aboutsummaryrefslogtreecommitdiff
path: root/NorthstarDedicatedTest/serverauthentication.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'NorthstarDedicatedTest/serverauthentication.cpp')
-rw-r--r--NorthstarDedicatedTest/serverauthentication.cpp51
1 files changed, 50 insertions, 1 deletions
diff --git a/NorthstarDedicatedTest/serverauthentication.cpp b/NorthstarDedicatedTest/serverauthentication.cpp
index ad9670a7..7042e9c1 100644
--- a/NorthstarDedicatedTest/serverauthentication.cpp
+++ b/NorthstarDedicatedTest/serverauthentication.cpp
@@ -28,6 +28,9 @@ CBaseClient__DisconnectType CBaseClient__Disconnect;
typedef char(*CGameClient__ExecuteStringCommandType)(void* self, uint32_t unknown, const char* pCommandString);
CGameClient__ExecuteStringCommandType CGameClient__ExecuteStringCommand;
+typedef char(*__fastcall CNetChan___ProcessMessagesType)(void* self, void* buf);
+CNetChan___ProcessMessagesType CNetChan___ProcessMessages;
+
// global vars
ServerAuthenticationManager* g_ServerAuthenticationManager;
@@ -36,6 +39,8 @@ 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;
void ServerAuthenticationManager::StartPlayerAuthServer()
{
@@ -282,7 +287,7 @@ char CGameClient__ExecuteStringCommandHook(void* self, uint32_t unknown, const c
{
// 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 (Plat_FloatTime() - g_ServerAuthenticationManager->m_additionalPlayerData[self].lastClientCommandQuotaStart >= 1.0f)
+ if (Plat_FloatTime() - g_ServerAuthenticationManager->m_additionalPlayerData[self].lastClientCommandQuotaStart >= 1.0)
{
// reset quota
g_ServerAuthenticationManager->m_additionalPlayerData[self].lastClientCommandQuotaStart = Plat_FloatTime();
@@ -302,6 +307,46 @@ char CGameClient__ExecuteStringCommandHook(void* self, uint32_t unknown, const c
return CGameClient__ExecuteStringCommand(self, unknown, pCommandString);
}
+char __fastcall CNetChan___ProcessMessagesHook(void* self, void* buf)
+{
+ double startTime = Plat_FloatTime();
+ char ret = CNetChan___ProcessMessages(self, buf);
+
+ // check processing limit
+ if (Cvar_net_chan_limit_mode->m_nValue != 0)
+ {
+ // 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 += (Plat_FloatTime() * 1000) - (startTime * 1000);
+ if (g_ServerAuthenticationManager->m_additionalPlayerData[sender].netChanProcessingLimitTime >= Cvar_net_chan_limit_msec_per_sec->m_nValue)
+ {
+ 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);
+
+ // mode 1 = kick, mode 2 = log without kicking
+ if (Cvar_net_chan_limit_mode->m_nValue == 1)
+ {
+ CBaseClient__Disconnect(sender, 1, "Exceeded net channel processing limit");
+ return false;
+ }
+ }
+ }
+
+ return ret;
+}
+
void InitialiseServerAuthentication(HMODULE baseAddress)
{
g_ServerAuthenticationManager = new ServerAuthenticationManager;
@@ -311,6 +356,9 @@ void InitialiseServerAuthentication(HMODULE baseAddress)
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_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 = none, 1 = kick, 2 = log");
+ Cvar_net_chan_limit_msec_per_sec = RegisterConVar("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, "");
HookEnabler hook;
@@ -319,6 +367,7 @@ void InitialiseServerAuthentication(HMODULE baseAddress)
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));
// patch to disable kicking based on incorrect serverfilter in connectclient, since we repurpose it for use as an auth token
{