Tweak spew if packet fails to decode.

Also fix typo in comment

P4:6571069
This commit is contained in:
Fletcher Dunn
2021-05-28 16:44:58 -07:00
parent c85282618b
commit b85b0e296f
@@ -2131,7 +2131,7 @@ bool CSteamNetworkConnectionBase::DecryptDataChunk( uint16 nWireSeqNum, int cbPa
if ( ctx.m_nPktNum <= 0 )
{
// Update raw packet counters numbers, but do not update any logical state suc as reply timeouts, etc
// Update raw packet counters numbers, but do not update any logical state such as reply timeouts, etc
m_statsEndToEnd.m_recv.ProcessPacket( cbPacketSize );
return false;
}
@@ -2183,9 +2183,10 @@ bool CSteamNetworkConnectionBase::DecryptDataChunk( uint16 nWireSeqNum, int cbPa
// The assumption is that we either have a bug or some weird thing,
// or that somebody is spoofing / tampering. If it's the latter
// we don't want to magnify the impact of their efforts
SpewWarningRateLimited( ctx.m_usecNow, "[%s] Packet data chunk failed to decrypt! Could be tampering/spoofing or a bug.", GetDescription() );
SpewWarningRateLimited( ctx.m_usecNow, "[%s] Packet %lld (0x%x) decrypt failed (tampering/spoofing/bug)!",
GetDescription(), (long long)ctx.m_nPktNum, (unsigned)nWireSeqNum );
// Update raw packet counters numbers, but do not update any logical state suc as reply timeouts, etc
// Update raw packet counters numbers, but do not update any logical state such as reply timeouts, etc
m_statsEndToEnd.m_recv.ProcessPacket( cbPacketSize );
return false;
}