diff options
Diffstat (limited to 'NorthstarDLL/server/auth/serverauthentication.cpp')
-rw-r--r-- | NorthstarDLL/server/auth/serverauthentication.cpp | 46 |
1 files changed, 23 insertions, 23 deletions
diff --git a/NorthstarDLL/server/auth/serverauthentication.cpp b/NorthstarDLL/server/auth/serverauthentication.cpp index d5653dcc..0d46426f 100644 --- a/NorthstarDLL/server/auth/serverauthentication.cpp +++ b/NorthstarDLL/server/auth/serverauthentication.cpp @@ -40,7 +40,7 @@ void ServerAuthenticationManager::AddRemotePlayer(std::string token, uint64_t ui m_RemoteAuthenticationData[token] = newAuthData; } -void ServerAuthenticationManager::AddPlayer(R2::CBaseClient* pPlayer, const char* pToken) +void ServerAuthenticationManager::AddPlayer(CBaseClient* pPlayer, const char* pToken) { PlayerAuthenticationData additionalData; @@ -48,14 +48,14 @@ void ServerAuthenticationManager::AddPlayer(R2::CBaseClient* pPlayer, const char if (remoteAuthData != m_RemoteAuthenticationData.end()) additionalData.pdataSize = remoteAuthData->second.pdataSize; else - additionalData.pdataSize = R2::PERSISTENCE_MAX_SIZE; + additionalData.pdataSize = PERSISTENCE_MAX_SIZE; - additionalData.usingLocalPdata = pPlayer->m_iPersistenceReady == R2::ePersistenceReady::READY_INSECURE; + additionalData.usingLocalPdata = pPlayer->m_iPersistenceReady == ePersistenceReady::READY_INSECURE; m_PlayerAuthenticationData.insert(std::make_pair(pPlayer, additionalData)); } -void ServerAuthenticationManager::RemovePlayer(R2::CBaseClient* pPlayer) +void ServerAuthenticationManager::RemovePlayer(CBaseClient* pPlayer) { if (m_PlayerAuthenticationData.count(pPlayer)) m_PlayerAuthenticationData.erase(pPlayer); @@ -88,20 +88,20 @@ bool ServerAuthenticationManager::VerifyPlayerName(const char* pAuthToken, const return true; } -bool ServerAuthenticationManager::IsDuplicateAccount(R2::CBaseClient* pPlayer, const char* pPlayerUid) +bool ServerAuthenticationManager::IsDuplicateAccount(CBaseClient* pPlayer, const char* pPlayerUid) { if (m_bAllowDuplicateAccounts) return false; bool bHasUidPlayer = false; - for (int i = 0; i < R2::g_pGlobals->m_nMaxClients; i++) - if (&R2::g_pClientArray[i] != pPlayer && !strcmp(pPlayerUid, R2::g_pClientArray[i].m_UID)) + for (int i = 0; i < g_pGlobals->m_nMaxClients; i++) + if (&g_pClientArray[i] != pPlayer && !strcmp(pPlayerUid, g_pClientArray[i].m_UID)) return true; return false; } -bool ServerAuthenticationManager::CheckAuthentication(R2::CBaseClient* pPlayer, uint64_t iUid, char* pAuthToken) +bool ServerAuthenticationManager::CheckAuthentication(CBaseClient* pPlayer, uint64_t iUid, char* pAuthToken) { std::string sUid = std::to_string(iUid); @@ -111,7 +111,7 @@ bool ServerAuthenticationManager::CheckAuthentication(R2::CBaseClient* pPlayer, return true; // local server that doesn't need auth (probably sp) and local player - if (m_bStartingLocalSPGame && !strcmp(sUid.c_str(), R2::g_pLocalPlayerUserID)) + if (m_bStartingLocalSPGame && !strcmp(sUid.c_str(), g_pLocalPlayerUserID)) return true; // don't allow duplicate accounts @@ -126,7 +126,7 @@ bool ServerAuthenticationManager::CheckAuthentication(R2::CBaseClient* pPlayer, return false; } -void ServerAuthenticationManager::AuthenticatePlayer(R2::CBaseClient* pPlayer, uint64_t iUid, char* pAuthToken) +void ServerAuthenticationManager::AuthenticatePlayer(CBaseClient* pPlayer, uint64_t iUid, char* pAuthToken) { // for bot players, generate a new uid if (pPlayer->m_bFakePlayer) @@ -142,31 +142,31 @@ void ServerAuthenticationManager::AuthenticatePlayer(R2::CBaseClient* pPlayer, u if (authData != m_RemoteAuthenticationData.end()) { // if we're resetting let script handle the reset with InitPersistentData() on connect - if (!m_bForceResetLocalPlayerPersistence || strcmp(sUid.c_str(), R2::g_pLocalPlayerUserID)) + if (!m_bForceResetLocalPlayerPersistence || strcmp(sUid.c_str(), g_pLocalPlayerUserID)) { // copy pdata into buffer memcpy(pPlayer->m_PersistenceBuffer, authData->second.pdata, authData->second.pdataSize); } // set persistent data as ready - pPlayer->m_iPersistenceReady = R2::ePersistenceReady::READY_REMOTE; + pPlayer->m_iPersistenceReady = ePersistenceReady::READY_REMOTE; } // we probably allow insecure at this point, but make sure not to write anyway if not insecure else if (Cvar_ns_auth_allow_insecure->GetBool() || pPlayer->m_bFakePlayer) { // set persistent data as ready // note: actual placeholder persistent data is populated in script with InitPersistentData() - pPlayer->m_iPersistenceReady = R2::ePersistenceReady::READY_INSECURE; + pPlayer->m_iPersistenceReady = ePersistenceReady::READY_INSECURE; } } -bool ServerAuthenticationManager::RemovePlayerAuthData(R2::CBaseClient* pPlayer) +bool ServerAuthenticationManager::RemovePlayerAuthData(CBaseClient* pPlayer) { 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(pPlayer->m_UID, R2::g_pLocalPlayerUserID)) + if (m_bNeedLocalAuthForNewgame && !strcmp(pPlayer->m_UID, g_pLocalPlayerUserID)) return false; // we don't have our auth token at this point, so lookup authdata by uid @@ -187,9 +187,9 @@ bool ServerAuthenticationManager::RemovePlayerAuthData(R2::CBaseClient* pPlayer) return false; } -void ServerAuthenticationManager::WritePersistentData(R2::CBaseClient* pPlayer) +void ServerAuthenticationManager::WritePersistentData(CBaseClient* pPlayer) { - if (pPlayer->m_iPersistenceReady == R2::ePersistenceReady::READY_REMOTE) + if (pPlayer->m_iPersistenceReady == ePersistenceReady::READY_REMOTE) { g_pMasterServerManager->WritePlayerPersistentData( pPlayer->m_UID, (const char*)pPlayer->m_PersistenceBuffer, m_PlayerAuthenticationData[pPlayer].pdataSize); @@ -240,7 +240,7 @@ ConVar* Cvar_ns_allowuserclantags; // clang-format off AUTOHOOK(CBaseClient__Connect, engine.dll + 0x101740, -bool,, (R2::CBaseClient* self, char* pName, void* pNetChannel, char bFakePlayer, void* a5, char pDisconnectReason[256], void* a7)) +bool,, (CBaseClient* self, char* pName, void* pNetChannel, char bFakePlayer, void* a5, char pDisconnectReason[256], void* a7)) // clang-format on { const char* pAuthenticationFailure = nullptr; @@ -281,13 +281,13 @@ bool,, (R2::CBaseClient* self, char* pName, void* pNetChannel, char bFakePlayer, // clang-format off AUTOHOOK(CBaseClient__ActivatePlayer, engine.dll + 0x100F80, -void,, (R2::CBaseClient* self)) +void,, (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)) + if (self->m_iPersistenceReady >= ePersistenceReady::READY && !g_pServerAuthentication->RemovePlayerAuthData(self)) { g_pServerAuthentication->m_bForceResetLocalPlayerPersistence = false; g_pServerAuthentication->WritePersistentData(self); @@ -299,7 +299,7 @@ void,, (R2::CBaseClient* self)) // clang-format off AUTOHOOK(_CBaseClient__Disconnect, engine.dll + 0x1012C0, -void,, (R2::CBaseClient* self, uint32_t unknownButAlways1, const char* pReason, ...)) +void,, (CBaseClient* self, uint32_t unknownButAlways1, const char* pReason, ...)) // clang-format on { // have to manually format message because can't pass varargs to original func @@ -333,7 +333,7 @@ void,, (R2::CBaseClient* self, uint32_t unknownButAlways1, const char* pReason, void ConCommand_ns_resetpersistence(const CCommand& args) { - if (*R2::g_pServerState == R2::server_state_t::ss_active) + if (*g_pServerState == server_state_t::ss_active) { spdlog::error("ns_resetpersistence must be entered from the main menu"); return; @@ -370,7 +370,7 @@ ON_DLL_LOAD_RELIESON("engine.dll", ServerAuthentication, (ConCommand, ConVar), ( CBaseServer__RejectConnection = module.Offset(0x1182E0).RCast<CBaseServer__RejectConnectionType>(); - if (Tier0::CommandLine()->CheckParm("-allowdupeaccounts")) + if (CommandLine()->CheckParm("-allowdupeaccounts")) { // patch to allow same of multiple account module.Offset(0x114510).Patch("EB"); |