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#include "pch.h"
#include "serverauthentication.h"
#include "limits.h"
#include "cvar.h"
#include "convar.h"
#include "masterserver.h"
#include "serverpresence.h"
#include "hoststate.h"
#include "maxplayers.h"
#include "bansystem.h"
#include "concommand.h"
#include "dedicated.h"
#include "nsprefix.h"
#include "tier0.h"
#include "r2engine.h"
#include "r2client.h"
#include "r2server.h"
#include "httplib.h"
#include <fstream>
#include <filesystem>
#include <thread>
AUTOHOOK_INIT()
const char* AUTHSERVER_VERIFY_STRING = "I am a northstar server!";
// global vars
ServerAuthenticationManager* g_pServerAuthentication;
CBaseServer__RejectConnectionType CBaseServer__RejectConnection;
void ServerAuthenticationManager::StartPlayerAuthServer()
{
if (m_bRunningPlayerAuthThread)
{
spdlog::warn("ServerAuthenticationManager::StartPlayerAuthServer was called while m_bRunningPlayerAuthThread is true");
return;
}
g_pServerPresence->SetAuthPort(Cvar_ns_player_auth_port->GetInt()); // set auth port for presence
m_bRunningPlayerAuthThread = true;
// listen is a blocking call so thread this
std::thread serverThread(
[this]
{
// this is just a super basic way to verify that servers have ports open, masterserver will try to read this before ensuring
// server is legit
m_PlayerAuthServer.Get(
"/verify",
[](const httplib::Request& request, httplib::Response& response)
{ response.set_content(AUTHSERVER_VERIFY_STRING, "text/plain"); });
m_PlayerAuthServer.Post(
"/authenticate_incoming_player",
[this](const httplib::Request& request, httplib::Response& response)
{
if (!request.has_param("id") || !request.has_param("authToken") || request.body.size() >= R2::PERSISTENCE_MAX_SIZE ||
!request.has_param("serverAuthToken") ||
strcmp(g_pMasterServerManager->m_sOwnServerAuthToken, request.get_param_value("serverAuthToken").c_str()))
{
response.set_content("{\"success\":false}", "application/json");
return;
}
RemoteAuthData newAuthData {};
strncpy_s(newAuthData.uid, sizeof(newAuthData.uid), request.get_param_value("id").c_str(), sizeof(newAuthData.uid) - 1);
strncpy_s(
newAuthData.username,
sizeof(newAuthData.username),
request.get_param_value("username").c_str(),
sizeof(newAuthData.username) - 1);
newAuthData.pdataSize = request.body.size();
newAuthData.pdata = new char[newAuthData.pdataSize];
memcpy(newAuthData.pdata, request.body.c_str(), newAuthData.pdataSize);
std::lock_guard<std::mutex> guard(m_AuthDataMutex);
m_RemoteAuthenticationData.insert(std::make_pair(request.get_param_value("authToken"), newAuthData));
response.set_content("{\"success\":true}", "application/json");
});
m_PlayerAuthServer.listen("0.0.0.0", Cvar_ns_player_auth_port->GetInt());
});
serverThread.detach();
}
void ServerAuthenticationManager::StopPlayerAuthServer()
{
if (!m_bRunningPlayerAuthThread)
{
spdlog::warn("ServerAuthenticationManager::StopPlayerAuthServer was called while m_bRunningPlayerAuthThread is false");
return;
}
m_bRunningPlayerAuthThread = false;
m_PlayerAuthServer.stop();
}
void ServerAuthenticationManager::AddPlayer(R2::CBaseClient* pPlayer, const char* pToken)
{
PlayerAuthenticationData additionalData;
auto remoteAuthData = m_RemoteAuthenticationData.find(pToken);
if (remoteAuthData != m_RemoteAuthenticationData.end())
additionalData.pdataSize = remoteAuthData->second.pdataSize;
else
additionalData.pdataSize = R2::PERSISTENCE_MAX_SIZE;
additionalData.usingLocalPdata = pPlayer->m_iPersistenceReady == R2::ePersistenceReady::READY_INSECURE;
m_PlayerAuthenticationData.insert(std::make_pair(pPlayer, additionalData));
}
void ServerAuthenticationManager::RemovePlayer(R2::CBaseClient* pPlayer)
{
if (m_PlayerAuthenticationData.count(pPlayer))
m_PlayerAuthenticationData.erase(pPlayer);
}
bool ServerAuthenticationManager::VerifyPlayerName(const char* pAuthToken, const char* pName, char pOutVerifiedName[64])
{
std::lock_guard<std::mutex> guard(m_AuthDataMutex);
// always use name from masterserver if available
// use of strncpy_s here should verify that this is always nullterminated within valid buffer size
auto authData = m_RemoteAuthenticationData.find(pAuthToken);
if (authData != m_RemoteAuthenticationData.end() && *authData->second.username)
strncpy_s(pOutVerifiedName, 64, authData->second.username, 63);
else
strncpy_s(pOutVerifiedName, 64, pName, 63);
// now, check that whatever name we have is actually valid
// first, make sure it's >1 char
if (!*pOutVerifiedName)
return false;
// next, make sure it's within a valid range of ascii characters
for (int i = 0; pOutVerifiedName[i]; i++)
{
if (pOutVerifiedName[i] < 32 || pOutVerifiedName[i] > 126)
return false;
}
return true;
}
bool ServerAuthenticationManager::IsDuplicateAccount(R2::CBaseClient* pPlayer, const char* pPlayerUid)
{
if (m_bAllowDuplicateAccounts)
return false;
bool bHasUidPlayer = false;
for (int i = 0; i < R2::GetMaxPlayers(); i++)
if (&R2::g_pClientArray[i] != pPlayer && !strcmp(pPlayerUid, R2::g_pClientArray[i].m_UID))
return true;
return false;
}
bool ServerAuthenticationManager::CheckAuthentication(R2::CBaseClient* pPlayer, uint64_t iUid, char* pAuthToken)
{
std::string sUid = std::to_string(iUid);
// check whether this player's authentication is valid but don't actually write anything to the player, we'll do that later
// if we don't need auth this is valid
if (Cvar_ns_auth_allow_insecure->GetBool())
return true;
// local server that doesn't need auth (probably sp) and local player
if (m_bStartingLocalSPGame && !strcmp(sUid.c_str(), R2::g_pLocalPlayerUserID))
return true;
// don't allow duplicate accounts
if (IsDuplicateAccount(pPlayer, sUid.c_str()))
return false;
std::lock_guard<std::mutex> guard(m_AuthDataMutex);
auto authData = m_RemoteAuthenticationData.find(pAuthToken);
if (authData != m_RemoteAuthenticationData.end() && !strcmp(sUid.c_str(), authData->second.uid))
return true;
return false;
}
void ServerAuthenticationManager::AuthenticatePlayer(R2::CBaseClient* pPlayer, uint64_t iUid, char* pAuthToken)
{
// for bot players, generate a new uid
if (pPlayer->m_bFakePlayer)
iUid = 0; // is this a good way of doing things :clueless:
std::string sUid = std::to_string(iUid);
// copy uuid
strcpy(pPlayer->m_UID, sUid.c_str());
std::lock_guard<std::mutex> guard(m_AuthDataMutex);
auto authData = m_RemoteAuthenticationData.find(pAuthToken);
if (authData != m_RemoteAuthenticationData.end())
{
// if we're resetting let script handle the reset with InitPersistentData() on connect
if (!m_bForceResetLocalPlayerPersistence || strcmp(sUid.c_str(), R2::g_pLocalPlayerUserID))
{
// copy pdata into buffer
memcpy(pPlayer->m_PersistenceBuffer, authData->second.pdata, authData->second.pdataSize);
}
// set persistent data as ready
pPlayer->m_iPersistenceReady = R2::ePersistenceReady::READY_REMOTE;
}
// we probably allow insecure at this point, but make sure not to write anyway if not insecure
else if (Cvar_ns_auth_allow_insecure->GetBool() || pPlayer->m_bFakePlayer)
{
// set persistent data as ready
// note: actual placeholder persistent data is populated in script with InitPersistentData()
pPlayer->m_iPersistenceReady = R2::ePersistenceReady::READY_INSECURE;
}
}
bool ServerAuthenticationManager::RemovePlayerAuthData(R2::CBaseClient* pPlayer)
{
if (!Cvar_ns_erase_auth_info->GetBool()) // keep auth data forever
return false;
// hack for special case where we're on a local server, so we erase our own newly created auth data on disconnect
if (m_bNeedLocalAuthForNewgame && !strcmp(pPlayer->m_UID, R2::g_pLocalPlayerUserID))
return false;
// we don't have our auth token at this point, so lookup authdata by uid
for (auto& auth : m_RemoteAuthenticationData)
{
if (!strcmp(pPlayer->m_UID, auth.second.uid))
{
// pretty sure this is fine, since we don't iterate after the erase
// i think if we iterated after it'd be undefined behaviour tho
std::lock_guard<std::mutex> guard(m_AuthDataMutex);
delete[] auth.second.pdata;
m_RemoteAuthenticationData.erase(auth.first);
return true;
}
}
return false;
}
void ServerAuthenticationManager::WritePersistentData(R2::CBaseClient* pPlayer)
{
if (pPlayer->m_iPersistenceReady == R2::ePersistenceReady::READY_REMOTE)
{
g_pMasterServerManager->WritePlayerPersistentData(
pPlayer->m_UID, (const char*)pPlayer->m_PersistenceBuffer, m_PlayerAuthenticationData[pPlayer].pdataSize);
}
else if (Cvar_ns_auth_allow_insecure_write->GetBool())
{
// todo: write pdata to disk here
}
}
// auth hooks
// store these in vars so we can use them in CBaseClient::Connect
// this is fine because ptrs won't decay by the time we use this, just don't use it outside of calls from cbaseclient::connectclient
char* pNextPlayerToken;
uint64_t iNextPlayerUid;
// clang-format off
AUTOHOOK(CBaseServer__ConnectClient, engine.dll + 0x114430,
void*,, (
void* self,
void* addr,
void* a3,
uint32_t a4,
uint32_t a5,
int32_t a6,
void* a7,
char* playerName,
char* serverFilter,
void* a10,
char a11,
void* a12,
char a13,
char a14,
int64_t uid,
uint32_t a16,
uint32_t a17))
// clang-format on
{
// auth tokens are sent with serverfilter, can't be accessed from player struct to my knowledge, so have to do this here
pNextPlayerToken = serverFilter;
iNextPlayerUid = uid;
return CBaseServer__ConnectClient(self, addr, a3, a4, a5, a6, a7, playerName, serverFilter, a10, a11, a12, a13, a14, uid, a16, a17);
}
ConVar* Cvar_ns_allowuserclantags;
// clang-format off
AUTOHOOK(CBaseClient__Connect, engine.dll + 0x101740,
bool,, (R2::CBaseClient* self, char* pName, void* pNetChannel, char bFakePlayer, void* a5, char pDisconnectReason[256], void* a7))
// clang-format on
{
const char* pAuthenticationFailure = nullptr;
char pVerifiedName[64];
if (!bFakePlayer)
{
if (!g_pServerAuthentication->VerifyPlayerName(pNextPlayerToken, pName, pVerifiedName))
pAuthenticationFailure = "Invalid Name.";
else if (!g_pBanSystem->IsUIDAllowed(iNextPlayerUid))
pAuthenticationFailure = "Banned From server.";
else if (!g_pServerAuthentication->CheckAuthentication(self, iNextPlayerUid, pNextPlayerToken))
pAuthenticationFailure = "Authentication Failed.";
}
else // need to copy name for bots still
strncpy_s(pVerifiedName, pName, 63);
if (pAuthenticationFailure)
{
spdlog::info("{}'s (uid {}) connection was rejected: \"{}\"", pName, self->m_UID, pAuthenticationFailure);
strncpy_s(pDisconnectReason, 256, pAuthenticationFailure, 255);
return false;
}
// try to actually connect the player
if (!CBaseClient__Connect(self, pVerifiedName, pNetChannel, bFakePlayer, a5, pDisconnectReason, a7))
return false;
// we already know this player's authentication data is legit, actually write it to them now
g_pServerAuthentication->AuthenticatePlayer(self, iNextPlayerUid, pNextPlayerToken);
g_pServerAuthentication->AddPlayer(self, pNextPlayerToken);
g_pServerLimits->AddPlayer(self);
return true;
}
// clang-format off
AUTOHOOK(CBaseClient__ActivatePlayer, engine.dll + 0x100F80,
void,, (R2::CBaseClient* self))
// clang-format on
{
// if we're authed, write our persistent data
// RemovePlayerAuthData returns true if it removed successfully, i.e. on first call only, and we only want to write on >= second call
// (since this func is called on map loads)
if (self->m_iPersistenceReady >= R2::ePersistenceReady::READY && !g_pServerAuthentication->RemovePlayerAuthData(self))
{
g_pServerAuthentication->m_bForceResetLocalPlayerPersistence = false;
g_pServerAuthentication->WritePersistentData(self);
g_pServerPresence->SetPlayerCount(g_pServerAuthentication->m_PlayerAuthenticationData.size());
}
CBaseClient__ActivatePlayer(self);
}
// clang-format off
AUTOHOOK(_CBaseClient__Disconnect, engine.dll + 0x1012C0,
void,, (R2::CBaseClient* self, uint32_t unknownButAlways1, const char* pReason, ...))
// clang-format on
{
// have to manually format message because can't pass varargs to original func
char buf[1024];
va_list va;
va_start(va, pReason);
vsprintf(buf, pReason, va);
va_end(va);
// this reason is used while connecting to a local server, hacky, but just ignore it
if (strcmp(pReason, "Connection closing"))
{
spdlog::info("Player {} disconnected: \"{}\"", self->m_Name, buf);
// dcing, write persistent data
if (g_pServerAuthentication->m_PlayerAuthenticationData[self].needPersistenceWriteOnLeave)
g_pServerAuthentication->WritePersistentData(self);
memset(self->m_PersistenceBuffer, 0, g_pServerAuthentication->m_PlayerAuthenticationData[self].pdataSize);
g_pServerAuthentication->RemovePlayerAuthData(self); // won't do anything 99% of the time, but just in case
g_pServerAuthentication->RemovePlayer(self);
g_pServerLimits->RemovePlayer(self);
}
g_pServerPresence->SetPlayerCount(g_pServerAuthentication->m_PlayerAuthenticationData.size());
_CBaseClient__Disconnect(self, unknownButAlways1, buf);
}
void ConCommand_ns_resetpersistence(const CCommand& args)
{
if (*R2::g_pServerState == R2::server_state_t::ss_active)
{
spdlog::error("ns_resetpersistence must be entered from the main menu");
return;
}
spdlog::info("resetting persistence on next lobby load...");
g_pServerAuthentication->m_bForceResetLocalPlayerPersistence = true;
}
ON_DLL_LOAD_RELIESON("engine.dll", ServerAuthentication, (ConCommand, ConVar), (CModule module))
{
AUTOHOOK_DISPATCH()
g_pServerAuthentication = new ServerAuthenticationManager;
g_pServerAuthentication->Cvar_ns_player_auth_port = new ConVar("ns_player_auth_port", "8081", FCVAR_GAMEDLL, "");
g_pServerAuthentication->Cvar_ns_erase_auth_info =
new ConVar("ns_erase_auth_info", "1", FCVAR_GAMEDLL, "Whether auth info should be erased from this server on disconnect or crash");
g_pServerAuthentication->Cvar_ns_auth_allow_insecure =
new ConVar("ns_auth_allow_insecure", "0", FCVAR_GAMEDLL, "Whether this server will allow unauthenicated players to connect");
g_pServerAuthentication->Cvar_ns_auth_allow_insecure_write = new ConVar(
"ns_auth_allow_insecure_write",
"0",
FCVAR_GAMEDLL,
"Whether the pdata of unauthenticated clients will be written to disk when changed");
RegisterConCommand(
"ns_resetpersistence", ConCommand_ns_resetpersistence, "resets your pdata when you next enter the lobby", FCVAR_NONE);
// patch to disable kicking based on incorrect serverfilter in connectclient, since we repurpose it for use as an auth token
module.Offset(0x114655).Patch("EB");
// patch to disable fairfight marking players as cheaters and kicking them
module.Offset(0x101012).Patch("E9 90 00");
CBaseServer__RejectConnection = module.Offset(0x1182E0).As<CBaseServer__RejectConnectionType>();
if (Tier0::CommandLine()->CheckParm("-allowdupeaccounts"))
{
// patch to allow same of multiple account
module.Offset(0x114510).Patch("EB");
g_pServerAuthentication->m_bAllowDuplicateAccounts = true;
}
}
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