the > VALVE_ID_LAN, that has nothing to do with LAN (on an Inet server) but > just means that the id has not yet been validated. A somewhat unlucky > naming. It's the same like STEAM_ID_PENDING. > > What we do is to keep unauthed connecting users in a queue and > periodically (in StartFrame()) check the players in the queue if they > have by now been validated by the auth server. If yes, we dequeue them > and do whatever checks we need to do. If no, we keep them queued. This > does assume that every player is at some point validated or dropped from > the server. > > Florian. > _______________________________________________ > hlds_apps mailing list > [EMAIL PROTECTED] > http://list.valvesoftware.com/mailman/listinfo/hlds_apps >
So If I understand this right, there is no way at the beginning of an connection to get a proper VALVE_ID or STEAM_ID, the only solution would be to check those players in game too, from time to time, if their VALVE_ID or STEAM_ID changes to a proper value? WOW... thats quite insane! :) So I will put my program into the spawn routine too, and everytime a player spawns I will have to look up a table of still to controlled players. I wanted to avoid that, that costs CPU and produces Lag, which was not necessary with the old WonID system, where the client did sent a proper value. Even if the server checks up that value afterwards it didn't interfere with the VALVE built in ban solution. Which takes me to my next question: How to ban a STEAM_ID or VALVE_ID, whats the mechanics behind it? Normal WonID is a string sent by the client, the server has his banned.cfg (or whatever *.cfg with BANID 0 <id>) and checks right before even access is granted the client wonid against that table. How does this now function with STEAM_IDs or VALVE_IDs? Or to make it more easy. Where is a comprehensive VALVE readout about STEAM_ID, VALVE_ID and their influence on the existing HL engine. Regards Moby _______________________________________________ hlds_apps mailing list [EMAIL PROTECTED] http://list.valvesoftware.com/mailman/listinfo/hlds_apps
