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author | BobTheBob <32057864+BobTheBob9@users.noreply.github.com> | 2022-10-17 23:26:07 +0100 |
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committer | GitHub <noreply@github.com> | 2022-10-17 23:26:07 +0100 |
commit | 841881af9ea6ec73b1d505d5a8f7c1f766273724 (patch) | |
tree | 91feb40fe810984b59d2d2da440e289370b0a137 /NorthstarDLL/limits.cpp | |
parent | dc0934d29caacc8da1e7df8b775d24b4e99c381c (diff) | |
download | NorthstarLauncher-841881af9ea6ec73b1d505d5a8f7c1f766273724.tar.gz NorthstarLauncher-841881af9ea6ec73b1d505d5a8f7c1f766273724.zip |
big refactor (#171)v1.10.0-rc1
* use in-file macros rather than global funcs for registering dll load callbacks
* move more things to macros
* fix debug crashes
* move sqvm funcs to sq managers
* get rid of context file
* refactor some squirrel stuff and ingame compilation error message
* move tier0 and playlist funcs to namespaces
* uiscript_reset concommand: don't loop forever if compilation fails
* improve showing console for ui script compile errors
* standardise concommand func naming in c++
* use lambdas for dll load callbacks so intellisense shits itself less
* use cvar change callbacks for unescaping ns_server_name and ns_server_desc
* add proper helpstrings to masterserver cvars
* add cvar help and find
* allow parsing of convar flags from string
* normalise mod fs paths to be lowercase
* move hoststate to its own file and add host_init hooks
* better IsFlagSet def
* replace files in ReadFromCache
* rename g_ModManager to g_pModManager
* formatting changes
* make cvar print work on dedi, move demo fix stuff, add findflags
* add proper map autocompletes and maps command
* formatting changes
* separate gameutils into multiple r2 headers
* Update keyvalues.cpp
* move sqvm funcs into wrappers in the manager class
* remove unnecessary header files
* lots of cleanup and starting moving to new hooking macros
* update more stuff to new hook macros
* rename project folder (:tf: commit log)
* fix up postbuild commands to use relative dir
* almost fully replaced hooking lib
* completely remove old hooking
* add nsprefix because i forgot to include it
* move exploit prevention and limits code out of serverauthentication, and have actual defs for CBasePlayer
* use modular ServerPresence system for registering servers
* add new memory lib
* accidentally pushed broke code oops
* lots of stuff idk
* implement some more prs
* improve rpakfilesystem
* fix line endings on vcxproj
* Revert "fix line endings on vcxproj"
This reverts commit 4ff7d022d2602c2dba37beba8b8df735cf5cd7d9.
* add more prs
* i swear i committed these how are they not there
* Add ability to load Datatables from files (#238)
* first version of kinda working custom datatables
* Fix copy error
* Finish custom datatables
* Fix Merge
* Fix line endings
* Add fallback to rpak when ns_prefere_datatable_from_disk is true
* fix typo
* Bug fixess
* Fix Function Registration hook
* Set convar value
* Fix Client and Ui VM
* enable server auth with ms agian
* Add Filters
* FIx unused import
* Merge remote-tracking branch 'upsteam/bobs-big-refactor-pr' into datatables
Co-authored-by: RoyalBlue1 <realEmail@veryRealURL.com>
* Add some changes from main to refactor (#243)
* Add PR template
* Update CI folder location
* Delete startup args txt files
* Fix line endings (hopefully) (#244)
* Fix line endings (hopefully)
* Fix more line endings
* Update refactor (#250)
* Add PR template
* Update CI folder location
* Delete startup args txt files
* Add editorconfig file (#246)
* Add editorconfig file
It's a cross-editor compatible config file that defines certain editor
behaviour (e.g. adding/removing newline at end of file)
It is supported by major editors like Visual Studio (Code) and by
version control providers like GitHub.
Should end the constant adding/removing of final newline in PRs
* More settings
- unicode by default
- trim newlines
- use tabs for indentation (ugh)
* Ignore folder rename (#245)
* Hot reload banlist on player join (#233)
* added banlist hotreload
* fix formatting
* didnt append, cleared whole file oopsie
* unfuckedunban not rewriting file
* fixed not checking for new line
Co-authored-by: ScureX <47725553+ScureX@users.noreply.github.com>
* Refactor cleanup (#256)
* Fix indentation
* Fix path in clang-format command in readme
* Refactor cleanup (some formatting fixes) (#257)
* Fix some formatting
* More formatting fixes
* add scriptdatatable.cpp rewrite
* Some formatting fixes (#260)
* More formatting stuff (#261)
* various formatting changes and fixes
* Fix changed icon (#264)
* clang format, fix issues with server registration and rpak loading
* fix more formatting
* update postbuild step
* set launcher directory and error on fail creating log files
* change some stuff in exploitfixes
* only unrestrict dev commands when commandline flag is present
* fix issues with cvar flag commit
* fixup command flags better and reformat
* bring up to date with main
* fixup formatting
* improve cvar flag fixup and remove temp thing from findflags
* set serverfilter better
* avoid ptr decay when setting auth token
* add more entity functions
* Fix the MS server registration issues. (#285)
* Port ms presence reporter to std::async
* Fix crash due to std::optional being assigned nullptr.
* Fix formatting.
* Wait 20 seconds if MS returns DUPLICATE_SERVER.
* Change PERSISTENCE_MAX_SIZE to fix player authentication (#287)
The size check added in the refactor was incorrect:
- 56306: expected pdata size based on the pdef
- 512: allowance for trailing junk (r2 adds 137 bytes of trailing junk)
- 100: for some wiggle room
Co-Authored-By: pg9182 <96569817+pg9182@users.noreply.github.com>
* change miscserverscript to use actual entity arguments rather than
player index jank
* Fix token clearing hook (#290)
A certain someone forgot to put an `0x` in front of their hex number, meaning the offset is wrong.
This would cause token to be leaked again
Co-authored-by: Maya <malte.hoermeyer@web.de>
Co-authored-by: RoyalBlue1 <realEmail@veryRealURL.com>
Co-authored-by: GeckoEidechse <40122905+GeckoEidechse@users.noreply.github.com>
Co-authored-by: ScureX <47725553+ScureX@users.noreply.github.com>
Co-authored-by: Erlite <ys.aameziane@gmail.com>
Co-authored-by: Emma Miler <emma.pi@protonmail.com>
Co-authored-by: pg9182 <96569817+pg9182@users.noreply.github.com>
Diffstat (limited to 'NorthstarDLL/limits.cpp')
-rw-r--r-- | NorthstarDLL/limits.cpp | 299 |
1 files changed, 299 insertions, 0 deletions
diff --git a/NorthstarDLL/limits.cpp b/NorthstarDLL/limits.cpp new file mode 100644 index 00000000..fd635136 --- /dev/null +++ b/NorthstarDLL/limits.cpp @@ -0,0 +1,299 @@ +#include "pch.h" +#include "limits.h" +#include "hoststate.h" +#include "r2client.h" +#include "r2engine.h" +#include "r2server.h" +#include "maxplayers.h" +#include "tier0.h" +#include "vector.h" +#include "serverauthentication.h" + +AUTOHOOK_INIT() + +ServerLimitsManager* g_pServerLimits; + +ConVar* Cvar_net_datablock_enabled; + +// todo: make this work on higher timescales, also possibly disable when sv_cheats is set +void ServerLimitsManager::RunFrame(double flCurrentTime, float flFrameTime) +{ + if (Cvar_sv_antispeedhack_enable->GetBool()) + { + // for each player, set their usercmd processing budget for the frame to the last frametime for the server + for (int i = 0; i < R2::GetMaxPlayers(); i++) + { + R2::CBaseClient* player = &R2::g_pClientArray[i]; + + if (m_PlayerLimitData.find(player) != m_PlayerLimitData.end()) + { + PlayerLimitData* pLimitData = &g_pServerLimits->m_PlayerLimitData[player]; + if (pLimitData->flFrameUserCmdBudget < 0.016666667 * Cvar_sv_antispeedhack_maxtickbudget->GetFloat()) + pLimitData->flFrameUserCmdBudget += + fmax(flFrameTime, 0.016666667) * g_pServerLimits->Cvar_sv_antispeedhack_budgetincreasemultiplier->GetFloat(); + } + } + } +} + +void ServerLimitsManager::AddPlayer(R2::CBaseClient* player) +{ + PlayerLimitData limitData; + limitData.flFrameUserCmdBudget = 0.016666667 * Cvar_sv_antispeedhack_maxtickbudget->GetFloat(); + + m_PlayerLimitData.insert(std::make_pair(player, limitData)); +} + +void ServerLimitsManager::RemovePlayer(R2::CBaseClient* player) +{ + if (m_PlayerLimitData.find(player) != m_PlayerLimitData.end()) + m_PlayerLimitData.erase(player); +} + +bool ServerLimitsManager::CheckStringCommandLimits(R2::CBaseClient* player) +{ + if (CVar_sv_quota_stringcmdspersecond->GetInt() != -1) + { + // note: this isn't super perfect, legit clients can trigger it in lobby if they try, mostly good enough tho imo + if (Tier0::Plat_FloatTime() - m_PlayerLimitData[player].lastClientCommandQuotaStart >= 1.0) + { + // reset quota + m_PlayerLimitData[player].lastClientCommandQuotaStart = Tier0::Plat_FloatTime(); + m_PlayerLimitData[player].numClientCommandsInQuota = 0; + } + + m_PlayerLimitData[player].numClientCommandsInQuota++; + if (m_PlayerLimitData[player].numClientCommandsInQuota > CVar_sv_quota_stringcmdspersecond->GetInt()) + { + // too many stringcmds, dc player + return false; + } + } + + return true; +} + +bool ServerLimitsManager::CheckChatLimits(R2::CBaseClient* player) +{ + if (Tier0::Plat_FloatTime() - m_PlayerLimitData[player].lastSayTextLimitStart >= 1.0) + { + m_PlayerLimitData[player].lastSayTextLimitStart = Tier0::Plat_FloatTime(); + m_PlayerLimitData[player].sayTextLimitCount = 0; + } + + if (m_PlayerLimitData[player].sayTextLimitCount >= Cvar_sv_max_chat_messages_per_sec->GetInt()) + return false; + + m_PlayerLimitData[player].sayTextLimitCount++; + return true; +} + +// clang-format off +AUTOHOOK(CNetChan__ProcessMessages, engine.dll + 0x2140A0, +char, __fastcall, (void* self, void* buf)) +// clang-format on +{ + enum eNetChanLimitMode + { + NETCHANLIMIT_WARN, + NETCHANLIMIT_KICK + }; + + double startTime = Tier0::Plat_FloatTime(); + char ret = CNetChan__ProcessMessages(self, buf); + + // check processing limits, unless we're in a level transition + if (R2::g_pHostState->m_iCurrentState == R2::HostState_t::HS_RUN && Tier0::ThreadInServerFrameThread()) + { + // player that sent the message + R2::CBaseClient* sender = *(R2::CBaseClient**)((char*)self + 368); + + // if no sender, return + // relatively certain this is fine? + if (!sender || !g_pServerLimits->m_PlayerLimitData.count(sender)) + return ret; + + // reset every second + if (startTime - g_pServerLimits->m_PlayerLimitData[sender].lastNetChanProcessingLimitStart >= 1.0 || + g_pServerLimits->m_PlayerLimitData[sender].lastNetChanProcessingLimitStart == -1.0) + { + g_pServerLimits->m_PlayerLimitData[sender].lastNetChanProcessingLimitStart = startTime; + g_pServerLimits->m_PlayerLimitData[sender].netChanProcessingLimitTime = 0.0; + } + g_pServerLimits->m_PlayerLimitData[sender].netChanProcessingLimitTime += (Tier0::Plat_FloatTime() * 1000) - (startTime * 1000); + + if (g_pServerLimits->m_PlayerLimitData[sender].netChanProcessingLimitTime >= + g_pServerLimits->Cvar_net_chan_limit_msec_per_sec->GetInt()) + { + spdlog::warn( + "Client {} hit netchan processing limit with {}ms of processing time this second (max is {})", + (char*)sender + 0x16, + g_pServerLimits->m_PlayerLimitData[sender].netChanProcessingLimitTime, + g_pServerLimits->Cvar_net_chan_limit_msec_per_sec->GetInt()); + + // never kick local player + if (g_pServerLimits->Cvar_net_chan_limit_mode->GetInt() != NETCHANLIMIT_WARN && strcmp(R2::g_pLocalPlayerUserID, sender->m_UID)) + { + R2::CBaseClient__Disconnect(sender, 1, "Exceeded net channel processing limit"); + return false; + } + } + } + + return ret; +} + +// clang-format off +AUTOHOOK(ProcessConnectionlessPacket, engine.dll + 0x117800, +bool, , (void* a1, R2::netpacket_t* packet)) +// clang-format on +{ + if (packet->adr.type == R2::NA_IP && + (!(packet->data[4] == 'N' && Cvar_net_datablock_enabled->GetBool()) || !Cvar_net_datablock_enabled->GetBool())) + { + // bad lookup: optimise later tm + UnconnectedPlayerLimitData* sendData = nullptr; + for (UnconnectedPlayerLimitData& foundSendData : g_pServerLimits->m_UnconnectedPlayerLimitData) + { + if (!memcmp(packet->adr.ip, foundSendData.ip, 16)) + { + sendData = &foundSendData; + break; + } + } + + if (!sendData) + { + sendData = &g_pServerLimits->m_UnconnectedPlayerLimitData.emplace_back(); + memcpy(sendData->ip, packet->adr.ip, 16); + } + + if (Tier0::Plat_FloatTime() < sendData->timeoutEnd) + return false; + + if (Tier0::Plat_FloatTime() - sendData->lastQuotaStart >= 1.0) + { + sendData->lastQuotaStart = Tier0::Plat_FloatTime(); + sendData->packetCount = 0; + } + + sendData->packetCount++; + + if (sendData->packetCount >= g_pServerLimits->Cvar_sv_querylimit_per_sec->GetInt()) + { + spdlog::warn( + "Client went over connectionless ratelimit of {} per sec with packet of type {}", + g_pServerLimits->Cvar_sv_querylimit_per_sec->GetInt(), + packet->data[4]); + + // timeout for a minute + sendData->timeoutEnd = Tier0::Plat_FloatTime() + 60.0; + return false; + } + } + + return ProcessConnectionlessPacket(a1, packet); +} + +// this is weird and i'm not sure if it's correct, so not using for now +/*AUTOHOOK(CBasePlayer__PhysicsSimulate, server.dll + 0x5A6E50, bool, __fastcall, (void* self, int a2, char a3)) +{ + spdlog::info("CBasePlayer::PhysicsSimulate"); + return CBasePlayer__PhysicsSimulate(self, a2, a3); +}*/ + +struct alignas(4) SV_CUserCmd +{ + DWORD command_number; + DWORD tick_count; + float command_time; + Vector3 worldViewAngles; + BYTE gap18[4]; + Vector3 localViewAngles; + Vector3 attackangles; + Vector3 move; + DWORD buttons; + BYTE impulse; + short weaponselect; + DWORD meleetarget; + BYTE gap4C[24]; + char headoffset; + BYTE gap65[11]; + Vector3 cameraPos; + Vector3 cameraAngles; + BYTE gap88[4]; + int tickSomething; + DWORD dword90; + DWORD predictedServerEventAck; + DWORD dword98; + float frameTime; +}; + +// clang-format off +AUTOHOOK(CPlayerMove__RunCommand, server.dll + 0x5B8100, +void, __fastcall, (void* self, R2::CBasePlayer* player, SV_CUserCmd* pUserCmd, uint64_t a4)) +// clang-format on +{ + if (g_pServerLimits->Cvar_sv_antispeedhack_enable->GetBool()) + { + R2::CBaseClient* pClient = &R2::g_pClientArray[player->m_nPlayerIndex - 1]; + + if (g_pServerLimits->m_PlayerLimitData.find(pClient) != g_pServerLimits->m_PlayerLimitData.end()) + { + PlayerLimitData* pLimitData = &g_pServerLimits->m_PlayerLimitData[pClient]; + + pLimitData->flFrameUserCmdBudget = fmax(0.0, pLimitData->flFrameUserCmdBudget - pUserCmd->frameTime); + + if (pLimitData->flFrameUserCmdBudget <= 0.0) + { + spdlog::warn("player {} went over usercmd budget ({})", pClient->m_Name, pLimitData->flFrameUserCmdBudget); + return; + } + // else + // spdlog::info("{}: {}", pClient->m_Name, pLimitData->flFrameUserCmdBudget); + } + } + + CPlayerMove__RunCommand(self, player, pUserCmd, a4); +} + +ON_DLL_LOAD_RELIESON("engine.dll", ServerLimits, ConVar, (CModule module)) +{ + AUTOHOOK_DISPATCH_MODULE(engine.dll) + + g_pServerLimits = new ServerLimitsManager; + + g_pServerLimits->CVar_sv_quota_stringcmdspersecond = new ConVar( + "sv_quota_stringcmdspersecond", + "60", + FCVAR_GAMEDLL, + "How many string commands per second clients are allowed to submit, 0 to disallow all string commands, -1 to disable"); + g_pServerLimits->Cvar_net_chan_limit_mode = + new ConVar("net_chan_limit_mode", "0", FCVAR_GAMEDLL, "The mode for netchan processing limits: 0 = warn, 1 = kick"); + g_pServerLimits->Cvar_net_chan_limit_msec_per_sec = new ConVar( + "net_chan_limit_msec_per_sec", + "100", + FCVAR_GAMEDLL, + "Netchannel processing is limited to so many milliseconds, abort connection if exceeding budget"); + g_pServerLimits->Cvar_sv_querylimit_per_sec = new ConVar("sv_querylimit_per_sec", "15", FCVAR_GAMEDLL, ""); + g_pServerLimits->Cvar_sv_max_chat_messages_per_sec = new ConVar("sv_max_chat_messages_per_sec", "5", FCVAR_GAMEDLL, ""); + g_pServerLimits->Cvar_sv_antispeedhack_enable = + new ConVar("sv_antispeedhack_enable", "0", FCVAR_NONE, "whether to enable antispeedhack protections"); + g_pServerLimits->Cvar_sv_antispeedhack_maxtickbudget = new ConVar( + "sv_antispeedhack_maxtickbudget", + "64", + FCVAR_GAMEDLL, + "Maximum number of client-issued usercmd ticks that can be replayed in packet loss conditions, 0 to allow no restrictions"); + g_pServerLimits->Cvar_sv_antispeedhack_budgetincreasemultiplier = new ConVar( + "sv_antispeedhack_budgetincreasemultiplier", + "1.2", + FCVAR_GAMEDLL, + "Increase usercmd processing budget by tickinterval * value per tick"); + + Cvar_net_datablock_enabled = R2::g_pCVar->FindVar("net_datablock_enabled"); +} + +ON_DLL_LOAD("server.dll", ServerLimitsServer, (CModule module)) +{ + AUTOHOOK_DISPATCH_MODULE(server.dll) +} |