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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 /primedev/client/clientauthhooks.cpp | |
parent | bb8ed59f6891b1196c5f5bbe7346cd171c8215fa (diff) | |
download | NorthstarLauncher-1.21.2.tar.gz NorthstarLauncher-1.21.2.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 'primedev/client/clientauthhooks.cpp')
-rw-r--r-- | primedev/client/clientauthhooks.cpp | 72 |
1 files changed, 72 insertions, 0 deletions
diff --git a/primedev/client/clientauthhooks.cpp b/primedev/client/clientauthhooks.cpp new file mode 100644 index 00000000..35ae3aa7 --- /dev/null +++ b/primedev/client/clientauthhooks.cpp @@ -0,0 +1,72 @@ +#include "masterserver/masterserver.h" +#include "core/convar/convar.h" +#include "client/r2client.h" +#include "core/vanilla.h" + +AUTOHOOK_INIT() + +ConVar* Cvar_ns_has_agreed_to_send_token; + +// mirrored in script +const int NOT_DECIDED_TO_SEND_TOKEN = 0; +const int AGREED_TO_SEND_TOKEN = 1; +const int DISAGREED_TO_SEND_TOKEN = 2; + +// clang-format off +AUTOHOOK(AuthWithStryder, engine.dll + 0x1843A0, +void, __fastcall, (void* a1)) +// clang-format on +{ + // don't attempt to do Atlas auth if we are in vanilla compatibility mode + // this prevents users from joining untrustworthy servers (unless they use a concommand or something) + if (g_pVanillaCompatibility->GetVanillaCompatibility()) + { + AuthWithStryder(a1); + return; + } + + // game will call this forever, until it gets a valid auth key + // so, we need to manually invalidate our key until we're authed with northstar, then we'll allow game to auth with stryder + if (!g_pMasterServerManager->m_bOriginAuthWithMasterServerDone && Cvar_ns_has_agreed_to_send_token->GetInt() != DISAGREED_TO_SEND_TOKEN) + { + // if player has agreed to send token and we aren't already authing, try to auth + if (Cvar_ns_has_agreed_to_send_token->GetInt() == AGREED_TO_SEND_TOKEN && + !g_pMasterServerManager->m_bOriginAuthWithMasterServerInProgress) + g_pMasterServerManager->AuthenticateOriginWithMasterServer(g_pLocalPlayerUserID, g_pLocalPlayerOriginToken); + + // invalidate key so auth will fail + *g_pLocalPlayerOriginToken = 0; + } + + AuthWithStryder(a1); +} + +char* p3PToken; + +// clang-format off +AUTOHOOK(Auth3PToken, engine.dll + 0x183760, +char*, __fastcall, ()) +// clang-format on +{ + if (!g_pVanillaCompatibility->GetVanillaCompatibility() && g_pMasterServerManager->m_sOwnClientAuthToken[0]) + { + memset(p3PToken, 0x0, 1024); + strcpy(p3PToken, "Protocol 3: Protect the Pilot"); + } + + return Auth3PToken(); +} + +ON_DLL_LOAD_CLIENT_RELIESON("engine.dll", ClientAuthHooks, ConVar, (CModule module)) +{ + AUTOHOOK_DISPATCH() + + p3PToken = module.Offset(0x13979D80).RCast<char*>(); + + // this cvar will save to cfg once initially agreed with + Cvar_ns_has_agreed_to_send_token = new ConVar( + "ns_has_agreed_to_send_token", + "0", + FCVAR_ARCHIVE_PLAYERPROFILE, + "whether the user has agreed to send their origin token to the northstar masterserver"); +} |