diff options
Diffstat (limited to 'NorthstarDedicatedTest/serverauthentication.cpp')
-rw-r--r-- | NorthstarDedicatedTest/serverauthentication.cpp | 7 |
1 files changed, 6 insertions, 1 deletions
diff --git a/NorthstarDedicatedTest/serverauthentication.cpp b/NorthstarDedicatedTest/serverauthentication.cpp index 68d98455..6dd44284 100644 --- a/NorthstarDedicatedTest/serverauthentication.cpp +++ b/NorthstarDedicatedTest/serverauthentication.cpp @@ -32,6 +32,7 @@ CGameClient__ExecuteStringCommandType CGameClient__ExecuteStringCommand; 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; @@ -150,6 +151,9 @@ bool ServerAuthenticationManager::AuthenticatePlayer(void* player, int64_t uid, bool ServerAuthenticationManager::RemovePlayerAuthData(void* player) { + if (!Cvar_ns_erase_auth_info->m_nValue) + return false; + // we don't have our auth token at this point, so lookup authdata by uid for (auto& auth : m_authData) { @@ -292,11 +296,12 @@ 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_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("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("sv_quota_stringcmdspersecond", "60", FCVAR_NONE, "How many string commands per second clients are allowed to submit, 0 to disallow all string commands"); - Cvar_ns_player_auth_port = RegisterConVar("Cvar_ns_player_auth_port", "8081", FCVAR_GAMEDLL, ""); + Cvar_ns_player_auth_port = RegisterConVar("ns_player_auth_port", "8081", FCVAR_GAMEDLL, ""); HookEnabler hook; ENABLER_CREATEHOOK(hook, (char*)baseAddress + 0x114430, &CBaseServer__ConnectClientHook, reinterpret_cast<LPVOID*>(&CBaseServer__ConnectClient)); |