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-rw-r--r--NorthstarDLL/clientauthhooks.cpp44
1 files changed, 44 insertions, 0 deletions
diff --git a/NorthstarDLL/clientauthhooks.cpp b/NorthstarDLL/clientauthhooks.cpp
new file mode 100644
index 00000000..7463028b
--- /dev/null
+++ b/NorthstarDLL/clientauthhooks.cpp
@@ -0,0 +1,44 @@
+#include "pch.h"
+#include "masterserver.h"
+#include "convar.h"
+#include "r2client.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;
+
+AUTOHOOK(AuthWithStryder, engine.dll + 0x1843A0,
+void,, (void* a1),
+{
+ // 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_MasterServerManager->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_MasterServerManager->m_bOriginAuthWithMasterServerInProgress)
+ g_MasterServerManager->AuthenticateOriginWithMasterServer(R2::g_pLocalPlayerUserID, R2::g_pLocalPlayerOriginToken);
+
+ // invalidate key so auth will fail
+ *R2::g_pLocalPlayerOriginToken = 0;
+ }
+
+ AuthWithStryder(a1);
+})
+
+ON_DLL_LOAD_CLIENT_RELIESON("engine.dll", ClientAuthHooks, ConVar, [](HMODULE baseAddress)
+{
+ AUTOHOOK_DISPATCH()
+
+ // 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");
+}) \ No newline at end of file