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-rw-r--r--NorthstarDLL/serverauthentication.cpp689
1 files changed, 689 insertions, 0 deletions
diff --git a/NorthstarDLL/serverauthentication.cpp b/NorthstarDLL/serverauthentication.cpp
new file mode 100644
index 00000000..a05dce68
--- /dev/null
+++ b/NorthstarDLL/serverauthentication.cpp
@@ -0,0 +1,689 @@
+#include "pch.h"
+#include "serverauthentication.h"
+#include "cvar.h"
+#include "convar.h"
+#include "masterserver.h"
+#include "hoststate.h"
+#include "bansystem.h"
+#include "miscserverscript.h"
+#include "concommand.h"
+#include "dedicated.h"
+#include "configurables.h"
+#include "NSMem.h"
+#include "tier0.h"
+#include "r2engine.h"
+#include "r2client.h"
+#include "r2server.h"
+
+#include "httplib.h"
+
+#include <fstream>
+#include <filesystem>
+#include <thread>
+
+const char* AUTHSERVER_VERIFY_STRING = "I am a northstar server!";
+
+// global vars
+ServerAuthenticationManager* g_ServerAuthenticationManager;
+
+ConVar* Cvar_ns_player_auth_port;
+ConVar* Cvar_ns_erase_auth_info;
+ConVar* CVar_ns_auth_allow_insecure;
+ConVar* CVar_ns_auth_allow_insecure_write;
+ConVar* CVar_sv_quota_stringcmdspersecond;
+ConVar* Cvar_net_chan_limit_mode;
+ConVar* Cvar_net_chan_limit_msec_per_sec;
+ConVar* Cvar_sv_querylimit_per_sec;
+ConVar* Cvar_sv_max_chat_messages_per_sec;
+
+ConVar* Cvar_net_datablock_enabled;
+
+void ServerAuthenticationManager::StartPlayerAuthServer()
+{
+ if (m_runningPlayerAuthThread)
+ {
+ spdlog::warn("ServerAuthenticationManager::StartPlayerAuthServer was called while m_runningPlayerAuthThread is true");
+ return;
+ }
+
+ m_runningPlayerAuthThread = 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)
+ {
+ // can't just do request.remote_addr == Cvar_ns_masterserver_hostname->GetString() because the cvar can be a url, gotta
+ // resolve an ip from it for comparisons
+ // unsigned long remoteAddr = inet_addr(request.remote_addr.c_str());
+ //
+ // char* addrPtr = Cvar_ns_masterserver_hostname->GetString();
+ // char* typeStart = strstr(addrPtr, "://");
+ // if (typeStart)
+ // addrPtr = typeStart + 3;
+ // hostent* resolvedRemoteAddr = gethostbyname((const char*)addrPtr);
+
+ if (!request.has_param("id") || !request.has_param("authToken") || request.body.size() >= 65335 ||
+ !request.has_param("serverAuthToken") ||
+ strcmp(
+ g_MasterServerManager->m_sOwnServerAuthToken,
+ request.get_param_value("serverAuthToken")
+ .c_str())) // || !resolvedRemoteAddr || ((in_addr**)resolvedRemoteAddr->h_addr_list)[0]->S_un.S_addr !=
+ // remoteAddr)
+ {
+ response.set_content("{\"success\":false}", "application/json");
+ return;
+ }
+
+ AuthData newAuthData {};
+ strncpy(newAuthData.uid, request.get_param_value("id").c_str(), sizeof(newAuthData.uid));
+ newAuthData.uid[sizeof(newAuthData.uid) - 1] = 0;
+
+ strncpy(newAuthData.username, request.get_param_value("username").c_str(), sizeof(newAuthData.username));
+ newAuthData.username[sizeof(newAuthData.username) - 1] = 0;
+
+ 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_authData.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_runningPlayerAuthThread)
+ {
+ spdlog::warn("ServerAuthenticationManager::StopPlayerAuthServer was called while m_runningPlayerAuthThread is false");
+ return;
+ }
+
+ m_runningPlayerAuthThread = false;
+ m_playerAuthServer.stop();
+}
+
+char* ServerAuthenticationManager::VerifyPlayerName(void* player, char* authToken, char* name)
+{
+ std::lock_guard<std::mutex> guard(m_authDataMutex);
+
+ if (!m_authData.empty() && m_authData.count(std::string(authToken)))
+ {
+ AuthData authData = m_authData[authToken];
+
+ bool nameAccepted = (!*authData.username || !strcmp(name, authData.username));
+
+ if (!nameAccepted && g_MasterServerManager->m_bRequireClientAuth && !CVar_ns_auth_allow_insecure->GetInt())
+ {
+ // limit name length to 64 characters just in case something changes, this technically shouldn't be needed given the master
+ // server gets usernames from origin but we have it just in case
+ strncpy(name, authData.username, 64);
+ name[63] = 0;
+ }
+ }
+ return name;
+}
+
+bool ServerAuthenticationManager::AuthenticatePlayer(void* player, int64_t uid, char* authToken)
+{
+ std::string strUid = std::to_string(uid);
+ std::lock_guard<std::mutex> guard(m_authDataMutex);
+
+ bool authFail = true;
+ if (!m_authData.empty() && m_authData.count(std::string(authToken)))
+ {
+ // use stored auth data
+ AuthData authData = m_authData[authToken];
+
+ if (!strcmp(strUid.c_str(), authData.uid)) // connecting client's uid is the same as auth's uid
+ {
+ authFail = false;
+ // uuid
+ strcpy((char*)player + 0xF500, strUid.c_str());
+
+ // reset from disk if we're doing that
+ if (m_bForceReadLocalPlayerPersistenceFromDisk && !strcmp(authData.uid, R2::g_pLocalPlayerUserID))
+ {
+ std::fstream pdataStream(GetNorthstarPrefix() + "/placeholder_playerdata.pdata", std::ios_base::in);
+
+ if (!pdataStream.fail())
+ {
+ // get file length
+ pdataStream.seekg(0, pdataStream.end);
+ auto length = pdataStream.tellg();
+ pdataStream.seekg(0, pdataStream.beg);
+
+ // copy pdata into buffer
+ pdataStream.read((char*)player + 0x4FA, length);
+ }
+ else // fallback to remote pdata if no local default
+ memcpy((char*)player + 0x4FA, authData.pdata, authData.pdataSize);
+ }
+ else
+ {
+ // copy pdata into buffer
+ memcpy((char*)player + 0x4FA, authData.pdata, authData.pdataSize);
+ }
+
+ // set persistent data as ready, we use 0x4 internally to mark the client as using remote persistence
+ *((char*)player + 0x4a0) = (char)0x4;
+ }
+ }
+
+ if (authFail)
+ {
+ // set persistent data as ready, we use 0x3 internally to mark the client as using local persistence
+ *((char*)player + 0x4a0) = (char)0x3;
+
+ if (!CVar_ns_auth_allow_insecure->GetBool()) // no auth data and insecure connections aren't allowed, so dc the client
+ return false;
+
+ // insecure connections are allowed, try reading from disk
+ // uuid
+ strcpy((char*)player + 0xF500, strUid.c_str());
+
+ // try reading pdata file for player
+ std::string pdataPath = GetNorthstarPrefix() + "/playerdata_";
+ pdataPath += strUid;
+ pdataPath += ".pdata";
+
+ std::fstream pdataStream(pdataPath, std::ios_base::in);
+ if (pdataStream.fail()) // file doesn't exist, use placeholder
+ pdataStream = std::fstream(GetNorthstarPrefix() + "/placeholder_playerdata.pdata");
+
+ // get file length
+ pdataStream.seekg(0, pdataStream.end);
+ auto length = pdataStream.tellg();
+ pdataStream.seekg(0, pdataStream.beg);
+
+ // copy pdata into buffer
+ pdataStream.read((char*)player + 0x4FA, length);
+
+ pdataStream.close();
+ }
+
+ return true; // auth successful, client stays on
+}
+
+bool ServerAuthenticationManager::RemovePlayerAuthData(void* player)
+{
+ if (!Cvar_ns_erase_auth_info->GetBool())
+ 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((char*)player + 0xF500, R2::g_pLocalPlayerUserID))
+ return false;
+
+ // we don't have our auth token at this point, so lookup authdata by uid
+ for (auto& auth : m_authData)
+ {
+ if (!strcmp((char*)player + 0xF500, 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_authData.erase(auth.first);
+ return true;
+ }
+ }
+
+ return false;
+}
+
+void ServerAuthenticationManager::WritePersistentData(void* player)
+{
+ // we use 0x4 internally to mark clients as using remote persistence
+ if (*((char*)player + 0x4A0) == (char)0x4)
+ {
+ g_MasterServerManager->WritePlayerPersistentData(
+ (char*)player + 0xF500, (char*)player + 0x4FA, m_additionalPlayerData[player].pdataSize);
+ }
+ else if (CVar_ns_auth_allow_insecure_write->GetBool())
+ {
+ // todo: write pdata to disk here
+ }
+}
+
+bool ServerAuthenticationManager::CheckPlayerChatRatelimit(void* player)
+{
+ if (Tier0::Plat_FloatTime() - m_additionalPlayerData[player].lastSayTextLimitStart >= 1.0)
+ {
+ m_additionalPlayerData[player].lastSayTextLimitStart = Tier0::Plat_FloatTime();
+ m_additionalPlayerData[player].sayTextLimitCount = 0;
+ }
+
+ if (m_additionalPlayerData[player].sayTextLimitCount >= Cvar_sv_max_chat_messages_per_sec->GetInt())
+ return false;
+
+ m_additionalPlayerData[player].sayTextLimitCount++;
+ return true;
+}
+
+// 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 cbaseclient::connect
+char* nextPlayerToken;
+uint64_t nextPlayerUid;
+
+typedef void* (*CBaseServer__ConnectClientType)(
+ void* server,
+ void* a2,
+ void* a3,
+ uint32_t a4,
+ uint32_t a5,
+ int32_t a6,
+ void* a7,
+ void* a8,
+ char* serverFilter,
+ void* a10,
+ char a11,
+ void* a12,
+ char a13,
+ char a14,
+ int64_t uid,
+ uint32_t a16,
+ uint32_t a17);
+CBaseServer__ConnectClientType CBaseServer__ConnectClient;
+void* CBaseServer__ConnectClientHook(
+ void* server,
+ void* a2,
+ void* a3,
+ uint32_t a4,
+ uint32_t a5,
+ int32_t a6,
+ void* a7,
+ void* a8,
+ char* serverFilter,
+ void* a10,
+ char a11,
+ void* a12,
+ char a13,
+ char a14,
+ int64_t uid,
+ uint32_t a16,
+ uint32_t a17)
+{
+ // auth tokens are sent with serverfilter, can't be accessed from player struct to my knowledge, so have to do this here
+ nextPlayerToken = serverFilter;
+ nextPlayerUid = uid;
+
+ return CBaseServer__ConnectClient(server, a2, a3, a4, a5, a6, a7, a8, serverFilter, a10, a11, a12, a13, a14, uid, a16, a17);
+}
+
+typedef bool (*CBaseClient__ConnectType)(
+ void* self, char* name, __int64 netchan_ptr_arg, char b_fake_player_arg, __int64 a5, char* Buffer, void* a7);
+CBaseClient__ConnectType CBaseClient__Connect;
+bool CBaseClient__ConnectHook(void* self, char* name, __int64 netchan_ptr_arg, char b_fake_player_arg, __int64 a5, char* Buffer, void* a7)
+{
+ // try changing name before all else
+ name = g_ServerAuthenticationManager->VerifyPlayerName(self, nextPlayerToken, name);
+
+ // try to auth player, dc if it fails
+ // we connect irregardless 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_ServerBanSystem->IsUIDAllowed(nextPlayerUid))
+ {
+ CBaseClient__Disconnect(self, 1, "Banned from server");
+ return ret;
+ }
+
+ if (strlen(name) >= 64) // fix for name overflow bug
+ CBaseClient__Disconnect(self, 1, "Invalid name");
+ else if (
+ !g_ServerAuthenticationManager->AuthenticatePlayer(self, nextPlayerUid, nextPlayerToken) &&
+ g_MasterServerManager->m_bRequireClientAuth)
+ CBaseClient__Disconnect(self, 1, "Authentication Failed");
+
+ if (!g_ServerAuthenticationManager->m_additionalPlayerData.count(self))
+ {
+ AdditionalPlayerData additionalData;
+ additionalData.pdataSize = g_ServerAuthenticationManager->m_authData[nextPlayerToken].pdataSize;
+ additionalData.usingLocalPdata = *((char*)self + 0x4a0) == (char)0x3;
+
+ g_ServerAuthenticationManager->m_additionalPlayerData.insert(std::make_pair(self, additionalData));
+ }
+
+ return ret;
+}
+
+typedef void (*CBaseClient__ActivatePlayerType)(void* self);
+CBaseClient__ActivatePlayerType CBaseClient__ActivatePlayer;
+void CBaseClient__ActivatePlayerHook(void* self)
+{
+ // 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 (*((char*)self + 0x4A0) >= (char)0x3 && !g_ServerAuthenticationManager->RemovePlayerAuthData(self))
+ {
+ g_ServerAuthenticationManager->m_bForceReadLocalPlayerPersistenceFromDisk = false;
+ g_ServerAuthenticationManager->WritePersistentData(self);
+ g_MasterServerManager->UpdateServerPlayerCount(g_ServerAuthenticationManager->m_additionalPlayerData.size());
+ }
+
+ CBaseClient__ActivatePlayer(self);
+}
+
+CBaseClient__DisconnectType CBaseClient__Disconnect;
+void CBaseClient__DisconnectHook(void* self, uint32_t unknownButAlways1, const char* reason, ...)
+{
+ // have to manually format message because can't pass varargs to original func
+ char buf[1024];
+
+ va_list va;
+ va_start(va, reason);
+ vsprintf(buf, reason, va);
+ va_end(va);
+
+ // this reason is used while connecting to a local server, hacky, but just ignore it
+ if (strcmp(reason, "Connection closing"))
+ {
+ spdlog::info("Player {} disconnected: \"{}\"", (char*)self + 0x16, buf);
+
+ // dcing, write persistent data
+ if (g_ServerAuthenticationManager->m_additionalPlayerData[self].needPersistenceWriteOnLeave)
+ g_ServerAuthenticationManager->WritePersistentData(self);
+ g_ServerAuthenticationManager->RemovePlayerAuthData(self); // won't do anything 99% of the time, but just in case
+ }
+
+ if (g_ServerAuthenticationManager->m_additionalPlayerData.count(self))
+ {
+ g_ServerAuthenticationManager->m_additionalPlayerData.erase(self);
+ g_MasterServerManager->UpdateServerPlayerCount(g_ServerAuthenticationManager->m_additionalPlayerData.size());
+ }
+
+ CBaseClient__Disconnect(self, unknownButAlways1, buf);
+}
+
+// maybe this should be done outside of auth code, but effort to refactor rn and it sorta fits
+typedef bool (*CCommand__TokenizeType)(CCommand& self, const char* pCommandString, R2::cmd_source_t commandSource);
+CCommand__TokenizeType CCommand__Tokenize;
+
+typedef char (*CGameClient__ExecuteStringCommandType)(void* self, uint32_t unknown, const char* pCommandString);
+CGameClient__ExecuteStringCommandType CGameClient__ExecuteStringCommand;
+char CGameClient__ExecuteStringCommandHook(void* self, uint32_t unknown, const char* pCommandString)
+{
+ if (CVar_sv_quota_stringcmdspersecond->GetInt() != -1)
+ {
+ // note: this isn't super perfect, legit clients can trigger it in lobby, mostly good enough tho imo
+ // https://github.com/perilouswithadollarsign/cstrike15_src/blob/f82112a2388b841d72cb62ca48ab1846dfcc11c8/engine/sv_client.cpp#L1513
+ if (Tier0::Plat_FloatTime() - g_ServerAuthenticationManager->m_additionalPlayerData[self].lastClientCommandQuotaStart >= 1.0)
+ {
+ // reset quota
+ g_ServerAuthenticationManager->m_additionalPlayerData[self].lastClientCommandQuotaStart = Tier0::Plat_FloatTime();
+ g_ServerAuthenticationManager->m_additionalPlayerData[self].numClientCommandsInQuota = 0;
+ }
+
+ g_ServerAuthenticationManager->m_additionalPlayerData[self].numClientCommandsInQuota++;
+ if (g_ServerAuthenticationManager->m_additionalPlayerData[self].numClientCommandsInQuota >
+ CVar_sv_quota_stringcmdspersecond->GetInt())
+ {
+ // too many stringcmds, dc player
+ CBaseClient__Disconnect(self, 1, "Sent too many stringcmd commands");
+ return false;
+ }
+ }
+
+ // verify the command we're trying to execute is FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS, if it's a concommand
+ char* commandBuf[1040]; // assumedly this is the size of CCommand since we don't have an actual constructor
+ memset(commandBuf, 0, sizeof(commandBuf));
+ CCommand tempCommand = *(CCommand*)&commandBuf;
+
+ if (!CCommand__Tokenize(tempCommand, pCommandString, R2::cmd_source_t::kCommandSrcCode) || !tempCommand.ArgC())
+ return false;
+
+ ConCommand* command = R2::g_pCVar->FindCommand(tempCommand.Arg(0));
+
+ // if the command doesn't exist pass it on to ExecuteStringCommand for script clientcommands and stuff
+ if (command && !command->IsFlagSet(FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS))
+ {
+ // ensure FCVAR_GAMEDLL concommands without FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS can't be executed by remote clients
+ if (IsDedicatedServer())
+ return false;
+
+ if (strcmp((char*)self + 0xF500, R2::g_pLocalPlayerUserID))
+ return false;
+ }
+
+ return CGameClient__ExecuteStringCommand(self, unknown, pCommandString);
+}
+
+typedef char (*__fastcall CNetChan___ProcessMessagesType)(void* self, void* buf);
+CNetChan___ProcessMessagesType CNetChan___ProcessMessages;
+char __fastcall CNetChan___ProcessMessagesHook(void* self, void* buf)
+{
+ 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
+ void* sender = *(void**)((char*)self + 368);
+
+ // if no sender, return
+ // relatively certain this is fine?
+ if (!sender || !g_ServerAuthenticationManager->m_additionalPlayerData.count(sender))
+ return ret;
+
+ // reset every second
+ if (startTime - g_ServerAuthenticationManager->m_additionalPlayerData[sender].lastNetChanProcessingLimitStart >= 1.0 ||
+ g_ServerAuthenticationManager->m_additionalPlayerData[sender].lastNetChanProcessingLimitStart == -1.0)
+ {
+ g_ServerAuthenticationManager->m_additionalPlayerData[sender].lastNetChanProcessingLimitStart = startTime;
+ g_ServerAuthenticationManager->m_additionalPlayerData[sender].netChanProcessingLimitTime = 0.0;
+ }
+ g_ServerAuthenticationManager->m_additionalPlayerData[sender].netChanProcessingLimitTime +=
+ (Tier0::Plat_FloatTime() * 1000) - (startTime * 1000);
+
+ if (g_ServerAuthenticationManager->m_additionalPlayerData[sender].netChanProcessingLimitTime >=
+ 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_ServerAuthenticationManager->m_additionalPlayerData[sender].netChanProcessingLimitTime,
+ Cvar_net_chan_limit_msec_per_sec->GetInt());
+
+ // nonzero = kick, 0 = warn, but never kick local player
+ if (Cvar_net_chan_limit_mode->GetInt() && strcmp(R2::g_pLocalPlayerUserID, (char*)sender + 0xF500))
+ {
+ CBaseClient__Disconnect(sender, 1, "Exceeded net channel processing limit");
+ return false;
+ }
+ }
+ }
+
+ return ret;
+}
+
+bool bWasWritingStringTableSuccessful;
+
+typedef char (*CBaseClient__SendServerInfoType)(void* self);
+CBaseClient__SendServerInfoType CBaseClient__SendServerInfo;
+void CBaseClient__SendServerInfoHook(void* self)
+{
+ bWasWritingStringTableSuccessful = true;
+ CBaseClient__SendServerInfo(self);
+ if (!bWasWritingStringTableSuccessful)
+ CBaseClient__Disconnect(
+ self, 1, "Overflowed CNetworkStringTableContainer::WriteBaselines, try restarting your client and reconnecting");
+}
+
+typedef bool (*ProcessConnectionlessPacketType)(void* a1, netpacket_t* packet);
+ProcessConnectionlessPacketType ProcessConnectionlessPacket;
+bool ProcessConnectionlessPacketHook(void* a1, netpacket_t* packet)
+{
+ if (packet->adr.type == NA_IP &&
+ (!(packet->data[4] == 'N' && Cvar_net_datablock_enabled->GetBool()) || !Cvar_net_datablock_enabled->GetBool()))
+ {
+ // bad lookup: optimise later tm
+ UnconnectedPlayerSendData* sendData = nullptr;
+ for (UnconnectedPlayerSendData& foundSendData : g_ServerAuthenticationManager->m_unconnectedPlayerSendData)
+ {
+ if (!memcmp(packet->adr.ip, foundSendData.ip, 16))
+ {
+ sendData = &foundSendData;
+ break;
+ }
+ }
+
+ if (!sendData)
+ {
+ sendData = &g_ServerAuthenticationManager->m_unconnectedPlayerSendData.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 >= Cvar_sv_querylimit_per_sec->GetInt())
+ {
+ spdlog::warn(
+ "Client went over connectionless ratelimit of {} per sec with packet of type {}",
+ 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);
+}
+
+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_ServerAuthenticationManager->m_bForceReadLocalPlayerPersistenceFromDisk = true;
+}
+
+ON_DLL_LOAD_RELIESON("engine.dll", ServerAuthentication, ConCommand, [](HMODULE baseAddress)
+{
+ g_ServerAuthenticationManager = new ServerAuthenticationManager;
+
+ 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");
+ CVar_ns_auth_allow_insecure =
+ new ConVar("ns_auth_allow_insecure", "0", FCVAR_GAMEDLL, "Whether this server will allow unauthenicated players to connect");
+ 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");
+ // literally just stolen from a fix valve used in csgo
+ 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");
+ // https://blog.counter-strike.net/index.php/2019/07/24922/ but different because idk how to check what current tick number is
+ Cvar_net_chan_limit_mode =
+ new ConVar("net_chan_limit_mode", "0", FCVAR_GAMEDLL, "The mode for netchan processing limits: 0 = log, 1 = kick");
+ Cvar_net_chan_limit_msec_per_sec = new ConVar(
+ "net_chan_limit_msec_per_sec",
+ "0",
+ FCVAR_GAMEDLL,
+ "Netchannel processing is limited to so many milliseconds, abort connection if exceeding budget");
+ Cvar_ns_player_auth_port = new ConVar("ns_player_auth_port", "8081", FCVAR_GAMEDLL, "");
+ Cvar_sv_querylimit_per_sec = new ConVar("sv_querylimit_per_sec", "15", FCVAR_GAMEDLL, "");
+ Cvar_sv_max_chat_messages_per_sec = new ConVar("sv_max_chat_messages_per_sec", "5", FCVAR_GAMEDLL, "");
+
+ Cvar_net_datablock_enabled = R2::g_pCVar->FindVar("net_datablock_enabled");
+
+ RegisterConCommand(
+ "ns_resetpersistence", ConCommand_ns_resetpersistence, "resets your pdata when you next enter the lobby", FCVAR_NONE);
+
+ HookEnabler hook;
+ ENABLER_CREATEHOOK(
+ hook, (char*)baseAddress + 0x114430, &CBaseServer__ConnectClientHook, reinterpret_cast<LPVOID*>(&CBaseServer__ConnectClient));
+ ENABLER_CREATEHOOK(hook, (char*)baseAddress + 0x101740, &CBaseClient__ConnectHook, reinterpret_cast<LPVOID*>(&CBaseClient__Connect));
+ ENABLER_CREATEHOOK(
+ hook, (char*)baseAddress + 0x100F80, &CBaseClient__ActivatePlayerHook, reinterpret_cast<LPVOID*>(&CBaseClient__ActivatePlayer));
+ ENABLER_CREATEHOOK(
+ hook, (char*)baseAddress + 0x1012C0, &CBaseClient__DisconnectHook, reinterpret_cast<LPVOID*>(&CBaseClient__Disconnect));
+ ENABLER_CREATEHOOK(
+ hook,
+ (char*)baseAddress + 0x1022E0,
+ &CGameClient__ExecuteStringCommandHook,
+ reinterpret_cast<LPVOID*>(&CGameClient__ExecuteStringCommand));
+ ENABLER_CREATEHOOK(
+ hook, (char*)baseAddress + 0x2140A0, &CNetChan___ProcessMessagesHook, reinterpret_cast<LPVOID*>(&CNetChan___ProcessMessages));
+ ENABLER_CREATEHOOK(
+ hook, (char*)baseAddress + 0x104FB0, &CBaseClient__SendServerInfoHook, reinterpret_cast<LPVOID*>(&CBaseClient__SendServerInfo));
+ ENABLER_CREATEHOOK(
+ hook, (char*)baseAddress + 0x117800, &ProcessConnectionlessPacketHook, reinterpret_cast<LPVOID*>(&ProcessConnectionlessPacket));
+
+ CCommand__Tokenize = (CCommand__TokenizeType)((char*)baseAddress + 0x418380);
+
+ uintptr_t ba = (uintptr_t)baseAddress;
+
+ // patch to disable kicking based on incorrect serverfilter in connectclient, since we repurpose it for use as an auth token
+ NSMem::BytePatch(
+ ba + 0x114655,
+ "EB" // jz => jmp
+ );
+
+ // patch to disable fairfight marking players as cheaters and kicking them
+ NSMem::BytePatch(
+ ba + 0x101012,
+ "E9 90 00" // jz => jmp
+ );
+
+ // patch to allow same of multiple account
+ NSMem::BytePatch(
+ ba + 0x114510,
+ "EB" // jz => jmp
+ );
+
+ // patch to set bWasWritingStringTableSuccessful in CNetworkStringTableContainer::WriteBaselines if it fails
+ {
+ uintptr_t writeAddress = (uintptr_t)(&bWasWritingStringTableSuccessful - (ba + 0x234EDC));
+
+ auto addr = ba + 0x234ED2;
+ NSMem::BytePatch(addr, "C7 05");
+ NSMem::BytePatch(addr + 2, (BYTE*)&writeAddress, sizeof(writeAddress));
+
+ NSMem::BytePatch(addr + 6, "00 00 00 00");
+
+ NSMem::NOP(addr + 10, 5);
+ }
+}) \ No newline at end of file