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authorJack <66967891+ASpoonPlaysGames@users.noreply.github.com>2023-12-27 00:32:01 +0000
committerGitHub <noreply@github.com>2023-12-27 01:32:01 +0100
commitf5ab6fb5e8be7b73e6003d4145081d5e0c0ce287 (patch)
tree90f2c6a4885dbd181799e2325cf33588697674e1 /NorthstarDLL/client/clientauthhooks.cpp
parentbb8ed59f6891b1196c5f5bbe7346cd171c8215fa (diff)
downloadNorthstarLauncher-f5ab6fb5e8be7b73e6003d4145081d5e0c0ce287.tar.gz
NorthstarLauncher-f5ab6fb5e8be7b73e6003d4145081d5e0c0ce287.zip
Folder restructuring from primedev (#624)v1.21.2-rc3v1.21.2
Copies of over the primedev folder structure for easier cherry-picking of further changes Co-authored-by: F1F7Y <filip.bartos07@proton.me>
Diffstat (limited to 'NorthstarDLL/client/clientauthhooks.cpp')
-rw-r--r--NorthstarDLL/client/clientauthhooks.cpp72
1 files changed, 0 insertions, 72 deletions
diff --git a/NorthstarDLL/client/clientauthhooks.cpp b/NorthstarDLL/client/clientauthhooks.cpp
deleted file mode 100644
index 35ae3aa7..00000000
--- a/NorthstarDLL/client/clientauthhooks.cpp
+++ /dev/null
@@ -1,72 +0,0 @@
-#include "masterserver/masterserver.h"
-#include "core/convar/convar.h"
-#include "client/r2client.h"
-#include "core/vanilla.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
-{
- // don't attempt to do Atlas auth if we are in vanilla compatibility mode
- // this prevents users from joining untrustworthy servers (unless they use a concommand or something)
- if (g_pVanillaCompatibility->GetVanillaCompatibility())
- {
- AuthWithStryder(a1);
- return;
- }
-
- // 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(g_pLocalPlayerUserID, g_pLocalPlayerOriginToken);
-
- // invalidate key so auth will fail
- *g_pLocalPlayerOriginToken = 0;
- }
-
- AuthWithStryder(a1);
-}
-
-char* p3PToken;
-
-// clang-format off
-AUTOHOOK(Auth3PToken, engine.dll + 0x183760,
-char*, __fastcall, ())
-// clang-format on
-{
- if (!g_pVanillaCompatibility->GetVanillaCompatibility() && 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).RCast<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");
-}