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@ -857,6 +857,7 @@ function PendingAuthTimer()
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if (ClientsPendingAuth[i].AuthRetryCount < MaxAuthRetryCount)
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{
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// End the auth session first before retrying
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`Log("RETRYING CONNECTION - AuthRetryCount: " $ClientsPendingAuth[i].AuthRetryCount $" WHEN MAX CONNECTIONS ARE " $MaxAuthRetryCount);
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CachedAuthInt.EndRemoteClientAuthSession(CurClientSession.EndPointUID, CurClientSession.EndPointIP);
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// Get the client to end it on his end too (this should execute on client before the new auth request below)
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@ -865,11 +866,13 @@ function PendingAuthTimer()
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// Start the new auth session
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if (CachedAuthInt.SendClientAuthRequest(ClientsPendingAuth[i].ClientConnection, CurClientSession.EndPointUID))
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{
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`Log("NEW CLIENT AUTH REQUEST SENT - SUCCESS");
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ClientsPendingAuth[i].AuthTimestamp = WorldInfo.RealTimeSeconds;
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ClientsPendingAuth[i].AuthRetryCount++;
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}
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else
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{
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`Log("NEW CLIENT AUTH REQUEST SENT - FAIL");
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bFailed = True;
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}
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}
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@ -1111,6 +1114,7 @@ function OnClientAuthComplete(bool bSuccess, UniqueNetId ClientUID, Player Clien
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{
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`log("Client failed authentication (unauthenticated UID:"@
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Class'OnlineSubsystem'.static.UniqueNetIdToString(ClientUID)$"), kicking");
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`Log("Client Auth failure info: " $ExtraInfo);
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// Kick the client
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WorldInfo.Game.RejectLogin(ClientConnection, "Authentication failed");
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@ -1201,6 +1205,8 @@ function ProcessServerAuthRetryRequest(Player ClientConnection)
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local AuthSession CurClientSession;
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local LocalAuthSession CurServerSession;
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`Log("PROCESS SERVER AUTH RETRY REQUEST - " $bAuthenticateServer $" - " $ ClientConnection != none);
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if (bAuthenticateServer && ClientConnection != none)
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{
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bFoundAndAuthenticated = CachedAuthInt.FindClientAuthSession(ClientConnection, CurClientSession) &&
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@ -1386,6 +1392,8 @@ function EndListenHostAuth()
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local IpAddr ServerIP;
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local int ServerPort;
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//@HSL_END_XBOX
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`Log("EndListenHostAuth");
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if (OnlineSub.PlayerInterface != none)
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{
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@ -1489,6 +1497,7 @@ static final function StaticOnClientConnectionClose(Player ClientConnection)
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if (CurAuthInt != none && ClientConnection != none)
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{
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`Log("StaticOnClientConnectionClose");
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// If the client is authenticated, end the client auth session
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if (CurAuthInt.FindClientAuthSession(ClientConnection, CurClientSession) && CurClientSession.AuthStatus == AUS_Authenticated)
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{
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@ -1548,6 +1557,7 @@ function OnDestroyOnlineGameComplete(name SessionName, bool bWasSuccessful)
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{
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if (CurClientSession.AuthStatus == AUS_Authenticated)
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{
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`Log("OnDestroyOnlineGameComplete");
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// End the client auth session
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CachedAuthInt.EndRemoteClientAuthSession(CurClientSession.EndPointUID, CurClientSession.EndPointIP);
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@ -1638,6 +1648,7 @@ function Cleanup(optional bool bExit)
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// If the game is exiting, end all auth sessions
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if (bExit)
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{
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`Log("AccessControl CLEAN UP");
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// End all remote client auth sessions
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CachedAuthInt.EndAllRemoteClientAuthSessions();
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