#include "pch.h" #include "hooks.h" #include "clientauthhooks.h" #include "hookutils.h" #include "masterserver.h" #include "convar.h" #include "r2client.h" ConVar* Cvar_ns_has_agreed_to_send_token; // mirrored in script const int NOT_DECIDED_TO_SEND_TOKEN = 0; const int AGREED_TO_SEND_TOKEN = 1; const int DISAGREED_TO_SEND_TOKEN = 2; typedef void (*AuthWithStryderType)(void* a1); AuthWithStryderType AuthWithStryder; void AuthWithStryderHook(void* a1) { // game will call this forever, until it gets a valid auth key // so, we need to manually invalidate our key until we're authed with northstar, then we'll allow game to auth with stryder if (!g_MasterServerManager->m_bOriginAuthWithMasterServerDone && Cvar_ns_has_agreed_to_send_token->GetInt() != DISAGREED_TO_SEND_TOKEN) { // if player has agreed to send token and we aren't already authing, try to auth if (Cvar_ns_has_agreed_to_send_token->GetInt() == AGREED_TO_SEND_TOKEN && !g_MasterServerManager->m_bOriginAuthWithMasterServerInProgress) g_MasterServerManager->AuthenticateOriginWithMasterServer(R2::g_LocalPlayerUserID, R2::g_LocalPlayerOriginToken); // invalidate key so auth will fail *R2::g_LocalPlayerOriginToken = 0; } AuthWithStryder(a1); } ON_DLL_LOAD_CLIENT_RELIESON("engine.dll", ClientAuthHooks, ConVar, [](HMODULE baseAddress) { // this cvar will save to cfg once initially agreed with Cvar_ns_has_agreed_to_send_token = new ConVar( "ns_has_agreed_to_send_token", "0", FCVAR_ARCHIVE_PLAYERPROFILE, "whether the user has agreed to send their origin token to the northstar masterserver"); HookEnabler hook; ENABLER_CREATEHOOK(hook, (char*)baseAddress + 0x1843A0, &AuthWithStryderHook, reinterpret_cast(&AuthWithStryder)); })