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author | cat_or_not <41955154+catornot@users.noreply.github.com> | 2023-11-21 20:17:35 -0500 |
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committer | GitHub <noreply@github.com> | 2023-11-22 02:17:35 +0100 |
commit | 17217a39681c7fed35bee95195bdba7eaf508911 (patch) | |
tree | 13589f74f4d910c236fd606c5cf2ae643427a7db /NorthstarDLL/server/auth/serverauthentication.cpp | |
parent | 90e0376ebcc3373d511adf0989f4b63be717d08a (diff) | |
download | NorthstarLauncher-17217a39681c7fed35bee95195bdba7eaf508911.tar.gz NorthstarLauncher-17217a39681c7fed35bee95195bdba7eaf508911.zip |
Move player auth to `CServer::ConnectClient` (#548)
Fixes bots crashing servers when they are the first to connect to it. Also moves player auth to `CServer::ConnectClient`. This allows the removal of `iNextPlayerUid` and `pNextPlayerToken` which were the cause of issues previously since they were not initialized by bots.
Diffstat (limited to 'NorthstarDLL/server/auth/serverauthentication.cpp')
-rw-r--r-- | NorthstarDLL/server/auth/serverauthentication.cpp | 89 |
1 files changed, 54 insertions, 35 deletions
diff --git a/NorthstarDLL/server/auth/serverauthentication.cpp b/NorthstarDLL/server/auth/serverauthentication.cpp index d5653dcc..14e166bd 100644 --- a/NorthstarDLL/server/auth/serverauthentication.cpp +++ b/NorthstarDLL/server/auth/serverauthentication.cpp @@ -25,6 +25,9 @@ AUTOHOOK_INIT() ServerAuthenticationManager* g_pServerAuthentication; CBaseServer__RejectConnectionType CBaseServer__RejectConnection; +typedef void (*CBaseServer__PushDisconnectReasonType)(void*, int32_t, void*, const char*); +CBaseServer__PushDisconnectReasonType CBaseServer__PushDisconnectReason; + void ServerAuthenticationManager::AddRemotePlayer(std::string token, uint64_t uid, std::string username, std::string pdata) { std::string uidS = std::to_string(uid); @@ -101,7 +104,7 @@ bool ServerAuthenticationManager::IsDuplicateAccount(R2::CBaseClient* pPlayer, c return false; } -bool ServerAuthenticationManager::CheckAuthentication(R2::CBaseClient* pPlayer, uint64_t iUid, char* pAuthToken) +bool ServerAuthenticationManager::CheckAuthentication(R2::CBaseClient* pPlayer, uint64_t iUid, const char* pAuthToken) { std::string sUid = std::to_string(iUid); @@ -126,7 +129,7 @@ bool ServerAuthenticationManager::CheckAuthentication(R2::CBaseClient* pPlayer, return false; } -void ServerAuthenticationManager::AuthenticatePlayer(R2::CBaseClient* pPlayer, uint64_t iUid, char* pAuthToken) +void ServerAuthenticationManager::AuthenticatePlayer(R2::CBaseClient* pPlayer, uint64_t iUid, const char* pAuthToken) { // for bot players, generate a new uid if (pPlayer->m_bFakePlayer) @@ -202,14 +205,9 @@ void ServerAuthenticationManager::WritePersistentData(R2::CBaseClient* pPlayer) // 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*,, ( +R2::CBaseClient*,, ( void* self, void* addr, void* a3, @@ -229,51 +227,71 @@ void*,, ( 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; + // try to connect the client to get a client object + R2::CBaseClient* client = + CBaseServer__ConnectClient(self, addr, a3, a4, a5, a6, a7, playerName, serverFilter, a10, a11, a12, a13, a14, uid, a16, a17); + if (!client) + 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* pName, void* pNetChannel, char bFakePlayer, void* a5, char pDisconnectReason[256], void* a7)) -// clang-format on -{ const char* pAuthenticationFailure = nullptr; char pVerifiedName[64]; + const char* authToken = serverFilter; - if (!bFakePlayer) + if (!client->m_bFakePlayer) { - if (!g_pServerAuthentication->VerifyPlayerName(pNextPlayerToken, pName, pVerifiedName)) + if (!g_pServerAuthentication->VerifyPlayerName(authToken, playerName, pVerifiedName)) pAuthenticationFailure = "Invalid Name."; - else if (!g_pBanSystem->IsUIDAllowed(iNextPlayerUid)) + else if (!g_pBanSystem->IsUIDAllowed(uid)) pAuthenticationFailure = "Banned From server."; - else if (!g_pServerAuthentication->CheckAuthentication(self, iNextPlayerUid, pNextPlayerToken)) + else if (!g_pServerAuthentication->CheckAuthentication(client, uid, authToken)) pAuthenticationFailure = "Authentication Failed."; } - else // need to copy name for bots still - strncpy_s(pVerifiedName, pName, 63); + else + { + spdlog::error("A bot called CBaseServer__ConnectClient, should be impossible!"); + + CBaseServer__PushDisconnectReason(self, (int32_t)((uintptr_t)self + 0xc), addr, "A bot was init in CServer__ConnectClient"); + return nullptr; + } if (pAuthenticationFailure) { - spdlog::info("{}'s (uid {}) connection was rejected: \"{}\"", pName, iNextPlayerUid, pAuthenticationFailure); + spdlog::info("{}'s (uid {}) connection was rejected: \"{}\"", playerName, uid, pAuthenticationFailure); - strncpy_s(pDisconnectReason, 256, pAuthenticationFailure, 255); - return false; + CBaseServer__PushDisconnectReason(self, (int32_t)((uintptr_t)self + 0xc), addr, pAuthenticationFailure); + return nullptr; } - // try to actually connect the player - if (!CBaseClient__Connect(self, pVerifiedName, pNetChannel, bFakePlayer, a5, pDisconnectReason, a7)) - return false; + // write name into the client + strncpy_s(pVerifiedName, client->m_Name, 63); // we already know this player's authentication data is legit, actually write it to them now - g_pServerAuthentication->AuthenticatePlayer(self, iNextPlayerUid, pNextPlayerToken); + g_pServerAuthentication->AuthenticatePlayer(client, uid, authToken); + + g_pServerAuthentication->AddPlayer(client, authToken); + g_pServerLimits->AddPlayer(client); +} + +ConVar* Cvar_ns_allowuserclantags; + +// clang-format off +AUTOHOOK(CBaseClient__Connect, engine.dll + 0x101740, +bool,, (R2::CBaseClient* self, char* pName, void* pNetChannel, char bFakePlayer, void* a5, char pDisconnectReason[256], void* a7)) +// clang-format on +{ + // only remains to count bots in player count, + // since bots take player slots and it will give if not counted a false player count on the server browser. + + if (!bFakePlayer) + return CBaseClient__Connect(self, pName, pNetChannel, bFakePlayer, a5, pDisconnectReason, a7); + + // try to actually connect the bot + if (!CBaseClient__Connect(self, pName, pNetChannel, bFakePlayer, a5, pDisconnectReason, a7)) + return false; + + g_pServerAuthentication->AuthenticatePlayer(self, 0, "0"); - g_pServerAuthentication->AddPlayer(self, pNextPlayerToken); + g_pServerAuthentication->AddPlayer(self, "0"); g_pServerLimits->AddPlayer(self); return true; @@ -369,6 +387,7 @@ ON_DLL_LOAD_RELIESON("engine.dll", ServerAuthentication, (ConCommand, ConVar), ( module.Offset(0x101012).Patch("E9 90 00"); CBaseServer__RejectConnection = module.Offset(0x1182E0).RCast<CBaseServer__RejectConnectionType>(); + CBaseServer__PushDisconnectReason = module.Offset(0x1155D0).RCast<CBaseServer__PushDisconnectReasonType>(); if (Tier0::CommandLine()->CheckParm("-allowdupeaccounts")) { |