+
+ /* TODO: We should really wait to see if the server is in auth mode
+ * first... */
+ u32 size = sizeof(netmsg_auth) + network_client.app_key_length;
+ netmsg_auth *auth = alloca(size);
+ auth->inetmsg_id = k_inetmsg_auth;
+ auth->ticket_length = network_client.app_key_length;
+ for( int i=0; i<network_client.app_key_length; i++ )
+ auth->ticket[i] = network_client.app_symmetric_key[i];
+
+ SteamAPI_ISteamNetworkingSockets_SendMessageToConnection(
+ hSteamNetworkingSockets, network_client.remote, auth, size,
+ k_nSteamNetworkingSend_Reliable, NULL );
+
+ network_send_username();
+ }
+ else if( info->m_info.m_eState ==
+ k_ESteamNetworkingConnectionState_ClosedByPeer ){
+
+ if( info->m_info.m_eEndReason ==
+ k_ESteamNetConnectionEnd_Remote_Max ){
+ network_client.retries = 40;
+ }
+ network_disconnect();
+ }
+ else if( info->m_info.m_eState ==
+ k_ESteamNetworkingConnectionState_ProblemDetectedLocally ){
+ network_disconnect();