void xrServer::AttachNewClient (IClient* CL) { MSYS_CONFIG msgConfig; msgConfig.sign1 = 0x12071980; msgConfig.sign2 = 0x26111975; msgConfig.is_battleye = 0; #ifdef BATTLEYE msgConfig.is_battleye = (g_pGameLevel && Level().battleye_system.server != 0)? 1 : 0; #endif // BATTLEYE if(psNET_direct_connect) //single_game { SV_Client = CL; CL->flags.bLocal = 1; SendTo_LL( SV_Client->ID, &msgConfig, sizeof(msgConfig), net_flags(TRUE,TRUE,TRUE,TRUE) ); } else { SendTo_LL (CL->ID,&msgConfig,sizeof(msgConfig), net_flags(TRUE, TRUE, TRUE, TRUE)); Server_Client_Check (CL); } // gen message if (!NeedToCheckClient_GameSpy_CDKey(CL)) { //------------------------------------------------------------- Check_GameSpy_CDKey_Success(CL); } //xrClientData * CL_D=(xrClientData*)(CL); //ip_address ClAddress; //GetClientAddress (CL->ID, ClAddress); CL->m_guid[0]=0; }
void xrGameSpyServer::OnCDKey_Validation (int LocalID, int res, char* errormsg) { ClientID ID; ID.set(u32(LocalID)); xrGameSpyClientData* CL = (xrGameSpyClientData*) ID_to_client(ID); if (0 != res) { CL->m_bCDKeyAuth = true; #ifndef MASTER_GOLD Msg("xrGS::CDKey: Validation successful - <%s>", errormsg); #endif // #ifndef MASTER_GOLD Check_GameSpy_CDKey_Success(CL); } else { Msg ("CDKey: Validation failed - <%s>", errormsg); SendConnectResult (CL, u8(res), u8(1), errormsg); } };