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-rw-r--r--NorthstarDLL/limits.cpp298
1 files changed, 0 insertions, 298 deletions
diff --git a/NorthstarDLL/limits.cpp b/NorthstarDLL/limits.cpp
deleted file mode 100644
index c254de52..00000000
--- a/NorthstarDLL/limits.cpp
+++ /dev/null
@@ -1,298 +0,0 @@
-#include "pch.h"
-#include "limits.h"
-#include "hoststate.h"
-#include "r2client.h"
-#include "r2engine.h"
-#include "r2server.h"
-#include "maxplayers.h"
-#include "tier0.h"
-#include "vector.h"
-#include "serverauthentication.h"
-
-AUTOHOOK_INIT()
-
-ServerLimitsManager* g_pServerLimits;
-
-// todo: make this work on higher timescales, also possibly disable when sv_cheats is set
-void ServerLimitsManager::RunFrame(double flCurrentTime, float flFrameTime)
-{
- if (Cvar_sv_antispeedhack_enable->GetBool())
- {
- // for each player, set their usercmd processing budget for the frame to the last frametime for the server
- for (int i = 0; i < R2::GetMaxPlayers(); i++)
- {
- R2::CBaseClient* player = &R2::g_pClientArray[i];
-
- if (m_PlayerLimitData.find(player) != m_PlayerLimitData.end())
- {
- PlayerLimitData* pLimitData = &g_pServerLimits->m_PlayerLimitData[player];
- if (pLimitData->flFrameUserCmdBudget < 0.016666667 * Cvar_sv_antispeedhack_maxtickbudget->GetFloat())
- pLimitData->flFrameUserCmdBudget +=
- fmax(flFrameTime, 0.016666667) * g_pServerLimits->Cvar_sv_antispeedhack_budgetincreasemultiplier->GetFloat();
- }
- }
- }
-}
-
-void ServerLimitsManager::AddPlayer(R2::CBaseClient* player)
-{
- PlayerLimitData limitData;
- limitData.flFrameUserCmdBudget = 0.016666667 * Cvar_sv_antispeedhack_maxtickbudget->GetFloat();
-
- m_PlayerLimitData.insert(std::make_pair(player, limitData));
-}
-
-void ServerLimitsManager::RemovePlayer(R2::CBaseClient* player)
-{
- if (m_PlayerLimitData.find(player) != m_PlayerLimitData.end())
- m_PlayerLimitData.erase(player);
-}
-
-bool ServerLimitsManager::CheckStringCommandLimits(R2::CBaseClient* player)
-{
- if (CVar_sv_quota_stringcmdspersecond->GetInt() != -1)
- {
- // note: this isn't super perfect, legit clients can trigger it in lobby if they try, mostly good enough tho imo
- if (Tier0::Plat_FloatTime() - m_PlayerLimitData[player].lastClientCommandQuotaStart >= 1.0)
- {
- // reset quota
- m_PlayerLimitData[player].lastClientCommandQuotaStart = Tier0::Plat_FloatTime();
- m_PlayerLimitData[player].numClientCommandsInQuota = 0;
- }
-
- m_PlayerLimitData[player].numClientCommandsInQuota++;
- if (m_PlayerLimitData[player].numClientCommandsInQuota > CVar_sv_quota_stringcmdspersecond->GetInt())
- {
- // too many stringcmds, dc player
- return false;
- }
- }
-
- return true;
-}
-
-bool ServerLimitsManager::CheckChatLimits(R2::CBaseClient* player)
-{
- if (Tier0::Plat_FloatTime() - m_PlayerLimitData[player].lastSayTextLimitStart >= 1.0)
- {
- m_PlayerLimitData[player].lastSayTextLimitStart = Tier0::Plat_FloatTime();
- m_PlayerLimitData[player].sayTextLimitCount = 0;
- }
-
- if (m_PlayerLimitData[player].sayTextLimitCount >= Cvar_sv_max_chat_messages_per_sec->GetInt())
- return false;
-
- m_PlayerLimitData[player].sayTextLimitCount++;
- return true;
-}
-
-// clang-format off
-AUTOHOOK(CNetChan__ProcessMessages, engine.dll + 0x2140A0,
-char, __fastcall, (void* self, void* buf))
-// clang-format on
-{
- enum eNetChanLimitMode
- {
- NETCHANLIMIT_WARN,
- NETCHANLIMIT_KICK
- };
-
- double startTime = Tier0::Plat_FloatTime();
- char ret = CNetChan__ProcessMessages(self, buf);
-
- // check processing limits, unless we're in a level transition
- if (R2::g_pHostState->m_iCurrentState == R2::HostState_t::HS_RUN && Tier0::ThreadInServerFrameThread())
- {
- // player that sent the message
- R2::CBaseClient* sender = *(R2::CBaseClient**)((char*)self + 368);
-
- // if no sender, return
- // relatively certain this is fine?
- if (!sender || !g_pServerLimits->m_PlayerLimitData.count(sender))
- return ret;
-
- // reset every second
- if (startTime - g_pServerLimits->m_PlayerLimitData[sender].lastNetChanProcessingLimitStart >= 1.0 ||
- g_pServerLimits->m_PlayerLimitData[sender].lastNetChanProcessingLimitStart == -1.0)
- {
- g_pServerLimits->m_PlayerLimitData[sender].lastNetChanProcessingLimitStart = startTime;
- g_pServerLimits->m_PlayerLimitData[sender].netChanProcessingLimitTime = 0.0;
- }
- g_pServerLimits->m_PlayerLimitData[sender].netChanProcessingLimitTime += (Tier0::Plat_FloatTime() * 1000) - (startTime * 1000);
-
- if (g_pServerLimits->m_PlayerLimitData[sender].netChanProcessingLimitTime >=
- g_pServerLimits->Cvar_net_chan_limit_msec_per_sec->GetInt())
- {
- spdlog::warn(
- "Client {} hit netchan processing limit with {}ms of processing time this second (max is {})",
- (char*)sender + 0x16,
- g_pServerLimits->m_PlayerLimitData[sender].netChanProcessingLimitTime,
- g_pServerLimits->Cvar_net_chan_limit_msec_per_sec->GetInt());
-
- // never kick local player
- if (g_pServerLimits->Cvar_net_chan_limit_mode->GetInt() != NETCHANLIMIT_WARN && strcmp(R2::g_pLocalPlayerUserID, sender->m_UID))
- {
- R2::CBaseClient__Disconnect(sender, 1, "Exceeded net channel processing limit");
- return false;
- }
- }
- }
-
- return ret;
-}
-
-// clang-format off
-AUTOHOOK(ProcessConnectionlessPacket, engine.dll + 0x117800,
-bool, , (void* a1, R2::netpacket_t* packet))
-// clang-format on
-{
- static const ConVar* Cvar_net_data_block_enabled = R2::g_pCVar->FindVar("net_data_block_enabled");
-
- // don't ratelimit datablock packets as long as datablock is enabled
- if (packet->adr.type == R2::NA_IP &&
- (!(packet->data[4] == 'N' && Cvar_net_data_block_enabled->GetBool()) || !Cvar_net_data_block_enabled->GetBool()))
- {
- // bad lookup: optimise later tm
- UnconnectedPlayerLimitData* sendData = nullptr;
- for (UnconnectedPlayerLimitData& foundSendData : g_pServerLimits->m_UnconnectedPlayerLimitData)
- {
- if (!memcmp(packet->adr.ip, foundSendData.ip, 16))
- {
- sendData = &foundSendData;
- break;
- }
- }
-
- if (!sendData)
- {
- sendData = &g_pServerLimits->m_UnconnectedPlayerLimitData.emplace_back();
- memcpy(sendData->ip, packet->adr.ip, 16);
- }
-
- if (Tier0::Plat_FloatTime() < sendData->timeoutEnd)
- return false;
-
- if (Tier0::Plat_FloatTime() - sendData->lastQuotaStart >= 1.0)
- {
- sendData->lastQuotaStart = Tier0::Plat_FloatTime();
- sendData->packetCount = 0;
- }
-
- sendData->packetCount++;
-
- if (sendData->packetCount >= g_pServerLimits->Cvar_sv_querylimit_per_sec->GetInt())
- {
- spdlog::warn(
- "Client went over connectionless ratelimit of {} per sec with packet of type {}",
- g_pServerLimits->Cvar_sv_querylimit_per_sec->GetInt(),
- packet->data[4]);
-
- // timeout for a minute
- sendData->timeoutEnd = Tier0::Plat_FloatTime() + 60.0;
- return false;
- }
- }
-
- return ProcessConnectionlessPacket(a1, packet);
-}
-
-// this is weird and i'm not sure if it's correct, so not using for now
-/*AUTOHOOK(CBasePlayer__PhysicsSimulate, server.dll + 0x5A6E50, bool, __fastcall, (void* self, int a2, char a3))
-{
- spdlog::info("CBasePlayer::PhysicsSimulate");
- return CBasePlayer__PhysicsSimulate(self, a2, a3);
-}*/
-
-struct alignas(4) SV_CUserCmd
-{
- DWORD command_number;
- DWORD tick_count;
- float command_time;
- Vector3 worldViewAngles;
- BYTE gap18[4];
- Vector3 localViewAngles;
- Vector3 attackangles;
- Vector3 move;
- DWORD buttons;
- BYTE impulse;
- short weaponselect;
- DWORD meleetarget;
- BYTE gap4C[24];
- char headoffset;
- BYTE gap65[11];
- Vector3 cameraPos;
- Vector3 cameraAngles;
- BYTE gap88[4];
- int tickSomething;
- DWORD dword90;
- DWORD predictedServerEventAck;
- DWORD dword98;
- float frameTime;
-};
-
-// clang-format off
-AUTOHOOK(CPlayerMove__RunCommand, server.dll + 0x5B8100,
-void, __fastcall, (void* self, R2::CBasePlayer* player, SV_CUserCmd* pUserCmd, uint64_t a4))
-// clang-format on
-{
- if (g_pServerLimits->Cvar_sv_antispeedhack_enable->GetBool())
- {
- R2::CBaseClient* pClient = &R2::g_pClientArray[player->m_nPlayerIndex - 1];
-
- if (g_pServerLimits->m_PlayerLimitData.find(pClient) != g_pServerLimits->m_PlayerLimitData.end())
- {
- PlayerLimitData* pLimitData = &g_pServerLimits->m_PlayerLimitData[pClient];
-
- pLimitData->flFrameUserCmdBudget = fmax(0.0, pLimitData->flFrameUserCmdBudget - pUserCmd->frameTime);
-
- if (pLimitData->flFrameUserCmdBudget <= 0.0)
- {
- spdlog::warn("player {} went over usercmd budget ({})", pClient->m_Name, pLimitData->flFrameUserCmdBudget);
- return;
- }
- // else
- // spdlog::info("{}: {}", pClient->m_Name, pLimitData->flFrameUserCmdBudget);
- }
- }
-
- CPlayerMove__RunCommand(self, player, pUserCmd, a4);
-}
-
-ON_DLL_LOAD_RELIESON("engine.dll", ServerLimits, ConVar, (CModule module))
-{
- AUTOHOOK_DISPATCH_MODULE(engine.dll)
-
- g_pServerLimits = new ServerLimitsManager;
-
- g_pServerLimits->CVar_sv_quota_stringcmdspersecond = new ConVar(
- "sv_quota_stringcmdspersecond",
- "60",
- FCVAR_GAMEDLL,
- "How many string commands per second clients are allowed to submit, 0 to disallow all string commands, -1 to disable");
- g_pServerLimits->Cvar_net_chan_limit_mode =
- new ConVar("net_chan_limit_mode", "0", FCVAR_GAMEDLL, "The mode for netchan processing limits: 0 = warn, 1 = kick");
- g_pServerLimits->Cvar_net_chan_limit_msec_per_sec = new ConVar(
- "net_chan_limit_msec_per_sec",
- "100",
- FCVAR_GAMEDLL,
- "Netchannel processing is limited to so many milliseconds, abort connection if exceeding budget");
- g_pServerLimits->Cvar_sv_querylimit_per_sec = new ConVar("sv_querylimit_per_sec", "15", FCVAR_GAMEDLL, "");
- g_pServerLimits->Cvar_sv_max_chat_messages_per_sec = new ConVar("sv_max_chat_messages_per_sec", "5", FCVAR_GAMEDLL, "");
- g_pServerLimits->Cvar_sv_antispeedhack_enable =
- new ConVar("sv_antispeedhack_enable", "0", FCVAR_NONE, "whether to enable antispeedhack protections");
- g_pServerLimits->Cvar_sv_antispeedhack_maxtickbudget = new ConVar(
- "sv_antispeedhack_maxtickbudget",
- "64",
- FCVAR_GAMEDLL,
- "Maximum number of client-issued usercmd ticks that can be replayed in packet loss conditions, 0 to allow no restrictions");
- g_pServerLimits->Cvar_sv_antispeedhack_budgetincreasemultiplier = new ConVar(
- "sv_antispeedhack_budgetincreasemultiplier",
- "1.2",
- FCVAR_GAMEDLL,
- "Increase usercmd processing budget by tickinterval * value per tick");
-}
-
-ON_DLL_LOAD("server.dll", ServerLimitsServer, (CModule module))
-{
- AUTOHOOK_DISPATCH_MODULE(server.dll)
-}