Пример #1
0
    private IEnumerator KickTimer(ConnectedPlayer player)
    {
        if (IsConnWhitelisted(player) || !Managers.instance.isForRelease)
        {
//			Debug.Log( "Ignoring kick timer for invalid connection" );
            yield break;
        }
        int tries = 5;

        while (!player.IsAuthenticated)
        {
            if (tries-- < 0)
            {
                CustomNetworkManager.Kick(player, "Auth timed out");
                yield break;
            }
            yield return(YieldHelper.Second);
        }
    }
Пример #2
0
    private IEnumerator KickTimer(ConnectedPlayer player)
    {
        if (IsConnWhitelisted(player) || !BuildPreferences.isForRelease)
        {
//			Logger.Log( "Ignoring kick timer for invalid connection" );
            yield break;
        }
        int tries = 10;         // 10 second wait, just incase of slow loading on lower end machines

        while (!player.IsAuthenticated)
        {
            if (tries-- < 0)
            {
                CustomNetworkManager.Kick(player, "Auth timed out");
                yield break;
            }
            yield return(WaitFor.Seconds(1));
        }
    }
Пример #3
0
    public override IEnumerator Process()
    {
        //	Debug.Log("Processed " + ToString());
        yield return(WaitFor(SentBy));

//		if ( !Managers.instance.isForRelease )
//		{
//			Debug.Log($"Ignoring {this}, not for release");
//			yield break;
//		}

        var connectedPlayer = PlayerList.Instance.Get(NetworkObject);

        if (PlayerList.IsConnWhitelisted(connectedPlayer))
        {
            Debug.Log($"Player whitelisted: {connectedPlayer}");
            yield break;
        }
        if (connectedPlayer.SteamId != 0)
        {
            Debug.Log($"Player already authenticated: {connectedPlayer}");
            yield break;
        }

//		Debug.Log("Server Starting Auth for User:"******"Start Session returned false, kicking");
                CustomNetworkManager.Kick(connectedPlayer, "Steam auth failed");
            }
            else
            {
                connectedPlayer.SteamId = SteamID;
            }
        }
    }