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author | Jack <66967891+ASpoonPlaysGames@users.noreply.github.com> | 2023-12-27 00:32:01 +0000 |
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committer | GitHub <noreply@github.com> | 2023-12-27 01:32:01 +0100 |
commit | f5ab6fb5e8be7b73e6003d4145081d5e0c0ce287 (patch) | |
tree | 90f2c6a4885dbd181799e2325cf33588697674e1 /NorthstarDLL/server/auth/serverauthentication.cpp | |
parent | bb8ed59f6891b1196c5f5bbe7346cd171c8215fa (diff) | |
download | NorthstarLauncher-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.cpp | 380 |
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; - } -} |