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-rw-r--r--NorthstarDedicatedTest/serverauthentication.cpp104
-rw-r--r--NorthstarDedicatedTest/serverauthentication.h3
2 files changed, 79 insertions, 28 deletions
diff --git a/NorthstarDedicatedTest/serverauthentication.cpp b/NorthstarDedicatedTest/serverauthentication.cpp
index 5e27e9a5..da7702d2 100644
--- a/NorthstarDedicatedTest/serverauthentication.cpp
+++ b/NorthstarDedicatedTest/serverauthentication.cpp
@@ -5,9 +5,7 @@
#include <fstream>
#include <filesystem>
-// hooks
-typedef void(*RejectClientType)(void* a1, const char* a2, void* player, const char* fmt, ...);
-RejectClientType RejectClient;
+// hook types
typedef void*(*CBaseServer__ConnectClientType)(void* server, void* a2, void* a3, uint32_t a4, uint32_t a5, int32_t a6, void* a7, void* a8, char* serverFilter, void* a10, char a11, void* a12, char a13, char a14, void* a15, uint32_t a16, uint32_t a17);
CBaseServer__ConnectClientType CBaseServer__ConnectClient;
@@ -15,21 +13,24 @@ CBaseServer__ConnectClientType CBaseServer__ConnectClient;
typedef char(*CBaseClient__ConnectType)(void* self, char* name, __int64 netchan_ptr_arg, char b_fake_player_arg, __int64 a5, char* Buffer, int a7);
CBaseClient__ConnectType CBaseClient__Connect;
+typedef void(*CBaseClient__ActivatePlayerType)(void* self);
+CBaseClient__ActivatePlayerType CBaseClient__ActivatePlayer;
+
+typedef void(*CBaseClient__DisconnectType)(void* self, uint32_t unknownButAlways1, const char* reason, ...);
+CBaseClient__DisconnectType CBaseClient__Disconnect;
+
// global vars
ServerAuthenticationManager* g_ServerAuthenticationManager;
ConVar* CVar_ns_auth_allow_insecure;
ConVar* CVar_ns_auth_allow_insecure_write;
-ServerAuthenticationManager::ServerAuthenticationManager() : m_authData(std::unordered_map<std::string, AuthData*>())
-{}
-
void ServerAuthenticationManager::AddPlayerAuth(char* authToken, char* uid, char* pdata, size_t pdataSize)
{
}
-bool ServerAuthenticationManager::AuthenticatePlayer(__int64 player, char* authToken)
+bool ServerAuthenticationManager::AuthenticatePlayer(void* player, char* authToken)
{
// straight up just given up
if (!m_authData.empty() && m_authData.count(authToken))
@@ -42,19 +43,19 @@ bool ServerAuthenticationManager::AuthenticatePlayer(__int64 player, char* authT
// copy pdata into buffer
memcpy((char*)player + 0x4FA, authData->pdata, authData->pdataSize);
+
+ // set persistent data as ready, we use 0x4 internally to mark the client as using remote persistence
+ *((char*)player + 0x4a0) = (char)0x4;
}
else
{
if (!CVar_ns_auth_allow_insecure->m_nValue) // no auth data and insecure connections aren't allowed, so dc the client
return false;
- spdlog::info("wtf");
- spdlog::info(player);
-
- // no auth data available and insecure connections are allowed, try reading from disk, using authtoken as uid
+ // insecure connections are allowed, try reading from disk, using authtoken as uid
// uuid
- strcpy((char*)(player + 0xF500), authToken);
+ strcpy((char*)player + 0xF500, authToken);
// try reading pdata file for player
std::string pdataPath = "playerdata/playerdata_";
@@ -71,17 +72,33 @@ bool ServerAuthenticationManager::AuthenticatePlayer(__int64 player, char* authT
pdataStream.seekg(0, pdataStream.beg);
// copy pdata into buffer
-
+ pdataStream.read((char*)player + 0x4FA, length);
- pdataStream.read((char*)(player + 0x4FA), length);
- }
+ pdataStream.close();
- // set persistent data as ready
- *(char*)(player + 0x4a0) = (char)0x3;
+ // 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
}
+void ServerAuthenticationManager::WritePersistentData(void* player)
+{
+ // we use 0x4 internally to mark clients as using remote persistence
+ if (*((char*)player + 0x4A0) == (char)0x4)
+ {
+
+ }
+ else if (CVar_ns_auth_allow_insecure_write->m_nValue)
+ {
+ // todo: write pdata to disk here
+ }
+}
+
+
+// auth hooks
+
// store this in a var so we can use it in CBaseClient::Connect
// this is fine because serverfilter ptr won't decay by the time we use this
char* nextPlayerToken;
@@ -96,30 +113,54 @@ void* CBaseServer__ConnectClientHook(void* server, void* a2, void* a3, uint32_t
char CBaseClient__ConnectHook(void* self, char* name, __int64 netchan_ptr_arg, char b_fake_player_arg, __int64 a5, char* Buffer, int a7)
{
- if (!g_ServerAuthenticationManager->AuthenticatePlayer((__int64)self, nextPlayerToken))
+ // try to auth player, dc if it fails
+ // we connect irregardless of auth, because returning bad from this function can fuck client state p bad
+ char ret = CBaseClient__Connect(self, name, netchan_ptr_arg, b_fake_player_arg, a5, Buffer, a7);
+ if (!g_ServerAuthenticationManager->AuthenticatePlayer(self, nextPlayerToken))
+ CBaseClient__Disconnect(self, 1, "Authentication Failed");
+
+ return ret;
+}
+
+void CBaseClient__ActivatePlayerHook(void* self)
+{
+ // check whether we're authed, todo: need to only write persistence on/after second call to this per player
+ // todo: also need to remove authdata here
+ if (*((char*)self + 0x4A0) >= (char)0x3)
{
- //RejectClient(nullptr, "Authentication failed", self, "Authentication failed");
- //return 0;
+ CBaseClient__ActivatePlayer(self);
+ g_ServerAuthenticationManager->WritePersistentData(self);
}
+}
+
+void CBaseClient__DisconnectHook(void* self, uint32_t unknownButAlways1, const char* reason, ...)
+{
+ // have to manually format message because can't pass varargs to original func
+ char buf[1024];
+
+ va_list va;
+ va_start(va, reason);
+ vsprintf(buf, reason, va);
+ va_end(va);
- return CBaseClient__Connect(self, name, netchan_ptr_arg, b_fake_player_arg, a5, Buffer, a7);
+ // dcing, write persistent data
+ g_ServerAuthenticationManager->WritePersistentData(self);
+
+ CBaseClient__Disconnect(self, unknownButAlways1, buf);
}
void InitialiseServerAuthentication(HMODULE baseAddress)
{
g_ServerAuthenticationManager = new ServerAuthenticationManager;
- RejectClient = (RejectClientType)((char*)baseAddress + 0x1182E0);
-
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");
- spdlog::info((void*)CVar_ns_auth_allow_insecure);
- spdlog::info((void*)&CVar_ns_auth_allow_insecure->m_nValue);
-
HookEnabler hook;
ENABLER_CREATEHOOK(hook, (char*)baseAddress + 0x114430, &CBaseServer__ConnectClientHook, reinterpret_cast<LPVOID*>(&CBaseServer__ConnectClient));
ENABLER_CREATEHOOK(hook, (char*)baseAddress + 0x101740, &CBaseClient__ConnectHook, reinterpret_cast<LPVOID*>(&CBaseClient__Connect));
+ //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));
// patch to disable kicking based on incorrect serverfilter in connectclient, since we repurpose it for use as an auth token
{
@@ -127,4 +168,15 @@ void InitialiseServerAuthentication(HMODULE baseAddress)
TempReadWrite rw(ptr);
*((char*)ptr) = (char)0xEB; // jz => jmp
}
+
+ // patch to disable fairfight marking players as cheaters and kicking them
+ {
+ void* ptr = (char*)baseAddress + 0x101012;
+ TempReadWrite rw(ptr);
+ *((char*)ptr) = (char)0xE9; // jz => jmp
+ *((char*)ptr + 1) = (char)0x90;
+ *((char*)ptr + 2) = (char)0x0;
+
+ *((char*)ptr + 5) = (char)0x90; // nop extra byte we no longer use
+ }
} \ No newline at end of file
diff --git a/NorthstarDedicatedTest/serverauthentication.h b/NorthstarDedicatedTest/serverauthentication.h
index 75187221..3051ea10 100644
--- a/NorthstarDedicatedTest/serverauthentication.h
+++ b/NorthstarDedicatedTest/serverauthentication.h
@@ -17,9 +17,8 @@ public:
std::unordered_map<std::string, AuthData*> m_authData;
public:
- ServerAuthenticationManager();
void AddPlayerAuth(char* authToken, char* uid, char* pdata, size_t pdataSize);
- bool AuthenticatePlayer(__int64 player, char* authToken);
+ bool AuthenticatePlayer(void* player, char* authToken);
void WritePersistentData(void* player);
};