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authorEmma Miler <emma.pi@protonmail.com>2022-12-19 19:32:16 +0100
committerGitHub <noreply@github.com>2022-12-19 19:32:16 +0100
commite04f3b36accccb590a2d51b4829256b9964ac3fd (patch)
tree20ee30c82e6f53e6e772be2e1b9613eebca12bf3 /NorthstarDLL/client/clientauthhooks.cpp
parent33f18a735986dcd136bf8ba70ad8331306c28227 (diff)
downloadNorthstarLauncher-e04f3b36accccb590a2d51b4829256b9964ac3fd.tar.gz
NorthstarLauncher-e04f3b36accccb590a2d51b4829256b9964ac3fd.zip
Restructuring (#365)
* Remove launcher proxy * Restructuring * More restructuring * Fix include dirs * Fix merge * Remove clang thing * Filters * Oops
Diffstat (limited to 'NorthstarDLL/client/clientauthhooks.cpp')
-rw-r--r--NorthstarDLL/client/clientauthhooks.cpp64
1 files changed, 64 insertions, 0 deletions
diff --git a/NorthstarDLL/client/clientauthhooks.cpp b/NorthstarDLL/client/clientauthhooks.cpp
new file mode 100644
index 00000000..904ecb2f
--- /dev/null
+++ b/NorthstarDLL/client/clientauthhooks.cpp
@@ -0,0 +1,64 @@
+#include "pch.h"
+#include "masterserver/masterserver.h"
+#include "core/convar/convar.h"
+#include "client/r2client.h"
+
+AUTOHOOK_INIT()
+
+ConVar* Cvar_ns_has_agreed_to_send_token;
+
+// mirrored in script
+const int NOT_DECIDED_TO_SEND_TOKEN = 0;
+const int AGREED_TO_SEND_TOKEN = 1;
+const int DISAGREED_TO_SEND_TOKEN = 2;
+
+// clang-format off
+AUTOHOOK(AuthWithStryder, engine.dll + 0x1843A0,
+void, __fastcall, (void* a1))
+// clang-format on
+{
+ // game will call this forever, until it gets a valid auth key
+ // so, we need to manually invalidate our key until we're authed with northstar, then we'll allow game to auth with stryder
+ if (!g_pMasterServerManager->m_bOriginAuthWithMasterServerDone && Cvar_ns_has_agreed_to_send_token->GetInt() != DISAGREED_TO_SEND_TOKEN)
+ {
+ // if player has agreed to send token and we aren't already authing, try to auth
+ if (Cvar_ns_has_agreed_to_send_token->GetInt() == AGREED_TO_SEND_TOKEN &&
+ !g_pMasterServerManager->m_bOriginAuthWithMasterServerInProgress)
+ g_pMasterServerManager->AuthenticateOriginWithMasterServer(R2::g_pLocalPlayerUserID, R2::g_pLocalPlayerOriginToken);
+
+ // invalidate key so auth will fail
+ *R2::g_pLocalPlayerOriginToken = 0;
+ }
+
+ AuthWithStryder(a1);
+}
+
+char* p3PToken;
+
+// clang-format off
+AUTOHOOK(Auth3PToken, engine.dll + 0x183760,
+char*, __fastcall, ())
+// clang-format on
+{
+ if (g_pMasterServerManager->m_sOwnClientAuthToken[0])
+ {
+ memset(p3PToken, 0x0, 1024);
+ strcpy(p3PToken, "Protocol 3: Protect the Pilot");
+ }
+
+ return Auth3PToken();
+}
+
+ON_DLL_LOAD_CLIENT_RELIESON("engine.dll", ClientAuthHooks, ConVar, (CModule module))
+{
+ AUTOHOOK_DISPATCH()
+
+ p3PToken = module.Offset(0x13979D80).As<char*>();
+
+ // this cvar will save to cfg once initially agreed with
+ Cvar_ns_has_agreed_to_send_token = new ConVar(
+ "ns_has_agreed_to_send_token",
+ "0",
+ FCVAR_ARCHIVE_PLAYERPROFILE,
+ "whether the user has agreed to send their origin token to the northstar masterserver");
+}