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authorBobTheBob <32057864+BobTheBob9@users.noreply.github.com>2021-07-29 02:57:31 +0100
committerBobTheBob <32057864+BobTheBob9@users.noreply.github.com>2021-07-29 02:57:31 +0100
commit30e67549449a0ffbb58f7fc736bdd9e4ce7ec9d5 (patch)
treef6a53098ce2489829f8428ea1714d666cc6901ef /NorthstarDedicatedTest/serverauthentication.cpp
parenta5a937d19fcb51fe4168345d09596784e174726e (diff)
downloadNorthstarLauncher-30e67549449a0ffbb58f7fc736bdd9e4ce7ec9d5.tar.gz
NorthstarLauncher-30e67549449a0ffbb58f7fc736bdd9e4ce7ec9d5.zip
add script api for mods and add temp fix for scripts.rson not loading right
Diffstat (limited to 'NorthstarDedicatedTest/serverauthentication.cpp')
-rw-r--r--NorthstarDedicatedTest/serverauthentication.cpp14
1 files changed, 14 insertions, 0 deletions
diff --git a/NorthstarDedicatedTest/serverauthentication.cpp b/NorthstarDedicatedTest/serverauthentication.cpp
index a856c00f..d6f3b2b2 100644
--- a/NorthstarDedicatedTest/serverauthentication.cpp
+++ b/NorthstarDedicatedTest/serverauthentication.cpp
@@ -19,11 +19,15 @@ CBaseClient__ActivatePlayerType CBaseClient__ActivatePlayer;
typedef void(*CBaseClient__DisconnectType)(void* self, uint32_t unknownButAlways1, const char* reason, ...);
CBaseClient__DisconnectType CBaseClient__Disconnect;
+typedef char(*CGameClient__ExecuteStringCommandType)(void* self, uint32_t unknown, const char* pCommandString);
+CGameClient__ExecuteStringCommandType CGameClient__ExecuteStringCommand;
+
// global vars
ServerAuthenticationManager* g_ServerAuthenticationManager;
ConVar* CVar_ns_auth_allow_insecure;
ConVar* CVar_ns_auth_allow_insecure_write;
+ConVar* CVar_sv_quota_stringcmdspersecond;
void ServerAuthenticationManager::AddPlayerAuth(char* authToken, char* uid, char* pdata, size_t pdataSize)
{
@@ -167,18 +171,28 @@ void CBaseClient__DisconnectHook(void* self, uint32_t unknownButAlways1, const c
CBaseClient__Disconnect(self, unknownButAlways1, buf);
}
+// maybe this should be done outside of auth code, but effort to refactor rn and it sorta fits
+char CGameClient__ExecuteStringCommandHook(void* self, uint32_t unknown, const char* pCommandString)
+{
+ // todo later, basically just limit to CVar_sv_quota_stringcmdspersecond->m_nValue stringcmds per client per second
+ return CGameClient__ExecuteStringCommand(self, unknown, pCommandString);
+}
+
void InitialiseServerAuthentication(HMODULE baseAddress)
{
g_ServerAuthenticationManager = new ServerAuthenticationManager;
CVar_ns_auth_allow_insecure = RegisterConVar("ns_auth_allow_insecure", "0", FCVAR_GAMEDLL, "Whether this server will allow unauthenicated players to connect");
CVar_ns_auth_allow_insecure_write = RegisterConVar("ns_auth_allow_insecure_write", "0", FCVAR_GAMEDLL, "Whether the pdata of unauthenticated clients will be written to disk when changed");
+ // literally just stolen from a fix valve used in csgo
+ CVar_sv_quota_stringcmdspersecond = RegisterConVar("sv_quota_stringcmdspersecond", "40", FCVAR_NONE, "How many string commands per second clients are allowed to submit, 0 to disallow all string commands");
HookEnabler hook;
ENABLER_CREATEHOOK(hook, (char*)baseAddress + 0x114430, &CBaseServer__ConnectClientHook, reinterpret_cast<LPVOID*>(&CBaseServer__ConnectClient));
ENABLER_CREATEHOOK(hook, (char*)baseAddress + 0x101740, &CBaseClient__ConnectHook, reinterpret_cast<LPVOID*>(&CBaseClient__Connect));
ENABLER_CREATEHOOK(hook, (char*)baseAddress + 0x100F80, &CBaseClient__ActivatePlayerHook, reinterpret_cast<LPVOID*>(&CBaseClient__ActivatePlayer));
ENABLER_CREATEHOOK(hook, (char*)baseAddress + 0x1012C0, &CBaseClient__DisconnectHook, reinterpret_cast<LPVOID*>(&CBaseClient__Disconnect));
+ ENABLER_CREATEHOOK(hook, (char*)baseAddress + 0x1022E0, &CGameClient__ExecuteStringCommandHook, reinterpret_cast<LPVOID*>(&CGameClient__ExecuteStringCommand));
// patch to disable kicking based on incorrect serverfilter in connectclient, since we repurpose it for use as an auth token
{