#include "pch.h" #include "serverauthentication.h" #include "convar.h" #include "hookutils.h" #include #include // 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; 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; void ServerAuthenticationManager::AddPlayerAuth(char* authToken, char* uid, char* pdata, size_t pdataSize) { } bool ServerAuthenticationManager::AuthenticatePlayer(void* player, char* authToken) { // straight up just given up if (!m_authData.empty() && m_authData.count(authToken)) { // use stored auth data AuthData* authData = m_authData[authToken]; // uuid strcpy((char*)player + 0xF500, authData->uid); // 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; // insecure connections are allowed, try reading from disk, using authtoken as uid // uuid strcpy((char*)player + 0xF500, authToken); // try reading pdata file for player std::string pdataPath = "playerdata/playerdata_"; pdataPath += authToken; pdataPath += ".pdata"; std::fstream pdataStream(pdataPath, std::ios_base::in); if (pdataStream.fail()) // file doesn't exist, use placeholder pdataStream = std::fstream("playerdata/placeholder_playerdata.pdata"); // get file length pdataStream.seekg(0, pdataStream.end); int length = pdataStream.tellg(); pdataStream.seekg(0, pdataStream.beg); // copy pdata into buffer 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 } 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; void* CBaseServer__ConnectClientHook(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) { // auth tokens are sent with serverfilter, can't be accessed from player struct to my knowledge, so have to do this here nextPlayerToken = serverFilter; return CBaseServer__ConnectClient(server, a2, a3, a4, a5, a6, a7, a8, serverFilter, a10, a11, a12, a13, a14, a15, a16, a17); } char CBaseClient__ConnectHook(void* self, char* name, __int64 netchan_ptr_arg, char b_fake_player_arg, __int64 a5, char* Buffer, int a7) { // 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) { 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); // dcing, write persistent data g_ServerAuthenticationManager->WritePersistentData(self); CBaseClient__Disconnect(self, unknownButAlways1, buf); } void InitialiseServerAuthentication(HMODULE baseAddress) { g_ServerAuthenticationManager = new ServerAuthenticationManager; 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"); HookEnabler hook; ENABLER_CREATEHOOK(hook, (char*)baseAddress + 0x114430, &CBaseServer__ConnectClientHook, reinterpret_cast(&CBaseServer__ConnectClient)); ENABLER_CREATEHOOK(hook, (char*)baseAddress + 0x101740, &CBaseClient__ConnectHook, reinterpret_cast(&CBaseClient__Connect)); //ENABLER_CREATEHOOK(hook, (char*)baseAddress + 0x100F80, &CBaseClient__ActivatePlayerHook, reinterpret_cast(&CBaseClient__ActivatePlayer)); ENABLER_CREATEHOOK(hook, (char*)baseAddress + 0x1012C0, &CBaseClient__DisconnectHook, reinterpret_cast(&CBaseClient__Disconnect)); // patch to disable kicking based on incorrect serverfilter in connectclient, since we repurpose it for use as an auth token { void* ptr = (char*)baseAddress + 0x114655; 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 } }