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engine: remove PROTOCOL_STEAM requirement

pull/52/head
nillerusr 2 years ago
parent
commit
f7233c84e0
  1. 8
      engine/baseclientstate.cpp
  2. 13
      engine/baseserver.cpp

8
engine/baseclientstate.cpp

@ -570,7 +570,7 @@ bool CBaseClientState::PrepareSteamConnectResponse( uint64 unGSSteamID, bool bGS @@ -570,7 +570,7 @@ bool CBaseClientState::PrepareSteamConnectResponse( uint64 unGSSteamID, bool bGS
return true;
}
#if !defined( NO_STEAM ) && !defined( SWDS )
#if 0 //!defined( NO_STEAM ) && !defined( SWDS )
if ( !Steam3Client().SteamUser() )
{
COM_ExplainDisconnection( true, "#GameUI_ServerRequireSteam" );
@ -578,14 +578,14 @@ bool CBaseClientState::PrepareSteamConnectResponse( uint64 unGSSteamID, bool bGS @@ -578,14 +578,14 @@ bool CBaseClientState::PrepareSteamConnectResponse( uint64 unGSSteamID, bool bGS
return false;
}
#endif
netadr_t checkAdr = adr;
if ( adr.GetType() == NA_LOOPBACK || adr.IsLocalhost() )
{
checkAdr.SetIP( net_local_adr.GetIPHostByteOrder() );
}
#ifndef SWDS
#if 0 // #ifndef SWDS
// now append the steam3 cookie
char steam3Cookie[ STEAM_KEYSIZE ];
uint32 steam3CookieLen = 0;
@ -936,6 +936,7 @@ bool CBaseClientState::ProcessConnectionlessPacket( netpacket_t *packet ) @@ -936,6 +936,7 @@ bool CBaseClientState::ProcessConnectionlessPacket( netpacket_t *packet )
int authprotocol = msg.ReadLong();
uint64 unGSSteamID = 0;
bool bGSSecure = false;
#if 0
if ( authprotocol == PROTOCOL_STEAM )
{
if ( msg.ReadShort() != 0 )
@ -963,6 +964,7 @@ bool CBaseClientState::ProcessConnectionlessPacket( netpacket_t *packet ) @@ -963,6 +964,7 @@ bool CBaseClientState::ProcessConnectionlessPacket( netpacket_t *packet )
return false;
}
}
#endif
SendConnectPacket( challenge, authprotocol, unGSSteamID, bGSSecure );
}
break;

13
engine/baseserver.cpp

@ -741,7 +741,7 @@ bool CBaseServer::ProcessConnectionlessPacket(netpacket_t * packet) @@ -741,7 +741,7 @@ bool CBaseServer::ProcessConnectionlessPacket(netpacket_t * packet)
// break;
// }
if ( authProtocol == PROTOCOL_STEAM )
/* if ( authProtocol == PROTOCOL_STEAM )
{
int keyLen = msg.ReadShort();
if ( keyLen < 0 || keyLen > sizeof(cdkey) )
@ -753,7 +753,7 @@ bool CBaseServer::ProcessConnectionlessPacket(netpacket_t * packet) @@ -753,7 +753,7 @@ bool CBaseServer::ProcessConnectionlessPacket(netpacket_t * packet)
ConnectClient( packet->from, protocol, challengeNr, clientChallenge, authProtocol, name, password, cdkey, keyLen ); // cd key is actually a raw encrypted key
}
else
else*/
{
msg.ReadString( cdkey, sizeof(cdkey) );
ConnectClient( packet->from, protocol, challengeNr, clientChallenge, authProtocol, name, password, cdkey, strlen(cdkey) );
@ -1434,11 +1434,13 @@ bool CBaseServer::CheckChallengeType( CBaseClient * client, int nNewUserID, neta @@ -1434,11 +1434,13 @@ bool CBaseServer::CheckChallengeType( CBaseClient * client, int nNewUserID, neta
return false;
}
#if 0
if ( ( nAuthProtocol == PROTOCOL_HASHEDCDKEY ) && (Q_strlen( pchLogonCookie ) <= 0 || Q_strlen(pchLogonCookie) != 32 ) )
{
RejectConnection( adr, clientChallenge, "#GameUI_ServerRejectInvalidCertLen" );
return false;
}
#endif
Assert( !IsReplay() );
@ -1470,23 +1472,24 @@ bool CBaseServer::CheckChallengeType( CBaseClient * client, int nNewUserID, neta @@ -1470,23 +1472,24 @@ bool CBaseServer::CheckChallengeType( CBaseClient * client, int nNewUserID, neta
client->SetSteamID( CSteamID() ); // set an invalid SteamID
// Convert raw certificate back into data
if ( cbCookie <= 0 || cbCookie >= STEAM_KEYSIZE )
/* if ( cbCookie <= 0 || cbCookie >= STEAM_KEYSIZE )
{
RejectConnection( adr, clientChallenge, "#GameUI_ServerRejectInvalidSteamCertLen" );
return false;
}
}*/
netadr_t checkAdr = adr;
if ( adr.GetType() == NA_LOOPBACK || adr.IsLocalhost() )
{
checkAdr.SetIP( net_local_adr.GetIPHostByteOrder() );
}
#if 0
if ( !Steam3Server().NotifyClientConnect( client, nNewUserID, checkAdr, pchLogonCookie, cbCookie )
&& !Steam3Server().BLanOnly() ) // the userID isn't alloc'd yet so we need to fill it in manually
{
RejectConnection( adr, clientChallenge, "#GameUI_ServerRejectSteam" );
return false;
}
#endif
//
// Any rejections below this must call SendUserDisconnect

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