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Diffstat (limited to 'NorthstarDedicatedTest/serverauthentication.cpp')
-rw-r--r--NorthstarDedicatedTest/serverauthentication.cpp42
1 files changed, 24 insertions, 18 deletions
diff --git a/NorthstarDedicatedTest/serverauthentication.cpp b/NorthstarDedicatedTest/serverauthentication.cpp
index 8cbf666e..8bc4e6e3 100644
--- a/NorthstarDedicatedTest/serverauthentication.cpp
+++ b/NorthstarDedicatedTest/serverauthentication.cpp
@@ -317,13 +317,11 @@ void CBaseClient__DisconnectHook(void* self, uint32_t unknownButAlways1, const c
}
// maybe this should be done outside of auth code, but effort to refactor rn and it sorta fits
-// hack: store the client that's executing the current stringcmd for pCommand->Dispatch() hook later
-void* pExecutingGameClient = 0;
+typedef bool(*CCommand__TokenizeType)(CCommand& self, const char* pCommandString, cmd_source_t commandSource);
+CCommand__TokenizeType CCommand__Tokenize;
char CGameClient__ExecuteStringCommandHook(void* self, uint32_t unknown, const char* pCommandString)
{
- pExecutingGameClient = self;
-
if (CVar_sv_quota_stringcmdspersecond->m_nValue != -1)
{
// note: this isn't super perfect, legit clients can trigger it in lobby, mostly good enough tho imo
@@ -344,25 +342,32 @@ char CGameClient__ExecuteStringCommandHook(void* self, uint32_t unknown, const c
}
}
- // todo later, basically just limit to CVar_sv_quota_stringcmdspersecond->m_nValue stringcmds per client per second
- return CGameClient__ExecuteStringCommand(self, unknown, pCommandString);
-}
+ // verify the command we're trying to execute is FCVAR_CLIENTCMD_CAN_EXECUTE, 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;
-void ConCommand__DispatchHook(ConCommand* command, const CCommand& args, void* a3)
-{
- // patch to ensure FCVAR_GAMEDLL concommands without FCVAR_CLIENTCMD_CAN_EXECUTE can't be executed by remote clients
- if (*sv_m_State == server_state_t::ss_active && !command->IsFlagSet(FCVAR_CLIENTCMD_CAN_EXECUTE) && !!pExecutingGameClient)
+ if (!CCommand__Tokenize(tempCommand, pCommandString, cmd_source_t::kCommandSrcCode) || !tempCommand.ArgC())
+ return false;
+
+ ICvar* icvar = *g_pCvar; // hellish call because i couldn't get icvar vtable stuff in convar.h to get the right offset for whatever reason
+ typedef ConCommand*(*FindCommandBaseType)(ICvar* self, const char* varName);
+ FindCommandBaseType FindCommandBase = *(FindCommandBaseType*)((*(char**)icvar) + 112);
+ ConCommand* command = FindCommandBase(icvar, tempCommand.Arg(0));
+
+ // if the command doesn't exist pass it on to ExecuteStringCommand for script clientcommands and stuff
+ if (command && !command->IsFlagSet(FCVAR_CLIENTCMD_CAN_EXECUTE))
{
+ // ensure FCVAR_GAMEDLL concommands without FCVAR_CLIENTCMD_CAN_EXECUTE can't be executed by remote clients
if (IsDedicated())
- return;
+ return false;
- // hack because don't currently have a way to check GetBaseLocalClient().m_nPlayerSlot
- if (strcmp((char*)pExecutingGameClient + 0xF500, g_LocalPlayerUserID))
- return;
+ if (strcmp((char*)self + 0xF500, g_LocalPlayerUserID))
+ return false;
}
- ConCommand__Dispatch(command, args, a3);
- pExecutingGameClient = 0;
+ // todo later, basically just limit to CVar_sv_quota_stringcmdspersecond->m_nValue stringcmds per client per second
+ return CGameClient__ExecuteStringCommand(self, unknown, pCommandString);
}
char __fastcall CNetChan___ProcessMessagesHook(void* self, void* buf)
@@ -507,7 +512,8 @@ void InitialiseServerAuthentication(HMODULE baseAddress)
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));
- ENABLER_CREATEHOOK(hook, (char*)baseAddress + 0x417440, &ConCommand__DispatchHook, reinterpret_cast<LPVOID*>(&ConCommand__Dispatch));
+
+ CCommand__Tokenize = (CCommand__TokenizeType)((char*)baseAddress + 0x418380);
// patch to disable kicking based on incorrect serverfilter in connectclient, since we repurpose it for use as an auth token
{