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-rw-r--r--NorthstarDedicatedTest/serverauthentication.cpp19
1 files changed, 19 insertions, 0 deletions
diff --git a/NorthstarDedicatedTest/serverauthentication.cpp b/NorthstarDedicatedTest/serverauthentication.cpp
index e50b9357..ee70900f 100644
--- a/NorthstarDedicatedTest/serverauthentication.cpp
+++ b/NorthstarDedicatedTest/serverauthentication.cpp
@@ -113,6 +113,12 @@ void ServerAuthenticationManager::StartPlayerAuthServer()
return;
}
+ // Log playername and UID from request
+ spdlog::info(
+ "Player \"{}\" with UID \"{}\" requested to join",
+ request.get_param_value("username").c_str(),
+ request.get_param_value("id").c_str());
+
AuthData newAuthData {};
strncpy(newAuthData.uid, request.get_param_value("id").c_str(), sizeof(newAuthData.uid));
newAuthData.uid[sizeof(newAuthData.uid) - 1] = 0;
@@ -180,6 +186,9 @@ bool ServerAuthenticationManager::AuthenticatePlayer(void* player, int64_t uid,
// use stored auth data
AuthData authData = m_authData[authToken];
+ // Log playnername and UID from request
+ spdlog::info("Comparing connecting UID \"{}\" against stored UID from ms auth reguest \"{}\"", strUid.c_str(), authData.uid);
+
if (!strcmp(strUid.c_str(), authData.uid)) // connecting client's uid is the same as auth's uid
{
authFail = false;
@@ -264,6 +273,8 @@ bool ServerAuthenticationManager::RemovePlayerAuthData(void* player)
{
if (!strcmp((char*)player + 0xF500, auth.second.uid))
{
+ // Log UID
+ spdlog::info("Erasing auth data from UID \"{}\"", auth.second.uid);
// pretty sure this is fine, since we don't iterate after the erase
// i think if we iterated after it'd be undefined behaviour tho
std::lock_guard<std::mutex> guard(m_authDataMutex);
@@ -321,6 +332,9 @@ void* CBaseServer__ConnectClientHook(
nextPlayerToken = serverFilter;
nextPlayerUid = uid;
+ // Random UID log
+ spdlog::info("CBaseServer__ConnectClientHook says UID \"{}\"", uid);
+
return CBaseServer__ConnectClient(server, a2, a3, a4, a5, a6, a7, a8, serverFilter, a10, a11, a12, a13, a14, uid, a16, a17);
}
@@ -333,6 +347,9 @@ bool CBaseClient__ConnectHook(void* self, char* name, __int64 netchan_ptr_arg, c
// we connect irregardless of auth, because returning bad from this function can fuck client state p bad
bool ret = CBaseClient__Connect(self, name, netchan_ptr_arg, b_fake_player_arg, a5, Buffer, a7);
+ // Another UID log
+ spdlog::info("CBaseClient__ConnectHook says UID \"{}\"", nextPlayerUid);
+
if (!ret)
return ret;
@@ -389,6 +406,8 @@ void CBaseClient__ActivatePlayerHook(void* self)
g_ServerAuthenticationManager->WritePersistentData(self);
g_MasterServerManager->UpdateServerPlayerCount(g_ServerAuthenticationManager->m_additionalPlayerData.size());
}
+ // Log UID
+ spdlog::info("In CBaseClient__ActivatePlayerHook, activating UID \"{}\"", (char*)self + 0xF500);
CBaseClient__ActivatePlayer(self);
}