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So i am trying to modify the FacepunchTransport.cs in a way i can simply get peoples steamid per connectionID in a way they cannot spoof it that easily. But i came across a problem when i checked the connectedClients Dictionary.
When a new client connects to the socket, the steamId applied already is 0 only:
voidISocketManager.OnConnected(SocketConnectionconnection,ConnectionInfoinfo){if(!connectedClients.ContainsKey(connection.Id)){connectedClients.Add(connection.Id,newClient(){connection=connection,steamId=info.Identity.SteamId});InvokeOnTransportEvent(NetworkEvent.Connect,connection.Id,default,Time.realtimeSinceStartup);if(LogLevel<=LogLevel.Developer)Debug.Log($"[{nameof(FacepunchTransport)}] - Connected with Steam user {info.Identity.SteamId}.");}elseif(LogLevel<=LogLevel.Normal)Debug.LogWarning($"[{nameof(FacepunchTransport)}] - Failed to connect client with ID {connection.Id}, client already connected.");}
So i compiled the current master branch from Facepunch.Steamworks and replaced the Runtime files and redist bin files with the new compiled ones & now the connectedClients Client actually contains the persons SteamID.
Also, i think the NetworkManager should allow custom transports to map NetworkManager connection IDs together with a Platform ID which could be SteamID, PlayfabID, etc.
I have no idea why Facepunch.Steamworks did not pushed a new release in 3 years.
Greetings
The text was updated successfully, but these errors were encountered:
So i am trying to modify the FacepunchTransport.cs in a way i can simply get peoples steamid per connectionID in a way they cannot spoof it that easily. But i came across a problem when i checked the connectedClients Dictionary.
When a new client connects to the socket, the steamId applied already is 0 only:
The problem is an issue with the released Facepunch.Steamworks, see Facepunch/Facepunch.Steamworks#455
So i compiled the current master branch from Facepunch.Steamworks and replaced the Runtime files and redist bin files with the new compiled ones & now the connectedClients Client actually contains the persons SteamID.
Also, i think the NetworkManager should allow custom transports to map NetworkManager connection IDs together with a Platform ID which could be SteamID, PlayfabID, etc.
I have no idea why Facepunch.Steamworks did not pushed a new release in 3 years.
Greetings
The text was updated successfully, but these errors were encountered: