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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/server/auth/serverauthentication.cpp
parentbb8ed59f6891b1196c5f5bbe7346cd171c8215fa (diff)
downloadNorthstarLauncher-1.21.2-rc3.tar.gz
NorthstarLauncher-1.21.2-rc3.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/server/auth/serverauthentication.cpp')
-rw-r--r--NorthstarDLL/server/auth/serverauthentication.cpp380
1 files changed, 0 insertions, 380 deletions
diff --git a/NorthstarDLL/server/auth/serverauthentication.cpp b/NorthstarDLL/server/auth/serverauthentication.cpp
deleted file mode 100644
index 0d46426f..00000000
--- a/NorthstarDLL/server/auth/serverauthentication.cpp
+++ /dev/null
@@ -1,380 +0,0 @@
-#include "serverauthentication.h"
-#include "shared/exploit_fixes/ns_limits.h"
-#include "core/convar/cvar.h"
-#include "core/convar/convar.h"
-#include "masterserver/masterserver.h"
-#include "server/serverpresence.h"
-#include "engine/hoststate.h"
-#include "bansystem.h"
-#include "core/convar/concommand.h"
-#include "dedicated/dedicated.h"
-#include "config/profile.h"
-#include "core/tier0.h"
-#include "engine/r2engine.h"
-#include "client/r2client.h"
-#include "server/r2server.h"
-
-#include <fstream>
-#include <filesystem>
-#include <string>
-#include <thread>
-
-AUTOHOOK_INIT()
-
-// global vars
-ServerAuthenticationManager* g_pServerAuthentication;
-CBaseServer__RejectConnectionType CBaseServer__RejectConnection;
-
-void ServerAuthenticationManager::AddRemotePlayer(std::string token, uint64_t uid, std::string username, std::string pdata)
-{
- std::string uidS = std::to_string(uid);
-
- RemoteAuthData newAuthData {};
- strncpy_s(newAuthData.uid, sizeof(newAuthData.uid), uidS.c_str(), uidS.length());
- strncpy_s(newAuthData.username, sizeof(newAuthData.username), username.c_str(), username.length());
- newAuthData.pdata = new char[pdata.length()];
- newAuthData.pdataSize = pdata.length();
- memcpy(newAuthData.pdata, pdata.c_str(), newAuthData.pdataSize);
-
- std::lock_guard<std::mutex> guard(m_AuthDataMutex);
- m_RemoteAuthenticationData[token] = newAuthData;
-}
-
-void ServerAuthenticationManager::AddPlayer(CBaseClient* pPlayer, const char* pToken)
-{
- PlayerAuthenticationData additionalData;
-
- auto remoteAuthData = m_RemoteAuthenticationData.find(pToken);
- if (remoteAuthData != m_RemoteAuthenticationData.end())
- additionalData.pdataSize = remoteAuthData->second.pdataSize;
- else
- additionalData.pdataSize = PERSISTENCE_MAX_SIZE;
-
- additionalData.usingLocalPdata = pPlayer->m_iPersistenceReady == ePersistenceReady::READY_INSECURE;
-
- m_PlayerAuthenticationData.insert(std::make_pair(pPlayer, additionalData));
-}
-
-void ServerAuthenticationManager::RemovePlayer(CBaseClient* pPlayer)
-{
- if (m_PlayerAuthenticationData.count(pPlayer))
- m_PlayerAuthenticationData.erase(pPlayer);
-}
-
-bool ServerAuthenticationManager::VerifyPlayerName(const char* pAuthToken, const char* pName, char pOutVerifiedName[64])
-{
- std::lock_guard<std::mutex> guard(m_AuthDataMutex);
-
- // 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;
-
- // next, make sure it's within a valid range of ascii characters
- for (int i = 0; pOutVerifiedName[i]; i++)
- {
- if (pOutVerifiedName[i] < 32 || pOutVerifiedName[i] > 126)
- return false;
- }
-
- return true;
-}
-
-bool ServerAuthenticationManager::IsDuplicateAccount(CBaseClient* pPlayer, const char* pPlayerUid)
-{
- if (m_bAllowDuplicateAccounts)
- return false;
-
- bool bHasUidPlayer = false;
- for (int i = 0; i < g_pGlobals->m_nMaxClients; i++)
- if (&g_pClientArray[i] != pPlayer && !strcmp(pPlayerUid, g_pClientArray[i].m_UID))
- return true;
-
- return false;
-}
-
-bool ServerAuthenticationManager::CheckAuthentication(CBaseClient* pPlayer, uint64_t iUid, char* pAuthToken)
-{
- std::string sUid = std::to_string(iUid);
-
- // 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;
-
- // local server that doesn't need auth (probably sp) and local player
- if (m_bStartingLocalSPGame && !strcmp(sUid.c_str(), g_pLocalPlayerUserID))
- return true;
-
- // don't allow duplicate accounts
- if (IsDuplicateAccount(pPlayer, sUid.c_str()))
- return false;
-
- 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;
-
- return false;
-}
-
-void ServerAuthenticationManager::AuthenticatePlayer(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);
-
- // 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 we're resetting let script handle the reset with InitPersistentData() on connect
- if (!m_bForceResetLocalPlayerPersistence || strcmp(sUid.c_str(), g_pLocalPlayerUserID))
- {
- // copy pdata into buffer
- memcpy(pPlayer->m_PersistenceBuffer, authData->second.pdata, authData->second.pdataSize);
- }
-
- // set persistent data as ready
- pPlayer->m_iPersistenceReady = 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 = ePersistenceReady::READY_INSECURE;
- }
-}
-
-bool ServerAuthenticationManager::RemovePlayerAuthData(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(pPlayer->m_UID, 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(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
- std::lock_guard<std::mutex> guard(m_AuthDataMutex);
-
- delete[] auth.second.pdata;
- m_RemoteAuthenticationData.erase(auth.first);
- return true;
- }
- }
-
- return false;
-}
-
-void ServerAuthenticationManager::WritePersistentData(CBaseClient* pPlayer)
-{
- if (pPlayer->m_iPersistenceReady == ePersistenceReady::READY_REMOTE)
- {
- g_pMasterServerManager->WritePlayerPersistentData(
- pPlayer->m_UID, (const char*)pPlayer->m_PersistenceBuffer, m_PlayerAuthenticationData[pPlayer].pdataSize);
- }
- else if (Cvar_ns_auth_allow_insecure_write->GetBool())
- {
- // todo: write pdata to disk here
- }
-}
-
-// auth hooks
-
-// store these in vars so we can use them in CBaseClient::Connect
-// this is fine because ptrs won't decay by the time we use this, just don't use it outside of calls from cbaseclient::connectclient
-char* pNextPlayerToken;
-uint64_t iNextPlayerUid;
-
-// clang-format off
-AUTOHOOK(CBaseServer__ConnectClient, engine.dll + 0x114430,
-void*,, (
- void* self,
- void* addr,
- void* a3,
- uint32_t a4,
- uint32_t a5,
- int32_t a6,
- void* a7,
- char* playerName,
- char* serverFilter,
- void* a10,
- char a11,
- void* a12,
- char a13,
- char a14,
- int64_t uid,
- uint32_t a16,
- uint32_t a17))
-// clang-format on
-{
- // auth tokens are sent with serverfilter, can't be accessed from player struct to my knowledge, so have to do this here
- pNextPlayerToken = serverFilter;
- iNextPlayerUid = uid;
-
- 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,, (CBaseClient* self, char* pName, void* pNetChannel, char bFakePlayer, void* a5, char pDisconnectReason[256], void* a7))
-// clang-format on
-{
- const char* pAuthenticationFailure = nullptr;
- char pVerifiedName[64];
-
- if (!bFakePlayer)
- {
- 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.";
- }
- else // need to copy name for bots still
- strncpy_s(pVerifiedName, pName, 63);
-
- if (pAuthenticationFailure)
- {
- spdlog::info("{}'s (uid {}) connection was rejected: \"{}\"", pName, iNextPlayerUid, pAuthenticationFailure);
-
- strncpy_s(pDisconnectReason, 256, pAuthenticationFailure, 255);
- return false;
- }
-
- // 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 true;
-}
-
-// clang-format off
-AUTOHOOK(CBaseClient__ActivatePlayer, engine.dll + 0x100F80,
-void,, (CBaseClient* self))
-// clang-format on
-{
- // if we're authed, write our persistent data
- // RemovePlayerAuthData returns true if it removed successfully, i.e. on first call only, and we only want to write on >= second call
- // (since this func is called on map loads)
- if (self->m_iPersistenceReady >= ePersistenceReady::READY && !g_pServerAuthentication->RemovePlayerAuthData(self))
- {
- g_pServerAuthentication->m_bForceResetLocalPlayerPersistence = false;
- g_pServerAuthentication->WritePersistentData(self);
- g_pServerPresence->SetPlayerCount(g_pServerAuthentication->m_PlayerAuthenticationData.size());
- }
-
- CBaseClient__ActivatePlayer(self);
-}
-
-// clang-format off
-AUTOHOOK(_CBaseClient__Disconnect, engine.dll + 0x1012C0,
-void,, (CBaseClient* self, uint32_t unknownButAlways1, const char* pReason, ...))
-// clang-format on
-{
- // have to manually format message because can't pass varargs to original func
- char buf[1024];
-
- va_list va;
- va_start(va, pReason);
- vsprintf(buf, pReason, va);
- va_end(va);
-
- // this reason is used while connecting to a local server, hacky, but just ignore it
- if (strcmp(pReason, "Connection closing"))
- {
- spdlog::info("Player {} disconnected: \"{}\"", self->m_Name, buf);
-
- // dcing, write persistent data
- if (g_pServerAuthentication->m_PlayerAuthenticationData[self].needPersistenceWriteOnLeave)
- g_pServerAuthentication->WritePersistentData(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
-
- g_pServerAuthentication->RemovePlayer(self);
- g_pServerLimits->RemovePlayer(self);
- }
-
- g_pServerPresence->SetPlayerCount(g_pServerAuthentication->m_PlayerAuthenticationData.size());
-
- _CBaseClient__Disconnect(self, unknownButAlways1, buf);
-}
-
-void ConCommand_ns_resetpersistence(const CCommand& args)
-{
- if (*g_pServerState == server_state_t::ss_active)
- {
- spdlog::error("ns_resetpersistence must be entered from the main menu");
- return;
- }
-
- spdlog::info("resetting persistence on next lobby load...");
- g_pServerAuthentication->m_bForceResetLocalPlayerPersistence = true;
-}
-
-ON_DLL_LOAD_RELIESON("engine.dll", ServerAuthentication, (ConCommand, ConVar), (CModule module))
-{
- AUTOHOOK_DISPATCH()
-
- g_pServerAuthentication = new ServerAuthenticationManager;
-
- 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 =
- 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(
- "ns_auth_allow_insecure_write",
- "0",
- FCVAR_GAMEDLL,
- "Whether the pdata of unauthenticated clients will be written to disk when changed");
-
- RegisterConCommand(
- "ns_resetpersistence", ConCommand_ns_resetpersistence, "resets your pdata when you next enter the lobby", FCVAR_NONE);
-
- // patch to disable kicking based on incorrect serverfilter in connectclient, since we repurpose it for use as an auth token
- module.Offset(0x114655).Patch("EB");
-
- // patch to disable fairfight marking players as cheaters and kicking them
- module.Offset(0x101012).Patch("E9 90 00");
-
- CBaseServer__RejectConnection = module.Offset(0x1182E0).RCast<CBaseServer__RejectConnectionType>();
-
- if (CommandLine()->CheckParm("-allowdupeaccounts"))
- {
- // patch to allow same of multiple account
- module.Offset(0x114510).Patch("EB");
-
- g_pServerAuthentication->m_bAllowDuplicateAccounts = true;
- }
-}