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#include "pch.h"
#include "NSMem.h"
#include "cvar.h"
#include "limits.h"
#include "dedicated.h"
#include "tier0.h"
#include "r2engine.h"
#include "r2client.h"
AUTOHOOK_INIT()
ConVar* ns_exploitfixes_log;
#define SHOULD_LOG (ns_exploitfixes_log->m_Value.m_nValue > 0)
#define BLOCKED_INFO(s) \
( \
[=]() -> bool \
{ \
if (SHOULD_LOG) \
{ \
std::stringstream stream; \
stream << "ExploitFixes.cpp: " << BLOCK_PREFIX << s; \
spdlog::error(stream.str()); \
} \
return false; \
}())
// Make sure 3 or less floats are valid
bool ValidateFloats(float a, float b = 0, float c = 0)
{
return !isnan(a) && !isnan(b) && !isnan(c);
}
struct Vector
{
float x, y, z;
Vector(float x = 0, float y = 0, float z = 0) : x(x), y(y), z(z) {}
bool IsValid()
{
return ValidateFloats(x, y, z);
}
};
struct Angle
{
float pitch, yaw, roll;
Angle(float pitch = 0, float yaw = 0, float roll = 0) : pitch(pitch), yaw(yaw), roll(roll) {}
bool IsInvalid()
{
return !ValidateFloats(pitch, yaw, roll);
if (!ValidateFloats(pitch, yaw, roll))
return false;
return (pitch > 90 || pitch < -90) || (yaw > 180 || yaw < -180) || (roll > 180 || roll < -180);
}
};
// block bad netmessages
// Servers can literally request a screenshot from any client, yeah no
AUTOHOOK(CLC_Screenshot_WriteToBuffer, engine.dll + 0x22AF20,
bool, __fastcall, (void* thisptr, void* buffer)) // 48 89 5C 24 ? 57 48 83 EC 20 8B 42 10
{
return false;
}
AUTOHOOK(CLC_Screenshot_ReadFromBuffer, engine.dll + 0x221F00,
bool, __fastcall, (void* thisptr, void* buffer)) // 48 89 5C 24 ? 48 89 6C 24 ? 48 89 74 24 ? 57 48 83 EC 20 48 8B DA 48 8B 52 38
{
return false;
}
// This is unused ingame and a big client=>server=>client exploit vector
AUTOHOOK(Base_CmdKeyValues_ReadFromBuffer, engine.dll + 0x220040,
bool, __fastcall, (void* thisptr, void* buffer)) // 40 55 48 81 EC ? ? ? ? 48 8D 6C 24 ? 48 89 5D 70
{
return false;
}
AUTOHOOK(CClient_ProcessSetConVar, engine.dll + 0x75CF0,
bool, __fastcall, (void* pMsg)) // 48 8B D1 48 8B 49 18 48 8B 01 48 FF 60 10
{
constexpr int ENTRY_STR_LEN = 260;
struct SetConVarEntry
{
char name[ENTRY_STR_LEN];
char val[ENTRY_STR_LEN];
};
struct NET_SetConVar
{
void* vtable;
void* unk1;
void* unk2;
void* m_pMessageHandler;
SetConVarEntry* m_ConVars; // convar entry array
void* unk5; // these 2 unks are just vector capacity or whatever
void* unk6;
int m_ConVars_count; // amount of cvar entries in array (this will not be out of bounds)
};
auto msg = (NET_SetConVar*)pMsg;
bool bIsServerFrame = Tier0::ThreadInServerFrameThread();
std::string BLOCK_PREFIX = std::string {"NET_SetConVar ("} + (bIsServerFrame ? "server" : "client") + "): Blocked dangerous/invalid msg: ";
if (bIsServerFrame)
{
constexpr int SETCONVAR_SANITY_AMOUNT_LIMIT = 69;
if (msg->m_ConVars_count < 1 || msg->m_ConVars_count > SETCONVAR_SANITY_AMOUNT_LIMIT)
{
return BLOCKED_INFO("Invalid m_ConVars_count (" << msg->m_ConVars_count << ")");
}
}
for (int i = 0; i < msg->m_ConVars_count; i++)
{
auto entry = msg->m_ConVars + i;
// Safety check for memory access
if (NSMem::IsMemoryReadable(entry, sizeof(*entry)))
{
// Find null terminators
bool nameValid = false, valValid = false;
for (int i = 0; i < ENTRY_STR_LEN; i++)
{
if (!entry->name[i])
nameValid = true;
if (!entry->val[i])
valValid = true;
}
if (!nameValid || !valValid)
return BLOCKED_INFO("Missing null terminators");
auto realVar = R2::g_pCVar->FindVar(entry->name);
if (realVar)
memcpy(
entry->name,
realVar->m_ConCommandBase.m_pszName,
strlen(realVar->m_ConCommandBase.m_pszName) + 1); // Force name to match case
bool isValidFlags = true;
if (bIsServerFrame)
{
if (realVar)
isValidFlags = realVar->IsFlagSet(FCVAR_USERINFO); // ConVar MUST be userinfo var
}
else
{
// TODO: Should probably have some sanity checks, but can't find any that are consistent
}
if (!isValidFlags)
{
if (!realVar)
{
return BLOCKED_INFO("Invalid flags on nonexistant cvar (how tho???)");
}
else
{
return BLOCKED_INFO(
"Invalid flags (" << std::hex << "0x" << realVar->m_ConCommandBase.m_nFlags << "), var is " << entry->name);
}
}
}
else
{
return BLOCKED_INFO("Unreadable memory at " << (void*)entry); // Not risking that one, they all gotta be readable
}
}
return CClient_ProcessSetConVar(msg);
}
// prevent invalid user CMDs
AUTOHOOK(CClient_ProcessUsercmds, engine.dll + 0x1040F0,
bool, __fastcall, (void* thisptr, void* pMsg)) // 40 55 56 48 83 EC 58
{
struct CLC_Move
{
BYTE gap0[24];
void* m_pMessageHandler;
int m_nBackupCommands;
int m_nNewCommands;
int m_nLength;
// bf_read m_DataIn;
// bf_write m_DataOut;
};
auto msg = (CLC_Move*)pMsg;
const char* BLOCK_PREFIX = "ProcessUserCmds: ";
if (msg->m_nBackupCommands < 0)
{
return BLOCKED_INFO("Invalid m_nBackupCommands (" << msg->m_nBackupCommands << ")");
}
if (msg->m_nNewCommands < 0)
{
return BLOCKED_INFO("Invalid m_nNewCommands (" << msg->m_nNewCommands << ")");
}
// removing, as vanilla already limits num usercmds per frame
/*constexpr int NUMCMD_SANITY_LIMIT = 16;
if ((msg->m_nNewCommands + msg->m_nBackupCommands) > NUMCMD_SANITY_LIMIT)
{
return BLOCKED_INFO("Command count is too high (new: " << msg->m_nNewCommands << ", backup: " << msg->m_nBackupCommands << ")");
}*/
if (msg->m_nLength <= 0)
return BLOCKED_INFO("Invalid message length (" << msg->m_nLength << ")");
return CClient_ProcessUsercmds(thisptr, pMsg);
}
AUTOHOOK(ReadUsercmd, server.dll + 0x2603F0,
void, __fastcall, (void* buf, void* pCmd_move, void* pCmd_from)) // 4C 89 44 24 ? 53 55 56 57
{
// Let normal usercmd read happen first, it's safe
ReadUsercmd(buf, pCmd_move, pCmd_from);
// Now let's make sure the CMD we read isnt messed up to prevent numerous exploits (including server crashing)
struct __declspec(align(4)) SV_CUserCmd
{
DWORD command_number;
DWORD tick_count;
float command_time;
Angle worldViewAngles;
BYTE gap18[4];
Angle localViewAngles;
Angle attackangles;
Vector move;
DWORD buttons;
BYTE impulse;
short weaponselect;
DWORD meleetarget;
BYTE gap4C[24];
char headoffset;
BYTE gap65[11];
Vector cameraPos;
Angle cameraAngles;
BYTE gap88[4];
int tickSomething;
DWORD dword90;
DWORD predictedServerEventAck;
DWORD dword98;
float frameTime;
};
auto cmd = (SV_CUserCmd*)pCmd_move;
auto fromCmd = (SV_CUserCmd*)pCmd_from;
std::string BLOCK_PREFIX =
"ReadUsercmd (command_number delta: " + std::to_string(cmd->command_number - fromCmd->command_number) + "): ";
if (cmd->worldViewAngles.IsInvalid())
{
BLOCKED_INFO("CMD has invalid worldViewAngles");
goto INVALID_CMD;
}
if (cmd->attackangles.IsInvalid())
{
BLOCKED_INFO("CMD has invalid attackangles");
goto INVALID_CMD;
}
if (cmd->localViewAngles.IsInvalid())
{
BLOCKED_INFO("CMD has invalid localViewAngles");
goto INVALID_CMD;
}
if (cmd->cameraAngles.IsInvalid())
{
BLOCKED_INFO("CMD has invalid cameraAngles");
goto INVALID_CMD;
}
if (cmd->frameTime <= 0 || cmd->tick_count == 0 || cmd->command_time <= 0)
{
BLOCKED_INFO(
"Bogus cmd timing (tick_count: " << cmd->tick_count << ", frameTime: " << cmd->frameTime
<< ", commandTime : " << cmd->command_time << ")");
goto INVALID_CMD; // No simulation of bogus-timed cmds
}
if (!cmd->move.IsValid())
{
BLOCKED_INFO("Invalid move vector");
goto INVALID_CMD;
}
if (!cmd->cameraPos.IsValid())
{
BLOCKED_INFO("Invalid cameraPos"); // IIRC this can crash spectating clients or anyone watching replays
goto INVALID_CMD;
}
return;
INVALID_CMD:
// Fix any gameplay-affecting cmd properties
// NOTE: Currently tickcount/frametime is set to 0, this ~shouldn't~ cause any problems
cmd->worldViewAngles = cmd->localViewAngles = cmd->attackangles = cmd->cameraAngles = Angle(0, 0, 0);
cmd->tick_count = cmd->frameTime = 0;
cmd->move = cmd->cameraPos = Vector(0, 0, 0);
cmd->buttons = 0;
cmd->meleetarget = 0;
}
// ensure that GetLocalBaseClient().m_bRestrictServerCommands is set correctly, which the return value of this function controls
// this is IsValveMod in source, but we're making it IsRespawnMod now since valve didn't make this one
AUTOHOOK(IsRespawnMod, engine.dll + 0x1C6360,
bool, __fastcall, (const char* pModName)) // 48 83 EC 28 48 8B 0D ? ? ? ? 48 8D 15 ? ? ? ? E8 ? ? ? ? 85 C0 74 63
{
return (!strcmp("r2", pModName) || !strcmp("r1", pModName))
&& !Tier0::CommandLine()->CheckParm("-norestrictservercommands");
}
// ratelimit stringcmds, and prevent remote clients from calling non-FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS commands
bool (*CCommand__Tokenize)(CCommand& self, const char* pCommandString, R2::cmd_source_t commandSource);
AUTOHOOK(CGameClient__ExecuteStringCommand,
engine.dll + 0x1022E0, bool, , (R2::CBaseClient* self, uint32_t unknown, const char* pCommandString))
{
if (!g_pServerLimits->CheckStringCommandLimits(self))
{
R2::CBaseClient__Disconnect(self, 1, "Sent too many stringcmd commands");
return false;
}
// verify the command we're trying to execute is FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS, if it's a concommand
char* commandBuf[1040]; // assumedly this is the size of CCommand since we don't have an actual constructor
memset(commandBuf, 0, sizeof(commandBuf));
CCommand tempCommand = *(CCommand*)&commandBuf;
if (!CCommand__Tokenize(tempCommand, pCommandString, R2::cmd_source_t::kCommandSrcCode) || !tempCommand.ArgC())
return false;
ConCommand* command = R2::g_pCVar->FindCommand(tempCommand.Arg(0));
// if the command doesn't exist pass it on to ExecuteStringCommand for script clientcommands and stuff
if (command && !command->IsFlagSet(FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS))
{
// ensure FCVAR_GAMEDLL concommands without FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS can't be executed by remote clients
if (IsDedicatedServer())
return false;
if (strcmp(self->m_UID, R2::g_pLocalPlayerUserID))
return false;
}
return CGameClient__ExecuteStringCommand(self, unknown, pCommandString);
}
// prevent clients from crashing servers through overflowing CNetworkStringTableContainer::WriteBaselines
bool bWasWritingStringTableSuccessful;
AUTOHOOK(CBaseClient__SendServerInfo,
engine.dll + 0x104FB0, void, , (void* self))
{
bWasWritingStringTableSuccessful = true;
CBaseClient__SendServerInfo(self);
if (!bWasWritingStringTableSuccessful)
R2::CBaseClient__Disconnect(
self, 1, "Overflowed CNetworkStringTableContainer::WriteBaselines, try restarting your client and reconnecting");
}
ON_DLL_LOAD("engine.dll", EngineExploitFixes, (HMODULE baseAddress))
{
AUTOHOOK_DISPATCH_MODULE(engine.dll)
CCommand__Tokenize = (bool(*)(CCommand&, const char*, R2::cmd_source_t))((char*)baseAddress + 0x418380);
// allow client/ui to run clientcommands despite restricting servercommands
NSMem::BytePatch((uintptr_t)baseAddress + 0x4FB65, "EB 11");
NSMem::BytePatch((uintptr_t)baseAddress + 0x4FBAC, "EB 16");
// patch to set bWasWritingStringTableSuccessful in CNetworkStringTableContainer::WriteBaselines if it fails
{
uintptr_t writeAddress = (uintptr_t)(&bWasWritingStringTableSuccessful - ((uintptr_t)baseAddress + 0x234EDC));
auto addr = (uintptr_t)baseAddress + 0x234ED2;
NSMem::BytePatch(addr, "C7 05");
NSMem::BytePatch(addr + 2, (BYTE*)&writeAddress, sizeof(writeAddress));
NSMem::BytePatch(addr + 6, "00 00 00 00");
NSMem::NOP(addr + 10, 5);
}
}
ON_DLL_LOAD_RELIESON("server.dll", ServerExploitFixes, ConVar, (HMODULE baseAddress))
{
AUTOHOOK_DISPATCH_MODULE(server.dll)
// ret at the start of CServerGameClients::ClientCommandKeyValues as it has no benefit and is forwarded to client (i.e. security issue)
// this prevents the attack vector of client=>server=>client, however server=>client also has clientside patches
NSMem::BytePatch((uintptr_t)baseAddress + 0x153920, "C3");
// Dumb ANTITAMPER patches (they negatively impact performance and security)
constexpr const char* ANTITAMPER_EXPORTS[] = {
"ANTITAMPER_SPOTCHECK_CODEMARKER",
"ANTITAMPER_TESTVALUE_CODEMARKER",
"ANTITAMPER_TRIGGER_CODEMARKER",
};
// Prevent these from actually doing anything
for (auto exportName : ANTITAMPER_EXPORTS)
{
uintptr_t address = (uintptr_t)GetProcAddress(baseAddress, exportName);
if (!address)
{
spdlog::warn("Failed to find AntiTamper function export \"{}\"", exportName);
}
else
{
// Just return, none of them have any args or are userpurge
NSMem::BytePatch(address, "C3");
spdlog::info("Patched AntiTamper function export \"{}\"", exportName);
}
}
ns_exploitfixes_log =
new ConVar("ns_exploitfixes_log", "1", FCVAR_GAMEDLL, "Whether to log whenever ExploitFixes.cpp blocks/corrects something");
}
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