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authorBobTheBob <32057864+BobTheBob9@users.noreply.github.com>2023-01-04 00:36:51 +0000
committerGitHub <noreply@github.com>2023-01-04 00:36:51 +0000
commit4fb1ae07d8f078e7abde99900c6a8286148a380a (patch)
tree56014eed36f16df79aab2c5cee527303dd70662d /NorthstarDLL/server/auth/serverauthentication.cpp
parenta4aab8da64eded240867fbe51d272aa44a180a26 (diff)
downloadNorthstarLauncher-4fb1ae07d8f078e7abde99900c6a8286148a380a.tar.gz
NorthstarLauncher-4fb1ae07d8f078e7abde99900c6a8286148a380a.zip
generally cleanup authentication code and fix client state issues with rejection from local server (#360)
* generally cleanup authentication code and fix client state issues with rejection from local server * fix formatting * fix formatting * use client-provided uid for logging disconnect failure as it won't be copied to player if authentication fails * support loading savegame and use more reliable method for fixing client rejection issues * oops forgot to add rejectconnectionfixes.cpp * fixup formatting
Diffstat (limited to 'NorthstarDLL/server/auth/serverauthentication.cpp')
-rw-r--r--NorthstarDLL/server/auth/serverauthentication.cpp251
1 files changed, 115 insertions, 136 deletions
diff --git a/NorthstarDLL/server/auth/serverauthentication.cpp b/NorthstarDLL/server/auth/serverauthentication.cpp
index ac1d5f17..f8180469 100644
--- a/NorthstarDLL/server/auth/serverauthentication.cpp
+++ b/NorthstarDLL/server/auth/serverauthentication.cpp
@@ -100,152 +100,139 @@ void ServerAuthenticationManager::StopPlayerAuthServer()
m_PlayerAuthServer.stop();
}
-void ServerAuthenticationManager::AddPlayer(R2::CBaseClient* player, const char* pToken)
+void ServerAuthenticationManager::AddPlayer(R2::CBaseClient* pPlayer, const char* pToken)
{
PlayerAuthenticationData additionalData;
- additionalData.pdataSize = m_RemoteAuthenticationData[pToken].pdataSize;
- additionalData.usingLocalPdata = player->m_iPersistenceReady == R2::ePersistenceReady::READY_INSECURE;
- m_PlayerAuthenticationData.insert(std::make_pair(player, additionalData));
-}
+ auto remoteAuthData = m_RemoteAuthenticationData.find(pToken);
+ if (remoteAuthData != m_RemoteAuthenticationData.end())
+ additionalData.pdataSize = remoteAuthData->second.pdataSize;
+ else
+ additionalData.pdataSize = R2::PERSISTENCE_MAX_SIZE;
-void ServerAuthenticationManager::RemovePlayer(R2::CBaseClient* player)
-{
- if (m_PlayerAuthenticationData.count(player))
- m_PlayerAuthenticationData.erase(player);
+ additionalData.usingLocalPdata = pPlayer->m_iPersistenceReady == R2::ePersistenceReady::READY_INSECURE;
+
+ m_PlayerAuthenticationData.insert(std::make_pair(pPlayer, additionalData));
}
-bool checkIsPlayerNameValid(const char* name)
+void ServerAuthenticationManager::RemovePlayer(R2::CBaseClient* pPlayer)
{
- int len = strlen(name);
- // Restricts name to max 63 characters
- if (len >= 64)
- return false;
- for (int i = 0; i < len; i++)
- {
- // Restricts the characters in the name to a restricted range in ASCII
- if (static_cast<int>(name[i]) < 32 || static_cast<int>(name[i]) > 126)
- {
- return false;
- }
- }
- return true;
+ if (m_PlayerAuthenticationData.count(pPlayer))
+ m_PlayerAuthenticationData.erase(pPlayer);
}
-bool ServerAuthenticationManager::VerifyPlayerName(const char* authToken, const char* name)
+bool ServerAuthenticationManager::VerifyPlayerName(const char* pAuthToken, const char* pName, char pOutVerifiedName[64])
{
std::lock_guard<std::mutex> guard(m_AuthDataMutex);
- if (CVar_ns_auth_allow_insecure->GetInt())
- {
- spdlog::info("Allowing player with name '{}' because ns_auth_allow_insecure is enabled", name);
- return true;
- }
-
- if (!checkIsPlayerNameValid(name))
- {
- spdlog::info("Rejecting player with name '{}' because the name contains forbidden characters", name);
+ // always use name from masterserver if available
+ // use of strncpy_s here should verify that this is always nullterminated within valid buffer size
+ auto authData = m_RemoteAuthenticationData.find(pAuthToken);
+ if (authData != m_RemoteAuthenticationData.end() && *authData->second.username)
+ strncpy_s(pOutVerifiedName, 64, authData->second.username, 63);
+ else
+ strncpy_s(pOutVerifiedName, 64, pName, 63);
+
+ // now, check that whatever name we have is actually valid
+ // first, make sure it's >1 char
+ if (!*pOutVerifiedName)
return false;
- }
- // TODO: We should really have a better way of doing this for singleplayer
- // Best way of doing this would be to check if server is actually in singleplayer mode, or just running a SP map in multiplayer
- // Currently there's not an easy way of checking this, so we just disable this check if mapname starts with `sp_`
- // This means that player names are not checked on singleplayer
- if ((m_RemoteAuthenticationData.empty() || m_RemoteAuthenticationData.count(std::string(authToken)) == 0) &&
- strncmp(R2::g_pHostState->m_levelName, "sp_", 3) != 0)
- {
- spdlog::info("Rejecting player with name '{}' because authToken '{}' was not found", name, authToken);
- return false;
- }
- const RemoteAuthData& authData = m_RemoteAuthenticationData[authToken];
-
- if (*authData.username && strncmp(name, authData.username, 64) != 0)
+ // next, make sure it's within a valid range of ascii characters
+ for (int i = 0; pOutVerifiedName[i]; i++)
{
- spdlog::info("Rejecting player with name '{}' because name does not match expected name '{}'", name, authData.username);
- return false;
+ if (pOutVerifiedName[i] < 32 || pOutVerifiedName[i] > 126)
+ return false;
}
return true;
}
-bool ServerAuthenticationManager::CheckDuplicateAccounts(R2::CBaseClient* player)
+bool ServerAuthenticationManager::IsDuplicateAccount(R2::CBaseClient* pPlayer, const char* pPlayerUid)
{
if (m_bAllowDuplicateAccounts)
- return true;
+ return false;
bool bHasUidPlayer = false;
for (int i = 0; i < R2::GetMaxPlayers(); i++)
- if (&R2::g_pClientArray[i] != player && !strcmp(R2::g_pClientArray[i].m_UID, player->m_UID))
- return false;
+ if (&R2::g_pClientArray[i] != pPlayer && !strcmp(pPlayerUid, R2::g_pClientArray[i].m_UID))
+ return true;
- return true;
+ return false;
}
-bool ServerAuthenticationManager::AuthenticatePlayer(R2::CBaseClient* player, uint64_t uid, char* authToken)
+bool ServerAuthenticationManager::CheckAuthentication(R2::CBaseClient* pPlayer, uint64_t iUid, char* pAuthToken)
{
- std::string strUid = std::to_string(uid);
- std::lock_guard<std::mutex> guard(m_AuthDataMutex);
+ std::string sUid = std::to_string(iUid);
- if (!strncmp(R2::g_pHostState->m_levelName, "sp_", 3))
+ // check whether this player's authentication is valid but don't actually write anything to the player, we'll do that later
+ // if we don't need auth this is valid
+ if (Cvar_ns_auth_allow_insecure->GetBool())
return true;
- // copy uuid
- strcpy(player->m_UID, strUid.c_str());
+ // local server that doesn't need auth (probably sp) and local player
+ if (m_bStartingLocalSPGame && !strcmp(sUid.c_str(), R2::g_pLocalPlayerUserID))
+ return true;
- bool authFail = true;
- if (!m_RemoteAuthenticationData.empty() && m_RemoteAuthenticationData.count(std::string(authToken)))
- {
- if (!CheckDuplicateAccounts(player))
- return false;
+ // don't allow duplicate accounts
+ if (IsDuplicateAccount(pPlayer, sUid.c_str()))
+ return false;
- // use stored auth data
- RemoteAuthData authData = m_RemoteAuthenticationData[authToken];
+ std::lock_guard<std::mutex> guard(m_AuthDataMutex);
+ auto authData = m_RemoteAuthenticationData.find(pAuthToken);
+ if (authData != m_RemoteAuthenticationData.end() && !strcmp(sUid.c_str(), authData->second.uid))
+ return true;
- if (!strcmp(strUid.c_str(), authData.uid)) // connecting client's uid is the same as auth's uid
- {
- // if we're resetting let script handle the reset
- if (!m_bForceResetLocalPlayerPersistence || strcmp(authData.uid, R2::g_pLocalPlayerUserID))
- {
- // copy pdata into buffer
- memcpy(player->m_PersistenceBuffer, authData.pdata, authData.pdataSize);
- }
-
- // set persistent data as ready
- player->m_iPersistenceReady = R2::ePersistenceReady::READY_REMOTE;
- authFail = false;
- }
- }
+ return false;
+}
+
+void ServerAuthenticationManager::AuthenticatePlayer(R2::CBaseClient* pPlayer, uint64_t iUid, char* pAuthToken)
+{
+ // for bot players, generate a new uid
+ if (pPlayer->m_bFakePlayer)
+ iUid = 0; // is this a good way of doing things :clueless:
+
+ std::string sUid = std::to_string(iUid);
- if (authFail)
+ // copy uuid
+ strcpy(pPlayer->m_UID, sUid.c_str());
+
+ std::lock_guard<std::mutex> guard(m_AuthDataMutex);
+ auto authData = m_RemoteAuthenticationData.find(pAuthToken);
+ if (authData != m_RemoteAuthenticationData.end())
{
- if (CVar_ns_auth_allow_insecure->GetBool())
+ // if we're resetting let script handle the reset with InitPersistentData() on connect
+ if (!m_bForceResetLocalPlayerPersistence || strcmp(sUid.c_str(), R2::g_pLocalPlayerUserID))
{
- // set persistent data as ready
- // note: actual placeholder persistent data is populated in script with InitPersistentData()
- player->m_iPersistenceReady = R2::ePersistenceReady::READY_INSECURE;
- return true;
+ // copy pdata into buffer
+ memcpy(pPlayer->m_PersistenceBuffer, authData->second.pdata, authData->second.pdataSize);
}
- else
- return false;
- }
- return true; // auth successful, client stays on
+ // set persistent data as ready
+ pPlayer->m_iPersistenceReady = R2::ePersistenceReady::READY_REMOTE;
+ }
+ // we probably allow insecure at this point, but make sure not to write anyway if not insecure
+ else if (Cvar_ns_auth_allow_insecure->GetBool() || pPlayer->m_bFakePlayer)
+ {
+ // set persistent data as ready
+ // note: actual placeholder persistent data is populated in script with InitPersistentData()
+ pPlayer->m_iPersistenceReady = R2::ePersistenceReady::READY_INSECURE;
+ }
}
-bool ServerAuthenticationManager::RemovePlayerAuthData(R2::CBaseClient* player)
+bool ServerAuthenticationManager::RemovePlayerAuthData(R2::CBaseClient* pPlayer)
{
if (!Cvar_ns_erase_auth_info->GetBool()) // keep auth data forever
return false;
// hack for special case where we're on a local server, so we erase our own newly created auth data on disconnect
- if (m_bNeedLocalAuthForNewgame && !strcmp(player->m_UID, R2::g_pLocalPlayerUserID))
+ if (m_bNeedLocalAuthForNewgame && !strcmp(pPlayer->m_UID, R2::g_pLocalPlayerUserID))
return false;
// we don't have our auth token at this point, so lookup authdata by uid
for (auto& auth : m_RemoteAuthenticationData)
{
- if (!strcmp(player->m_UID, auth.second.uid))
+ if (!strcmp(pPlayer->m_UID, auth.second.uid))
{
// pretty sure this is fine, since we don't iterate after the erase
// i think if we iterated after it'd be undefined behaviour tho
@@ -260,14 +247,14 @@ bool ServerAuthenticationManager::RemovePlayerAuthData(R2::CBaseClient* player)
return false;
}
-void ServerAuthenticationManager::WritePersistentData(R2::CBaseClient* player)
+void ServerAuthenticationManager::WritePersistentData(R2::CBaseClient* pPlayer)
{
- if (player->m_iPersistenceReady == R2::ePersistenceReady::READY_REMOTE)
+ if (pPlayer->m_iPersistenceReady == R2::ePersistenceReady::READY_REMOTE)
{
g_pMasterServerManager->WritePlayerPersistentData(
- player->m_UID, (const char*)player->m_PersistenceBuffer, m_PlayerAuthenticationData[player].pdataSize);
+ pPlayer->m_UID, (const char*)pPlayer->m_PersistenceBuffer, m_PlayerAuthenticationData[pPlayer].pdataSize);
}
- else if (CVar_ns_auth_allow_insecure_write->GetBool())
+ else if (Cvar_ns_auth_allow_insecure_write->GetBool())
{
// todo: write pdata to disk here
}
@@ -306,54 +293,50 @@ void*,, (
pNextPlayerToken = serverFilter;
iNextPlayerUid = uid;
- spdlog::info(
- "CBaseServer__ClientConnect attempted connection with uid {}, playerName '{}', serverFilter '{}'", uid, playerName, serverFilter);
-
- if (!g_pServerAuthentication->VerifyPlayerName(pNextPlayerToken, playerName))
- {
- CBaseServer__RejectConnection(self, *((int*)self + 3), addr, "Invalid Name.\n");
- return nullptr;
- }
- if (!g_pBanSystem->IsUIDAllowed(uid))
- {
- CBaseServer__RejectConnection(self, *((int*)self + 3), addr, "Banned From server.\n");
- return nullptr;
- }
-
return CBaseServer__ConnectClient(self, addr, a3, a4, a5, a6, a7, playerName, serverFilter, a10, a11, a12, a13, a14, uid, a16, a17);
}
+ConVar* Cvar_ns_allowuserclantags;
+
// clang-format off
AUTOHOOK(CBaseClient__Connect, engine.dll + 0x101740,
-bool,, (R2::CBaseClient* self, char* name, void* netchan_ptr_arg, char b_fake_player_arg, void* a5, char* Buffer, void* a7))
+bool,, (R2::CBaseClient* self, char* pName, void* pNetChannel, char bFakePlayer, void* a5, char pDisconnectReason[256], void* a7))
// clang-format on
{
- // try to auth player, dc if it fails
- // we connect regardless of auth, because returning bad from this function can fuck client state p bad
- bool ret = CBaseClient__Connect(self, name, netchan_ptr_arg, b_fake_player_arg, a5, Buffer, a7);
- if (!ret)
- return ret;
+ const char* pAuthenticationFailure = nullptr;
+ char pVerifiedName[64];
- if (!g_pServerAuthentication->VerifyPlayerName(pNextPlayerToken, name))
+ if (!bFakePlayer)
{
- R2::CBaseClient__Disconnect(self, 1, "Invalid Name.\n");
- return false;
+ if (!g_pServerAuthentication->VerifyPlayerName(pNextPlayerToken, pName, pVerifiedName))
+ pAuthenticationFailure = "Invalid Name.";
+ else if (!g_pBanSystem->IsUIDAllowed(iNextPlayerUid))
+ pAuthenticationFailure = "Banned From server.";
+ else if (!g_pServerAuthentication->CheckAuthentication(self, iNextPlayerUid, pNextPlayerToken))
+ pAuthenticationFailure = "Authentication Failed.";
}
- if (!g_pBanSystem->IsUIDAllowed(iNextPlayerUid))
+ else // need to copy name for bots still
+ strncpy_s(pVerifiedName, pName, 63);
+
+ if (pAuthenticationFailure)
{
- R2::CBaseClient__Disconnect(self, 1, "Banned From server.\n");
+ spdlog::info("{}'s (uid {}) connection was rejected: \"{}\"", pName, iNextPlayerUid, pAuthenticationFailure);
+
+ strncpy_s(pDisconnectReason, 256, pAuthenticationFailure, 255);
return false;
}
- if (!g_pServerAuthentication->AuthenticatePlayer(self, iNextPlayerUid, pNextPlayerToken))
- {
- R2::CBaseClient__Disconnect(self, 1, "Authentication Failed.\n");
+
+ // try to actually connect the player
+ if (!CBaseClient__Connect(self, pVerifiedName, pNetChannel, bFakePlayer, a5, pDisconnectReason, a7))
return false;
- }
+
+ // we already know this player's authentication data is legit, actually write it to them now
+ g_pServerAuthentication->AuthenticatePlayer(self, iNextPlayerUid, pNextPlayerToken);
g_pServerAuthentication->AddPlayer(self, pNextPlayerToken);
g_pServerLimits->AddPlayer(self);
- return ret;
+ return true;
}
// clang-format off
@@ -395,14 +378,10 @@ void,, (R2::CBaseClient* self, uint32_t unknownButAlways1, const char* pReason,
// dcing, write persistent data
if (g_pServerAuthentication->m_PlayerAuthenticationData[self].needPersistenceWriteOnLeave)
g_pServerAuthentication->WritePersistentData(self);
- g_pServerAuthentication->RemovePlayerAuthData(self); // won't do anything 99% of the time, but just in case
- g_pServerAuthentication->RemovePlayer(self);
- g_pServerLimits->RemovePlayer(self);
- }
+ memset(self->m_PersistenceBuffer, 0, g_pServerAuthentication->m_PlayerAuthenticationData[self].pdataSize);
+ g_pServerAuthentication->RemovePlayerAuthData(self); // won't do anything 99% of the time, but just in case
- else if (g_pServerAuthentication->m_RemoteAuthenticationData.count(self->m_Name))
- {
g_pServerAuthentication->RemovePlayer(self);
g_pServerLimits->RemovePlayer(self);
}
@@ -433,9 +412,9 @@ ON_DLL_LOAD_RELIESON("engine.dll", ServerAuthentication, (ConCommand, ConVar), (
g_pServerAuthentication->Cvar_ns_player_auth_port = new ConVar("ns_player_auth_port", "8081", FCVAR_GAMEDLL, "");
g_pServerAuthentication->Cvar_ns_erase_auth_info =
new ConVar("ns_erase_auth_info", "1", FCVAR_GAMEDLL, "Whether auth info should be erased from this server on disconnect or crash");
- g_pServerAuthentication->CVar_ns_auth_allow_insecure =
+ g_pServerAuthentication->Cvar_ns_auth_allow_insecure =
new ConVar("ns_auth_allow_insecure", "0", FCVAR_GAMEDLL, "Whether this server will allow unauthenicated players to connect");
- g_pServerAuthentication->CVar_ns_auth_allow_insecure_write = new ConVar(
+ g_pServerAuthentication->Cvar_ns_auth_allow_insecure_write = new ConVar(
"ns_auth_allow_insecure_write",
"0",
FCVAR_GAMEDLL,