aboutsummaryrefslogtreecommitdiff
path: root/NorthstarDLL
diff options
context:
space:
mode:
authorcat_or_not <41955154+catornot@users.noreply.github.com>2023-11-21 20:17:35 -0500
committerGitHub <noreply@github.com>2023-11-22 02:17:35 +0100
commit17217a39681c7fed35bee95195bdba7eaf508911 (patch)
tree13589f74f4d910c236fd606c5cf2ae643427a7db /NorthstarDLL
parent90e0376ebcc3373d511adf0989f4b63be717d08a (diff)
downloadNorthstarLauncher-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')
-rw-r--r--NorthstarDLL/server/auth/serverauthentication.cpp89
-rw-r--r--NorthstarDLL/server/auth/serverauthentication.h4
2 files changed, 56 insertions, 37 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"))
{
diff --git a/NorthstarDLL/server/auth/serverauthentication.h b/NorthstarDLL/server/auth/serverauthentication.h
index dd0e13af..34680bd6 100644
--- a/NorthstarDLL/server/auth/serverauthentication.h
+++ b/NorthstarDLL/server/auth/serverauthentication.h
@@ -48,9 +48,9 @@ class ServerAuthenticationManager
bool VerifyPlayerName(const char* pAuthToken, const char* pName, char pOutVerifiedName[64]);
bool IsDuplicateAccount(R2::CBaseClient* pPlayer, const char* pUid);
- bool CheckAuthentication(R2::CBaseClient* pPlayer, uint64_t iUid, char* pAuthToken);
+ bool CheckAuthentication(R2::CBaseClient* pPlayer, uint64_t iUid, const char* pAuthToken);
- void AuthenticatePlayer(R2::CBaseClient* pPlayer, uint64_t iUid, char* pAuthToken);
+ void AuthenticatePlayer(R2::CBaseClient* pPlayer, uint64_t iUid, const char* pAuthToken);
bool RemovePlayerAuthData(R2::CBaseClient* pPlayer);
void WritePersistentData(R2::CBaseClient* pPlayer);
};