diff options
Diffstat (limited to 'NorthstarDedicatedTest/serverauthentication.cpp')
-rw-r--r-- | NorthstarDedicatedTest/serverauthentication.cpp | 23 |
1 files changed, 9 insertions, 14 deletions
diff --git a/NorthstarDedicatedTest/serverauthentication.cpp b/NorthstarDedicatedTest/serverauthentication.cpp index 32eb67fc..c4208130 100644 --- a/NorthstarDedicatedTest/serverauthentication.cpp +++ b/NorthstarDedicatedTest/serverauthentication.cpp @@ -142,6 +142,9 @@ bool ServerAuthenticationManager::AuthenticatePlayer(void* player, int64_t uid, 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->m_nValue) // no auth data and insecure connections aren't allowed, so dc the client return false; @@ -167,9 +170,6 @@ bool ServerAuthenticationManager::AuthenticatePlayer(void* player, int64_t uid, pdataStream.read((char*)player + 0x4FA, length); pdataStream.close(); - - // set persistent data as ready, we use 0x3 internally to mark the client as using local persistence - *((char*)player + 0x4a0) = (char)0x3; } return true; // auth successful, client stays on @@ -329,8 +329,8 @@ 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) + // check processing limits, unless we're in a level transition + if (g_pHostState->m_iCurrentState == HostState_t::HS_RUN) { // player that sent the message void* sender = *(void**)((char*)self + 368); @@ -346,19 +346,14 @@ char __fastcall CNetChan___ProcessMessagesHook(void* self, void* buf) 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); - int32_t limit = Cvar_net_chan_limit_msec_per_sec->m_nValue; - if (g_pHostState->m_iCurrentState != HostState_t::HS_RUN) - limit *= 2; // give clients more headroom in these states, as alot of clients will tend to time out here - - if (g_ServerAuthenticationManager->m_additionalPlayerData[sender].netChanProcessingLimitTime >= limit) + 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) + // nonzero = kick, 0 = warn + if (Cvar_net_chan_limit_mode->m_nValue) { CBaseClient__Disconnect(sender, 1, "Exceeded net channel processing limit"); return false; @@ -434,7 +429,7 @@ void InitialiseServerAuthentication(HMODULE baseAddress) // 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_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("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, ""); |