engine: remove PROTOCOL_STEAM requirement

This commit is contained in:
nillerusr
2022-03-02 11:42:47 +03:00
parent edc8d6c584
commit f7233c84e0
2 changed files with 13 additions and 8 deletions

View File

@@ -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)
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
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
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