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author | BobTheBob <32057864+BobTheBob9@users.noreply.github.com> | 2022-01-18 03:13:52 +0000 |
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committer | BobTheBob <32057864+BobTheBob9@users.noreply.github.com> | 2022-01-18 03:13:52 +0000 |
commit | e512279b5cb47fca0107fb5e80a3d0a468bb5e6f (patch) | |
tree | a4595885fe1d86affe7b2d668cbe743f9a5b572c /NorthstarDedicatedTest/serverauthentication.cpp | |
parent | cd18553bbc302f264edf35eed1daab07a2512513 (diff) | |
download | NorthstarLauncher-e512279b5cb47fca0107fb5e80a3d0a468bb5e6f.tar.gz NorthstarLauncher-e512279b5cb47fca0107fb5e80a3d0a468bb5e6f.zip |
make FCVAR_CLIENTCMD_CAN_EXECUTE checks not rely on concommand dispatch hooks that may be inconsistent across dlls
Diffstat (limited to 'NorthstarDedicatedTest/serverauthentication.cpp')
-rw-r--r-- | NorthstarDedicatedTest/serverauthentication.cpp | 42 |
1 files changed, 24 insertions, 18 deletions
diff --git a/NorthstarDedicatedTest/serverauthentication.cpp b/NorthstarDedicatedTest/serverauthentication.cpp index 8cbf666e..8bc4e6e3 100644 --- a/NorthstarDedicatedTest/serverauthentication.cpp +++ b/NorthstarDedicatedTest/serverauthentication.cpp @@ -317,13 +317,11 @@ void CBaseClient__DisconnectHook(void* self, uint32_t unknownButAlways1, const c } // maybe this should be done outside of auth code, but effort to refactor rn and it sorta fits -// hack: store the client that's executing the current stringcmd for pCommand->Dispatch() hook later -void* pExecutingGameClient = 0; +typedef bool(*CCommand__TokenizeType)(CCommand& self, const char* pCommandString, cmd_source_t commandSource); +CCommand__TokenizeType CCommand__Tokenize; char CGameClient__ExecuteStringCommandHook(void* self, uint32_t unknown, const char* pCommandString) { - pExecutingGameClient = self; - if (CVar_sv_quota_stringcmdspersecond->m_nValue != -1) { // note: this isn't super perfect, legit clients can trigger it in lobby, mostly good enough tho imo @@ -344,25 +342,32 @@ char CGameClient__ExecuteStringCommandHook(void* self, uint32_t unknown, const c } } - // todo later, basically just limit to CVar_sv_quota_stringcmdspersecond->m_nValue stringcmds per client per second - return CGameClient__ExecuteStringCommand(self, unknown, pCommandString); -} + // verify the command we're trying to execute is FCVAR_CLIENTCMD_CAN_EXECUTE, if it's a concommand + char* commandBuf[1040]; // assumedly this is the size of CCommand since we don't have an actual constructor + memset(commandBuf, 0, sizeof(commandBuf)); + CCommand tempCommand = *(CCommand*)&commandBuf; -void ConCommand__DispatchHook(ConCommand* command, const CCommand& args, void* a3) -{ - // patch to ensure FCVAR_GAMEDLL concommands without FCVAR_CLIENTCMD_CAN_EXECUTE can't be executed by remote clients - if (*sv_m_State == server_state_t::ss_active && !command->IsFlagSet(FCVAR_CLIENTCMD_CAN_EXECUTE) && !!pExecutingGameClient) + if (!CCommand__Tokenize(tempCommand, pCommandString, cmd_source_t::kCommandSrcCode) || !tempCommand.ArgC()) + return false; + + ICvar* icvar = *g_pCvar; // hellish call because i couldn't get icvar vtable stuff in convar.h to get the right offset for whatever reason + typedef ConCommand*(*FindCommandBaseType)(ICvar* self, const char* varName); + FindCommandBaseType FindCommandBase = *(FindCommandBaseType*)((*(char**)icvar) + 112); + ConCommand* command = FindCommandBase(icvar, tempCommand.Arg(0)); + + // if the command doesn't exist pass it on to ExecuteStringCommand for script clientcommands and stuff + if (command && !command->IsFlagSet(FCVAR_CLIENTCMD_CAN_EXECUTE)) { + // ensure FCVAR_GAMEDLL concommands without FCVAR_CLIENTCMD_CAN_EXECUTE can't be executed by remote clients if (IsDedicated()) - return; + return false; - // hack because don't currently have a way to check GetBaseLocalClient().m_nPlayerSlot - if (strcmp((char*)pExecutingGameClient + 0xF500, g_LocalPlayerUserID)) - return; + if (strcmp((char*)self + 0xF500, g_LocalPlayerUserID)) + return false; } - ConCommand__Dispatch(command, args, a3); - pExecutingGameClient = 0; + // todo later, basically just limit to CVar_sv_quota_stringcmdspersecond->m_nValue stringcmds per client per second + return CGameClient__ExecuteStringCommand(self, unknown, pCommandString); } char __fastcall CNetChan___ProcessMessagesHook(void* self, void* buf) @@ -507,7 +512,8 @@ void InitialiseServerAuthentication(HMODULE baseAddress) ENABLER_CREATEHOOK(hook, (char*)baseAddress + 0x2140A0, &CNetChan___ProcessMessagesHook, reinterpret_cast<LPVOID*>(&CNetChan___ProcessMessages)); ENABLER_CREATEHOOK(hook, (char*)baseAddress + 0x104FB0, &CBaseClient__SendServerInfoHook, reinterpret_cast<LPVOID*>(&CBaseClient__SendServerInfo)); ENABLER_CREATEHOOK(hook, (char*)baseAddress + 0x117800, &ProcessConnectionlessPacketHook, reinterpret_cast<LPVOID*>(&ProcessConnectionlessPacket)); - ENABLER_CREATEHOOK(hook, (char*)baseAddress + 0x417440, &ConCommand__DispatchHook, reinterpret_cast<LPVOID*>(&ConCommand__Dispatch)); + + CCommand__Tokenize = (CCommand__TokenizeType)((char*)baseAddress + 0x418380); // patch to disable kicking based on incorrect serverfilter in connectclient, since we repurpose it for use as an auth token { |