diff options
Diffstat (limited to 'NorthstarDLL/server/auth/serverauthentication.cpp')
-rw-r--r-- | NorthstarDLL/server/auth/serverauthentication.cpp | 462 |
1 files changed, 462 insertions, 0 deletions
diff --git a/NorthstarDLL/server/auth/serverauthentication.cpp b/NorthstarDLL/server/auth/serverauthentication.cpp new file mode 100644 index 00000000..ac1d5f17 --- /dev/null +++ b/NorthstarDLL/server/auth/serverauthentication.cpp @@ -0,0 +1,462 @@ +#include "pch.h" +#include "serverauthentication.h" +#include "shared/exploit_fixes/ns_limits.h" +#include "core/convar/cvar.h" +#include "core/convar/convar.h" +#include "masterserver/masterserver.h" +#include "server/serverpresence.h" +#include "engine/hoststate.h" +#include "shared/maxplayers.h" +#include "bansystem.h" +#include "core/convar/concommand.h" +#include "dedicated/dedicated.h" +#include "config/profile.h" +#include "core/tier0.h" +#include "engine/r2engine.h" +#include "client/r2client.h" +#include "server/r2server.h" + +#include "httplib.h" + +#include <fstream> +#include <filesystem> +#include <thread> + +AUTOHOOK_INIT() + +const char* AUTHSERVER_VERIFY_STRING = "I am a northstar server!"; + +// global vars +ServerAuthenticationManager* g_pServerAuthentication; +CBaseServer__RejectConnectionType CBaseServer__RejectConnection; + +void ServerAuthenticationManager::StartPlayerAuthServer() +{ + if (m_bRunningPlayerAuthThread) + { + spdlog::warn("ServerAuthenticationManager::StartPlayerAuthServer was called while m_bRunningPlayerAuthThread is true"); + return; + } + + g_pServerPresence->SetAuthPort(Cvar_ns_player_auth_port->GetInt()); // set auth port for presence + m_bRunningPlayerAuthThread = true; + + // listen is a blocking call so thread this + std::thread serverThread( + [this] + { + // this is just a super basic way to verify that servers have ports open, masterserver will try to read this before ensuring + // server is legit + m_PlayerAuthServer.Get( + "/verify", + [](const httplib::Request& request, httplib::Response& response) + { response.set_content(AUTHSERVER_VERIFY_STRING, "text/plain"); }); + + m_PlayerAuthServer.Post( + "/authenticate_incoming_player", + [this](const httplib::Request& request, httplib::Response& response) + { + if (!request.has_param("id") || !request.has_param("authToken") || request.body.size() >= R2::PERSISTENCE_MAX_SIZE || + !request.has_param("serverAuthToken") || + strcmp(g_pMasterServerManager->m_sOwnServerAuthToken, request.get_param_value("serverAuthToken").c_str())) + { + response.set_content("{\"success\":false}", "application/json"); + return; + } + + RemoteAuthData newAuthData {}; + strncpy_s(newAuthData.uid, sizeof(newAuthData.uid), request.get_param_value("id").c_str(), sizeof(newAuthData.uid) - 1); + strncpy_s( + newAuthData.username, + sizeof(newAuthData.username), + request.get_param_value("username").c_str(), + sizeof(newAuthData.username) - 1); + + newAuthData.pdataSize = request.body.size(); + newAuthData.pdata = new char[newAuthData.pdataSize]; + memcpy(newAuthData.pdata, request.body.c_str(), newAuthData.pdataSize); + + std::lock_guard<std::mutex> guard(m_AuthDataMutex); + m_RemoteAuthenticationData.insert(std::make_pair(request.get_param_value("authToken"), newAuthData)); + + response.set_content("{\"success\":true}", "application/json"); + }); + + m_PlayerAuthServer.listen("0.0.0.0", Cvar_ns_player_auth_port->GetInt()); + }); + + serverThread.detach(); +} + +void ServerAuthenticationManager::StopPlayerAuthServer() +{ + if (!m_bRunningPlayerAuthThread) + { + spdlog::warn("ServerAuthenticationManager::StopPlayerAuthServer was called while m_bRunningPlayerAuthThread is false"); + return; + } + + m_bRunningPlayerAuthThread = false; + m_PlayerAuthServer.stop(); +} + +void ServerAuthenticationManager::AddPlayer(R2::CBaseClient* player, const char* pToken) +{ + PlayerAuthenticationData additionalData; + additionalData.pdataSize = m_RemoteAuthenticationData[pToken].pdataSize; + additionalData.usingLocalPdata = player->m_iPersistenceReady == R2::ePersistenceReady::READY_INSECURE; + + m_PlayerAuthenticationData.insert(std::make_pair(player, additionalData)); +} + +void ServerAuthenticationManager::RemovePlayer(R2::CBaseClient* player) +{ + if (m_PlayerAuthenticationData.count(player)) + m_PlayerAuthenticationData.erase(player); +} + +bool checkIsPlayerNameValid(const char* name) +{ + int len = strlen(name); + // Restricts name to max 63 characters + if (len >= 64) + return false; + for (int i = 0; i < len; i++) + { + // Restricts the characters in the name to a restricted range in ASCII + if (static_cast<int>(name[i]) < 32 || static_cast<int>(name[i]) > 126) + { + return false; + } + } + return true; +} + +bool ServerAuthenticationManager::VerifyPlayerName(const char* authToken, const char* name) +{ + std::lock_guard<std::mutex> guard(m_AuthDataMutex); + + if (CVar_ns_auth_allow_insecure->GetInt()) + { + spdlog::info("Allowing player with name '{}' because ns_auth_allow_insecure is enabled", name); + return true; + } + + if (!checkIsPlayerNameValid(name)) + { + spdlog::info("Rejecting player with name '{}' because the name contains forbidden characters", name); + return false; + } + // TODO: We should really have a better way of doing this for singleplayer + // Best way of doing this would be to check if server is actually in singleplayer mode, or just running a SP map in multiplayer + // Currently there's not an easy way of checking this, so we just disable this check if mapname starts with `sp_` + // This means that player names are not checked on singleplayer + if ((m_RemoteAuthenticationData.empty() || m_RemoteAuthenticationData.count(std::string(authToken)) == 0) && + strncmp(R2::g_pHostState->m_levelName, "sp_", 3) != 0) + { + spdlog::info("Rejecting player with name '{}' because authToken '{}' was not found", name, authToken); + return false; + } + + const RemoteAuthData& authData = m_RemoteAuthenticationData[authToken]; + + if (*authData.username && strncmp(name, authData.username, 64) != 0) + { + spdlog::info("Rejecting player with name '{}' because name does not match expected name '{}'", name, authData.username); + return false; + } + + return true; +} + +bool ServerAuthenticationManager::CheckDuplicateAccounts(R2::CBaseClient* player) +{ + if (m_bAllowDuplicateAccounts) + return true; + + bool bHasUidPlayer = false; + for (int i = 0; i < R2::GetMaxPlayers(); i++) + if (&R2::g_pClientArray[i] != player && !strcmp(R2::g_pClientArray[i].m_UID, player->m_UID)) + return false; + + return true; +} + +bool ServerAuthenticationManager::AuthenticatePlayer(R2::CBaseClient* player, uint64_t uid, char* authToken) +{ + std::string strUid = std::to_string(uid); + std::lock_guard<std::mutex> guard(m_AuthDataMutex); + + if (!strncmp(R2::g_pHostState->m_levelName, "sp_", 3)) + return true; + + // copy uuid + strcpy(player->m_UID, strUid.c_str()); + + bool authFail = true; + if (!m_RemoteAuthenticationData.empty() && m_RemoteAuthenticationData.count(std::string(authToken))) + { + if (!CheckDuplicateAccounts(player)) + return false; + + // use stored auth data + RemoteAuthData authData = m_RemoteAuthenticationData[authToken]; + + if (!strcmp(strUid.c_str(), authData.uid)) // connecting client's uid is the same as auth's uid + { + // if we're resetting let script handle the reset + if (!m_bForceResetLocalPlayerPersistence || strcmp(authData.uid, R2::g_pLocalPlayerUserID)) + { + // copy pdata into buffer + memcpy(player->m_PersistenceBuffer, authData.pdata, authData.pdataSize); + } + + // set persistent data as ready + player->m_iPersistenceReady = R2::ePersistenceReady::READY_REMOTE; + authFail = false; + } + } + + if (authFail) + { + if (CVar_ns_auth_allow_insecure->GetBool()) + { + // set persistent data as ready + // note: actual placeholder persistent data is populated in script with InitPersistentData() + player->m_iPersistenceReady = R2::ePersistenceReady::READY_INSECURE; + return true; + } + else + return false; + } + + return true; // auth successful, client stays on +} + +bool ServerAuthenticationManager::RemovePlayerAuthData(R2::CBaseClient* player) +{ + if (!Cvar_ns_erase_auth_info->GetBool()) // keep auth data forever + return false; + + // hack for special case where we're on a local server, so we erase our own newly created auth data on disconnect + if (m_bNeedLocalAuthForNewgame && !strcmp(player->m_UID, R2::g_pLocalPlayerUserID)) + return false; + + // we don't have our auth token at this point, so lookup authdata by uid + for (auto& auth : m_RemoteAuthenticationData) + { + if (!strcmp(player->m_UID, auth.second.uid)) + { + // pretty sure this is fine, since we don't iterate after the erase + // i think if we iterated after it'd be undefined behaviour tho + std::lock_guard<std::mutex> guard(m_AuthDataMutex); + + delete[] auth.second.pdata; + m_RemoteAuthenticationData.erase(auth.first); + return true; + } + } + + return false; +} + +void ServerAuthenticationManager::WritePersistentData(R2::CBaseClient* player) +{ + if (player->m_iPersistenceReady == R2::ePersistenceReady::READY_REMOTE) + { + g_pMasterServerManager->WritePlayerPersistentData( + player->m_UID, (const char*)player->m_PersistenceBuffer, m_PlayerAuthenticationData[player].pdataSize); + } + else if (CVar_ns_auth_allow_insecure_write->GetBool()) + { + // todo: write pdata to disk here + } +} + +// auth hooks + +// store these in vars so we can use them in CBaseClient::Connect +// this is fine because ptrs won't decay by the time we use this, just don't use it outside of calls from cbaseclient::connectclient +char* pNextPlayerToken; +uint64_t iNextPlayerUid; + +// clang-format off +AUTOHOOK(CBaseServer__ConnectClient, engine.dll + 0x114430, +void*,, ( + void* self, + void* addr, + void* a3, + uint32_t a4, + uint32_t a5, + int32_t a6, + void* a7, + char* playerName, + char* serverFilter, + void* a10, + char a11, + void* a12, + char a13, + char a14, + int64_t uid, + uint32_t a16, + uint32_t a17)) +// clang-format on +{ + // auth tokens are sent with serverfilter, can't be accessed from player struct to my knowledge, so have to do this here + pNextPlayerToken = serverFilter; + iNextPlayerUid = uid; + + spdlog::info( + "CBaseServer__ClientConnect attempted connection with uid {}, playerName '{}', serverFilter '{}'", uid, playerName, serverFilter); + + if (!g_pServerAuthentication->VerifyPlayerName(pNextPlayerToken, playerName)) + { + CBaseServer__RejectConnection(self, *((int*)self + 3), addr, "Invalid Name.\n"); + return nullptr; + } + if (!g_pBanSystem->IsUIDAllowed(uid)) + { + CBaseServer__RejectConnection(self, *((int*)self + 3), addr, "Banned From server.\n"); + return nullptr; + } + + return CBaseServer__ConnectClient(self, addr, a3, a4, a5, a6, a7, playerName, serverFilter, a10, a11, a12, a13, a14, uid, a16, a17); +} + +// clang-format off +AUTOHOOK(CBaseClient__Connect, engine.dll + 0x101740, +bool,, (R2::CBaseClient* self, char* name, void* netchan_ptr_arg, char b_fake_player_arg, void* a5, char* Buffer, void* a7)) +// clang-format on +{ + // try to auth player, dc if it fails + // we connect regardless of auth, because returning bad from this function can fuck client state p bad + bool ret = CBaseClient__Connect(self, name, netchan_ptr_arg, b_fake_player_arg, a5, Buffer, a7); + if (!ret) + return ret; + + if (!g_pServerAuthentication->VerifyPlayerName(pNextPlayerToken, name)) + { + R2::CBaseClient__Disconnect(self, 1, "Invalid Name.\n"); + return false; + } + if (!g_pBanSystem->IsUIDAllowed(iNextPlayerUid)) + { + R2::CBaseClient__Disconnect(self, 1, "Banned From server.\n"); + return false; + } + if (!g_pServerAuthentication->AuthenticatePlayer(self, iNextPlayerUid, pNextPlayerToken)) + { + R2::CBaseClient__Disconnect(self, 1, "Authentication Failed.\n"); + return false; + } + + g_pServerAuthentication->AddPlayer(self, pNextPlayerToken); + g_pServerLimits->AddPlayer(self); + + return ret; +} + +// clang-format off +AUTOHOOK(CBaseClient__ActivatePlayer, engine.dll + 0x100F80, +void,, (R2::CBaseClient* self)) +// clang-format on +{ + // if we're authed, write our persistent data + // RemovePlayerAuthData returns true if it removed successfully, i.e. on first call only, and we only want to write on >= second call + // (since this func is called on map loads) + if (self->m_iPersistenceReady >= R2::ePersistenceReady::READY && !g_pServerAuthentication->RemovePlayerAuthData(self)) + { + g_pServerAuthentication->m_bForceResetLocalPlayerPersistence = false; + g_pServerAuthentication->WritePersistentData(self); + g_pServerPresence->SetPlayerCount(g_pServerAuthentication->m_PlayerAuthenticationData.size()); + } + + CBaseClient__ActivatePlayer(self); +} + +// clang-format off +AUTOHOOK(_CBaseClient__Disconnect, engine.dll + 0x1012C0, +void,, (R2::CBaseClient* self, uint32_t unknownButAlways1, const char* pReason, ...)) +// clang-format on +{ + // have to manually format message because can't pass varargs to original func + char buf[1024]; + + va_list va; + va_start(va, pReason); + vsprintf(buf, pReason, va); + va_end(va); + + // this reason is used while connecting to a local server, hacky, but just ignore it + if (strcmp(pReason, "Connection closing")) + { + spdlog::info("Player {} disconnected: \"{}\"", self->m_Name, buf); + + // dcing, write persistent data + if (g_pServerAuthentication->m_PlayerAuthenticationData[self].needPersistenceWriteOnLeave) + g_pServerAuthentication->WritePersistentData(self); + g_pServerAuthentication->RemovePlayerAuthData(self); // won't do anything 99% of the time, but just in case + + g_pServerAuthentication->RemovePlayer(self); + g_pServerLimits->RemovePlayer(self); + } + + else if (g_pServerAuthentication->m_RemoteAuthenticationData.count(self->m_Name)) + { + g_pServerAuthentication->RemovePlayer(self); + g_pServerLimits->RemovePlayer(self); + } + + g_pServerPresence->SetPlayerCount(g_pServerAuthentication->m_PlayerAuthenticationData.size()); + + _CBaseClient__Disconnect(self, unknownButAlways1, buf); +} + +void ConCommand_ns_resetpersistence(const CCommand& args) +{ + if (*R2::g_pServerState == R2::server_state_t::ss_active) + { + spdlog::error("ns_resetpersistence must be entered from the main menu"); + return; + } + + spdlog::info("resetting persistence on next lobby load..."); + g_pServerAuthentication->m_bForceResetLocalPlayerPersistence = true; +} + +ON_DLL_LOAD_RELIESON("engine.dll", ServerAuthentication, (ConCommand, ConVar), (CModule module)) +{ + AUTOHOOK_DISPATCH() + + g_pServerAuthentication = new ServerAuthenticationManager; + + g_pServerAuthentication->Cvar_ns_player_auth_port = new ConVar("ns_player_auth_port", "8081", FCVAR_GAMEDLL, ""); + g_pServerAuthentication->Cvar_ns_erase_auth_info = + new ConVar("ns_erase_auth_info", "1", FCVAR_GAMEDLL, "Whether auth info should be erased from this server on disconnect or crash"); + g_pServerAuthentication->CVar_ns_auth_allow_insecure = + new ConVar("ns_auth_allow_insecure", "0", FCVAR_GAMEDLL, "Whether this server will allow unauthenicated players to connect"); + g_pServerAuthentication->CVar_ns_auth_allow_insecure_write = new ConVar( + "ns_auth_allow_insecure_write", + "0", + FCVAR_GAMEDLL, + "Whether the pdata of unauthenticated clients will be written to disk when changed"); + + RegisterConCommand( + "ns_resetpersistence", ConCommand_ns_resetpersistence, "resets your pdata when you next enter the lobby", FCVAR_NONE); + + // patch to disable kicking based on incorrect serverfilter in connectclient, since we repurpose it for use as an auth token + module.Offset(0x114655).Patch("EB"); + + // patch to disable fairfight marking players as cheaters and kicking them + module.Offset(0x101012).Patch("E9 90 00"); + + CBaseServer__RejectConnection = module.Offset(0x1182E0).As<CBaseServer__RejectConnectionType>(); + + if (Tier0::CommandLine()->CheckParm("-allowdupeaccounts")) + { + // patch to allow same of multiple account + module.Offset(0x114510).Patch("EB"); + + g_pServerAuthentication->m_bAllowDuplicateAccounts = true; + } +} |