private void OnValidateAuthTicketResponse(ulong SteamId, ulong OwnerId, ServerAuth.Status Status) { if (Auth_Steam.ValidateConnecting(SteamId, OwnerId, Status)) { return; } Network.Connection connection = ((IEnumerable <Network.Connection>)((Network.Server)Network.Net.sv).connections).FirstOrDefault <Network.Connection>((Func <Network.Connection, bool>)(x => x.userid == (long)SteamId)); if (connection == null) { Debug.LogWarning((object)("Steam gave us a " + (object)Status + " ticket response for unconnected id " + (object)SteamId)); } else if (Status == null) { Debug.LogWarning((object)("Steam gave us a 'ok' ticket response for already connected id " + (object)SteamId)); } else { if (Status == 5) { return; } connection.authStatus = (__Null)Status.ToString(); ((Network.Server)Network.Net.sv).Kick(connection, "Steam: " + Status.ToString()); } }
private void OnValidateAuthTicketResponse(Steamworks.SteamId SteamId, Steamworks.SteamId OwnerId, AuthResponse Status) { if (Auth_Steam.ValidateConnecting(SteamId, OwnerId, Status)) { return; } Network.Connection str = Network.Net.sv.connections.FirstOrDefault <Network.Connection>((Network.Connection x) => x.userid == SteamId); if (str == null) { UnityEngine.Debug.LogWarning(string.Format("Steam gave us a {0} ticket response for unconnected id {1}", Status, SteamId)); return; } if (Status == AuthResponse.OK) { UnityEngine.Debug.LogWarning(string.Format("Steam gave us a 'ok' ticket response for already connected id {0}", SteamId)); return; } if (Status == AuthResponse.VACCheckTimedOut) { return; } str.authStatus = Status.ToString(); Network.Net.sv.Kick(str, string.Concat("Steam: ", Status.ToString())); }