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-rw-r--r--NorthstarDLL/clientauthhooks.cpp47
1 files changed, 47 insertions, 0 deletions
diff --git a/NorthstarDLL/clientauthhooks.cpp b/NorthstarDLL/clientauthhooks.cpp
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+++ b/NorthstarDLL/clientauthhooks.cpp
@@ -0,0 +1,47 @@
+#include "pch.h"
+#include "clientauthhooks.h"
+#include "hookutils.h"
+#include "gameutils.h"
+#include "masterserver.h"
+#include "convar.h"
+
+typedef void (*AuthWithStryderType)(void* a1);
+AuthWithStryderType AuthWithStryder;
+
+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;
+
+void AuthWithStryderHook(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(g_LocalPlayerUserID, g_LocalPlayerOriginToken);
+
+ // invalidate key so auth will fail
+ *g_LocalPlayerOriginToken = 0;
+ }
+
+ AuthWithStryder(a1);
+}
+
+void InitialiseClientAuthHooks(HMODULE baseAddress)
+{
+ // 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");
+
+ HookEnabler hook;
+ ENABLER_CREATEHOOK(hook, (char*)baseAddress + 0x1843A0, &AuthWithStryderHook, reinterpret_cast<LPVOID*>(&AuthWithStryder));
+} \ No newline at end of file