mirror of
https://github.com/ValveSoftware/GameNetworkingSockets.git
synced 2026-05-29 16:20:34 +00:00
Tweak spew if packet fails to decode.
Also fix typo in comment P4:6571069
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@@ -2131,7 +2131,7 @@ bool CSteamNetworkConnectionBase::DecryptDataChunk( uint16 nWireSeqNum, int cbPa
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if ( ctx.m_nPktNum <= 0 )
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{
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// Update raw packet counters numbers, but do not update any logical state suc as reply timeouts, etc
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// Update raw packet counters numbers, but do not update any logical state such as reply timeouts, etc
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m_statsEndToEnd.m_recv.ProcessPacket( cbPacketSize );
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return false;
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}
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@@ -2183,9 +2183,10 @@ bool CSteamNetworkConnectionBase::DecryptDataChunk( uint16 nWireSeqNum, int cbPa
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// The assumption is that we either have a bug or some weird thing,
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// or that somebody is spoofing / tampering. If it's the latter
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// we don't want to magnify the impact of their efforts
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SpewWarningRateLimited( ctx.m_usecNow, "[%s] Packet data chunk failed to decrypt! Could be tampering/spoofing or a bug.", GetDescription() );
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SpewWarningRateLimited( ctx.m_usecNow, "[%s] Packet %lld (0x%x) decrypt failed (tampering/spoofing/bug)!",
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GetDescription(), (long long)ctx.m_nPktNum, (unsigned)nWireSeqNum );
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// Update raw packet counters numbers, but do not update any logical state suc as reply timeouts, etc
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// Update raw packet counters numbers, but do not update any logical state such as reply timeouts, etc
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m_statsEndToEnd.m_recv.ProcessPacket( cbPacketSize );
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return false;
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}
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