You should know, there is a bug with hlds 3.1.1.1 in banning VALVE id's.
Valve is aware of it and it will be fixed in the next maintenance
release/version.

The bug is when you try to ban someone using a valve id (probably steam
also)

banid 0.0 VALVE_1:0:123456  <- this will fail

to get it to ban you need to issue it like so:

banid 0.0 VALVE_1:123456

 Cheers,

James

----- Original Message ----- 
From: "Moby" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Sunday, July 20, 2003 6:02 AM
Subject: [hlcoders] Re: [hlds_apps] MetaMod DLL_FUNCTIONS ClientConnect and
Steam or DoD Retail User IDs


> >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
>


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