>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.
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>

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


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