diff options
Diffstat (limited to 'NorthstarDLL/limits.cpp')
-rw-r--r-- | NorthstarDLL/limits.cpp | 299 |
1 files changed, 299 insertions, 0 deletions
diff --git a/NorthstarDLL/limits.cpp b/NorthstarDLL/limits.cpp new file mode 100644 index 00000000..fd635136 --- /dev/null +++ b/NorthstarDLL/limits.cpp @@ -0,0 +1,299 @@ +#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; + +ConVar* Cvar_net_datablock_enabled; + +// 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 +{ + if (packet->adr.type == R2::NA_IP && + (!(packet->data[4] == 'N' && Cvar_net_datablock_enabled->GetBool()) || !Cvar_net_datablock_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"); + + Cvar_net_datablock_enabled = R2::g_pCVar->FindVar("net_datablock_enabled"); +} + +ON_DLL_LOAD("server.dll", ServerLimitsServer, (CModule module)) +{ + AUTOHOOK_DISPATCH_MODULE(server.dll) +} |