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Diffstat (limited to 'NorthstarDedicatedTest/serverauthentication.cpp')
-rw-r--r--NorthstarDedicatedTest/serverauthentication.cpp54
1 files changed, 27 insertions, 27 deletions
diff --git a/NorthstarDedicatedTest/serverauthentication.cpp b/NorthstarDedicatedTest/serverauthentication.cpp
index 57646218..8bbca125 100644
--- a/NorthstarDedicatedTest/serverauthentication.cpp
+++ b/NorthstarDedicatedTest/serverauthentication.cpp
@@ -87,11 +87,11 @@ void ServerAuthenticationManager::StartPlayerAuthServer()
"/authenticate_incoming_player",
[this](const httplib::Request& request, httplib::Response& response)
{
- // can't just do request.remote_addr == Cvar_ns_masterserver_hostname->m_pszString because the cvar can be a url, gotta
+ // 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->m_pszString;
+ // char* addrPtr = Cvar_ns_masterserver_hostname->GetString();
// char* typeStart = strstr(addrPtr, "://");
// if (typeStart)
// addrPtr = typeStart + 3;
@@ -123,7 +123,7 @@ void ServerAuthenticationManager::StartPlayerAuthServer()
response.set_content("{\"success\":true}", "application/json");
});
- m_playerAuthServer.listen("0.0.0.0", Cvar_ns_player_auth_port->m_nValue);
+ m_playerAuthServer.listen("0.0.0.0", Cvar_ns_player_auth_port->GetInt());
});
serverThread.detach();
@@ -191,7 +191,7 @@ bool ServerAuthenticationManager::AuthenticatePlayer(void* player, int64_t uid,
// 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->m_nValue) // no auth data and insecure connections aren't allowed, so dc the client
+ 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
@@ -223,7 +223,7 @@ bool ServerAuthenticationManager::AuthenticatePlayer(void* player, int64_t uid,
bool ServerAuthenticationManager::RemovePlayerAuthData(void* player)
{
- if (!Cvar_ns_erase_auth_info->m_nValue)
+ 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
@@ -256,7 +256,7 @@ void ServerAuthenticationManager::WritePersistentData(void* player)
g_MasterServerManager->WritePlayerPersistentData(
(char*)player + 0xF500, (char*)player + 0x4FA, m_additionalPlayerData[player].pdataSize);
}
- else if (CVar_ns_auth_allow_insecure_write->m_nValue)
+ else if (CVar_ns_auth_allow_insecure_write->GetBool())
{
// todo: write pdata to disk here
}
@@ -270,7 +270,7 @@ bool ServerAuthenticationManager::CheckPlayerChatRatelimit(void* player)
m_additionalPlayerData[player].sayTextLimitCount = 0;
}
- if (m_additionalPlayerData[player].sayTextLimitCount >= Cvar_sv_max_chat_messages_per_sec->m_nValue)
+ if (m_additionalPlayerData[player].sayTextLimitCount >= Cvar_sv_max_chat_messages_per_sec->GetInt())
return false;
m_additionalPlayerData[player].sayTextLimitCount++;
@@ -380,7 +380,7 @@ CCommand__TokenizeType CCommand__Tokenize;
char CGameClient__ExecuteStringCommandHook(void* self, uint32_t unknown, const char* pCommandString)
{
- if (CVar_sv_quota_stringcmdspersecond->m_nValue != -1)
+ 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
@@ -393,7 +393,7 @@ char CGameClient__ExecuteStringCommandHook(void* self, uint32_t unknown, const c
g_ServerAuthenticationManager->m_additionalPlayerData[self].numClientCommandsInQuota++;
if (g_ServerAuthenticationManager->m_additionalPlayerData[self].numClientCommandsInQuota >
- CVar_sv_quota_stringcmdspersecond->m_nValue)
+ CVar_sv_quota_stringcmdspersecond->GetInt())
{
// too many stringcmds, dc player
CBaseClient__Disconnect(self, 1, "Sent too many stringcmd commands");
@@ -409,7 +409,7 @@ char CGameClient__ExecuteStringCommandHook(void* self, uint32_t unknown, const c
if (!CCommand__Tokenize(tempCommand, pCommandString, cmd_source_t::kCommandSrcCode) || !tempCommand.ArgC())
return false;
- ConCommand* command = FindConCommand(tempCommand.Arg(0));
+ ConCommand* command = 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_CLIENTCMD_CAN_EXECUTE))
@@ -422,7 +422,7 @@ char CGameClient__ExecuteStringCommandHook(void* self, uint32_t unknown, const c
return false;
}
- // todo later, basically just limit to CVar_sv_quota_stringcmdspersecond->m_nValue stringcmds per client per second
+ // todo later, basically just limit to CVar_sv_quota_stringcmdspersecond->GetInt() stringcmds per client per second
return CGameClient__ExecuteStringCommand(self, unknown, pCommandString);
}
@@ -453,15 +453,15 @@ char __fastcall CNetChan___ProcessMessagesHook(void* self, void* buf)
(Plat_FloatTime() * 1000) - (startTime * 1000);
if (g_ServerAuthenticationManager->m_additionalPlayerData[sender].netChanProcessingLimitTime >=
- Cvar_net_chan_limit_msec_per_sec->m_nValue)
+ 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->m_nValue);
+ Cvar_net_chan_limit_msec_per_sec->GetInt());
// nonzero = kick, 0 = warn
- if (Cvar_net_chan_limit_mode->m_nValue)
+ if (Cvar_net_chan_limit_mode->GetInt())
{
CBaseClient__Disconnect(sender, 1, "Exceeded net channel processing limit");
return false;
@@ -486,7 +486,7 @@ void CBaseClient__SendServerInfoHook(void* self)
bool ProcessConnectionlessPacketHook(void* a1, netpacket_t* packet)
{
if (packet->adr.type == NA_IP &&
- (!(packet->data[4] == 'N' && Cvar_net_datablock_enabled->m_nValue) || !Cvar_net_datablock_enabled->m_nValue))
+ (!(packet->data[4] == 'N' && Cvar_net_datablock_enabled->GetBool()) || !Cvar_net_datablock_enabled->GetBool()))
{
// bad lookup: optimise later tm
UnconnectedPlayerSendData* sendData = nullptr;
@@ -516,10 +516,10 @@ bool ProcessConnectionlessPacketHook(void* a1, netpacket_t* packet)
sendData->packetCount++;
- if (sendData->packetCount >= Cvar_sv_querylimit_per_sec->m_nValue)
+ 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->m_nValue,
+ "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
@@ -547,26 +547,26 @@ void InitialiseServerAuthentication(HMODULE baseAddress)
{
g_ServerAuthenticationManager = new ServerAuthenticationManager;
- Cvar_ns_erase_auth_info = RegisterConVar(
- "ns_erase_auth_info", "1", FCVAR_GAMEDLL, "Whether auth info should be erased from this server on disconnect or crash");
+ 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 =
- RegisterConVar("ns_auth_allow_insecure", "0", FCVAR_GAMEDLL, "Whether this server will allow unauthenicated players to connect");
- CVar_ns_auth_allow_insecure_write = RegisterConVar(
+ 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 = RegisterConVar(
+ 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 =
- RegisterConVar("net_chan_limit_mode", "0", FCVAR_GAMEDLL, "The mode for netchan processing limits: 0 = log, 1 = kick");
- Cvar_net_chan_limit_msec_per_sec = RegisterConVar(
+ 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 = RegisterConVar("ns_player_auth_port", "8081", FCVAR_GAMEDLL, "");
- Cvar_sv_querylimit_per_sec = RegisterConVar("sv_querylimit_per_sec", "15", FCVAR_GAMEDLL, "");
- Cvar_sv_max_chat_messages_per_sec = RegisterConVar("sv_max_chat_messages_per_sec", "5", FCVAR_GAMEDLL, "");
+ 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, "");
RegisterConCommand("ns_resetpersistence", ResetPdataCommand, "resets your pdata when you next enter the lobby", FCVAR_NONE);