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#include "pch.h"
#include "masterserver.h"
#include "convar.h"
#include "r2client.h"
AUTOHOOK_INIT()
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;
AUTOHOOK(AuthWithStryder, engine.dll + 0x1843A0,
void,, (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_pMasterServerManager->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_pMasterServerManager->m_bOriginAuthWithMasterServerInProgress)
g_pMasterServerManager->AuthenticateOriginWithMasterServer(R2::g_pLocalPlayerUserID, R2::g_pLocalPlayerOriginToken);
// invalidate key so auth will fail
*R2::g_pLocalPlayerOriginToken = 0;
}
AuthWithStryder(a1);
}
ON_DLL_LOAD_CLIENT_RELIESON("engine.dll", ClientAuthHooks, ConVar, (CModule module))
{
AUTOHOOK_DISPATCH()
// 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");
}
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