You can use the Steam Client API to get their FriendID, which converts to
their STEAM ID, this would be implemented on the client.

Then for the server end you put some protection there as well.

- voogru.

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of vivoli
Sent: Tuesday, June 03, 2008 6:01 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Limiting access by Steam ID

You can't because in LAN (or localhost), the SteamID is STEAM_PENDING.
So you can't limiting access by SteamID.


> Nuclear Dawn does something like this, with Steam ID's as far as I know.  
> I
> imagine a good place would be the DLL's init function (server & client?).
>
> That's my best guess.
>
> /ScarT
>
>
> On 03/06/2008, Spencer 'voogru' MacDonald <[EMAIL PROTECTED]> wrote:
>>
>> This is your best bet.
>>
>> -----Original Message-----
>> From: [EMAIL PROTECTED]
>> [mailto:[EMAIL PROTECTED] On Behalf Of Adam Maras
>> (memzero)
>> Sent: Tuesday, June 03, 2008 5:17 PM
>> To: 'Discussion of Half-Life Programming'
>> Subject: Re: [hlcoders] Limiting access by Steam ID
>>
>> Could you invite the testers to a private Steam Communities group and
>> hard-code the group ID into the mod instead? Then, simply use the Steam  
>> API
>> to check for membership in that group.
>>
>> //  Adam Maras (memzero)
>>
>> -----Original Message-----
>> From: [EMAIL PROTECTED]
>> [mailto:[EMAIL PROTECTED] On Behalf Of Jed
>> Sent: Tuesday, June 03, 2008 2:04 PM
>> To: Discussion of Half-Life Programming
>> Subject: [hlcoders] Limiting access by Steam ID
>>
>> I know this is going to be a controversial subject but bear with me.
>>
>> I was asked by one of our Mod team if it would be possible for the
>> internal beta version to lock them so that they could only be played
>> by certain people. As we use SVN to allow testers to download/update
>> the various builds it's percieveable they could give/share their SVN
>> info and others could happily leech off it.
>>
>> The idea was to hard code a list of steam ID's into the DLLs for the
>> duration of testing and basically refuse to load the game if you're
>> not on the list. We're not thinking just stopping people joining games
>> but actually stopping them completely so they can't make local listen
>> or LAN servers.
>>
>> I've never gone this deep into the whole Steam side of things for
>> getting ID's or where would be a suitable or safe place to put the
>> check/reject code.
>>
>> Thoughts? Suggestions?
>>
>> - Jed
>>
>> P.S. We're a EP1 mod.
>>
>> _______________________________________________
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>
>>
>>
>> _______________________________________________
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>
>>
>> _______________________________________________
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>
>>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,  
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>



-- 
Utilisant le client e-mail révolutionnaire d'Opera :  
http://www.opera.com/mail/

_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders


_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders

Reply via email to