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path: root/NorthstarDLL/serverauthentication.cpp
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#include "pch.h"
#include "serverauthentication.h"
#include "cvar.h"
#include "convar.h"
#include "masterserver.h"
#include "hoststate.h"
#include "bansystem.h"
#include "miscserverscript.h"
#include "concommand.h"
#include "dedicated.h"
#include "configurables.h"
#include "NSMem.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_ServerAuthenticationManager;

ConVar* Cvar_ns_player_auth_port;
ConVar* Cvar_ns_erase_auth_info;
ConVar* CVar_ns_auth_allow_insecure;
ConVar* CVar_ns_auth_allow_insecure_write;
ConVar* CVar_sv_quota_stringcmdspersecond;
ConVar* Cvar_net_chan_limit_mode;
ConVar* Cvar_net_chan_limit_msec_per_sec;
ConVar* Cvar_sv_querylimit_per_sec;
ConVar* Cvar_sv_max_chat_messages_per_sec;

ConVar* Cvar_net_datablock_enabled;

// use the R2 namespace for game funcs
namespace R2
{
	void (*CBaseClient__Disconnect)(void* self, uint32_t unknownButAlways1, const char* reason, ...);
} // namespace R2

void ServerAuthenticationManager::StartPlayerAuthServer()
{
	if (m_runningPlayerAuthThread)
	{
		spdlog::warn("ServerAuthenticationManager::StartPlayerAuthServer was called while m_runningPlayerAuthThread is true");
		return;
	}

	m_runningPlayerAuthThread = 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)
				{
					// can't just do request.remote_addr == Cvar_ns_masterserver_hostname->GetString() because the cvar can be a url, gotta
					// resolve an ip from it for comparisons
					// unsigned long remoteAddr = inet_addr(request.remote_addr.c_str());
					//
					// char* addrPtr = Cvar_ns_masterserver_hostname->GetString();
					// char* typeStart = strstr(addrPtr, "://");
					// if (typeStart)
					//	addrPtr = typeStart + 3;
					// hostent* resolvedRemoteAddr = gethostbyname((const char*)addrPtr);

					if (!request.has_param("id") || !request.has_param("authToken") || request.body.size() >= 65335 ||
						!request.has_param("serverAuthToken") ||
						strcmp(
							g_MasterServerManager->m_sOwnServerAuthToken,
							request.get_param_value("serverAuthToken")
								.c_str())) // || !resolvedRemoteAddr || ((in_addr**)resolvedRemoteAddr->h_addr_list)[0]->S_un.S_addr !=
										   // remoteAddr)
					{
						response.set_content("{\"success\":false}", "application/json");
						return;
					}

					AuthData newAuthData {};
					strncpy(newAuthData.uid, request.get_param_value("id").c_str(), sizeof(newAuthData.uid));
					newAuthData.uid[sizeof(newAuthData.uid) - 1] = 0;

					strncpy(newAuthData.username, request.get_param_value("username").c_str(), sizeof(newAuthData.username));
					newAuthData.username[sizeof(newAuthData.username) - 1] = 0;

					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_authData.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_runningPlayerAuthThread)
	{
		spdlog::warn("ServerAuthenticationManager::StopPlayerAuthServer was called while m_runningPlayerAuthThread is false");
		return;
	}

	m_runningPlayerAuthThread = false;
	m_playerAuthServer.stop();
}

char* ServerAuthenticationManager::VerifyPlayerName(void* player, char* authToken, char* name)
{
	std::lock_guard<std::mutex> guard(m_authDataMutex);

	if (!m_authData.empty() && m_authData.count(std::string(authToken)))
	{
		AuthData authData = m_authData[authToken];

		bool nameAccepted = (!*authData.username || !strcmp(name, authData.username));

		if (!nameAccepted && g_MasterServerManager->m_bRequireClientAuth && !CVar_ns_auth_allow_insecure->GetInt())
		{
			// limit name length to 64 characters just in case something changes, this technically shouldn't be needed given the master
			// server gets usernames from origin but we have it just in case
			strncpy(name, authData.username, 64);
			name[63] = 0;
		}
	}
	return name;
}

bool ServerAuthenticationManager::AuthenticatePlayer(void* player, int64_t uid, char* authToken)
{
	std::string strUid = std::to_string(uid);
	std::lock_guard<std::mutex> guard(m_authDataMutex);

	bool authFail = true;
	if (!m_authData.empty() && m_authData.count(std::string(authToken)))
	{
		// use stored auth data
		AuthData authData = m_authData[authToken];

		if (!strcmp(strUid.c_str(), authData.uid)) // connecting client's uid is the same as auth's uid
		{
			authFail = false;
			// uuid
			strcpy((char*)player + 0xF500, strUid.c_str());

			// reset from disk if we're doing that
			if (m_bForceReadLocalPlayerPersistenceFromDisk && !strcmp(authData.uid, R2::g_pLocalPlayerUserID))
			{
				std::fstream pdataStream(GetNorthstarPrefix() + "/placeholder_playerdata.pdata", std::ios_base::in);

				if (!pdataStream.fail())
				{
					// get file length
					pdataStream.seekg(0, pdataStream.end);
					auto length = pdataStream.tellg();
					pdataStream.seekg(0, pdataStream.beg);

					// copy pdata into buffer
					pdataStream.read((char*)player + 0x4FA, length);
				}
				else // fallback to remote pdata if no local default
					memcpy((char*)player + 0x4FA, authData.pdata, authData.pdataSize);
			}
			else
			{
				// 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;
		}
	}

	if (authFail)
	{
		// set persistent data as ready, we use 0x3 internally to mark the client as using local persistence
		*((char*)player + 0x4a0) = (char)0x3;

		if (!CVar_ns_auth_allow_insecure->GetBool()) // no auth data and insecure connections aren't allowed, so dc the client
			return false;

		// insecure connections are allowed, try reading from disk
		// uuid
		strcpy((char*)player + 0xF500, strUid.c_str());

		// try reading pdata file for player
		std::string pdataPath = GetNorthstarPrefix() + "/playerdata_";
		pdataPath += strUid;
		pdataPath += ".pdata";

		std::fstream pdataStream(pdataPath, std::ios_base::in);
		if (pdataStream.fail()) // file doesn't exist, use placeholder
			pdataStream = std::fstream(GetNorthstarPrefix() + "/placeholder_playerdata.pdata");

		// get file length
		pdataStream.seekg(0, pdataStream.end);
		auto length = pdataStream.tellg();
		pdataStream.seekg(0, pdataStream.beg);

		// copy pdata into buffer
		pdataStream.read((char*)player + 0x4FA, length);

		pdataStream.close();
	}

	return true; // auth successful, client stays on
}

bool ServerAuthenticationManager::RemovePlayerAuthData(void* player)
{
	if (!Cvar_ns_erase_auth_info->GetBool())
		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((char*)player + 0xF500, R2::g_pLocalPlayerUserID))
		return false;

	// we don't have our auth token at this point, so lookup authdata by uid
	for (auto& auth : m_authData)
	{
		if (!strcmp((char*)player + 0xF500, 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_authData.erase(auth.first);
			return true;
		}
	}

	return false;
}

void ServerAuthenticationManager::WritePersistentData(void* player)
{
	// we use 0x4 internally to mark clients as using remote persistence
	if (*((char*)player + 0x4A0) == (char)0x4)
	{
		g_MasterServerManager->WritePlayerPersistentData(
			(char*)player + 0xF500, (char*)player + 0x4FA, m_additionalPlayerData[player].pdataSize);
	}
	else if (CVar_ns_auth_allow_insecure_write->GetBool())
	{
		// todo: write pdata to disk here
	}
}

bool ServerAuthenticationManager::CheckPlayerChatRatelimit(void* player)
{
	if (Tier0::Plat_FloatTime() - m_additionalPlayerData[player].lastSayTextLimitStart >= 1.0)
	{
		m_additionalPlayerData[player].lastSayTextLimitStart = Tier0::Plat_FloatTime();
		m_additionalPlayerData[player].sayTextLimitCount = 0;
	}

	if (m_additionalPlayerData[player].sayTextLimitCount >= Cvar_sv_max_chat_messages_per_sec->GetInt())
		return false;

	m_additionalPlayerData[player].sayTextLimitCount++;
	return true;
}

// 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 cbaseclient::connect
char* pNextPlayerToken;
uint64_t iNextPlayerUid;

AUTOHOOK(CBaseServer__ConnectClient, engine.dll + 0x114430,
void*,, (
	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,
	int64_t uid,
	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
	pNextPlayerToken = serverFilter;
	iNextPlayerUid = uid;

	return CBaseServer__ConnectClient(server, a2, a3, a4, a5, a6, a7, a8, serverFilter, a10, a11, a12, a13, a14, uid, a16, a17);
}

AUTOHOOK(CBaseClient__Connect, engine.dll + 0x101740,
bool,, (void* self, char* name, __int64 netchan_ptr_arg, char b_fake_player_arg, __int64 a5, char* Buffer, void* a7))
{
	// try changing name before all else
	name = g_ServerAuthenticationManager->VerifyPlayerName(self, pNextPlayerToken, name);

	// 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
	bool ret = CBaseClient__Connect(self, name, netchan_ptr_arg, b_fake_player_arg, a5, Buffer, a7);

	if (!ret)
		return ret;

	if (!g_ServerBanSystem->IsUIDAllowed(iNextPlayerUid))
	{
		R2::CBaseClient__Disconnect(self, 1, "Banned from server");
		return ret;
	}

	if (strlen(name) >= 64) // fix for name overflow bug
		R2::CBaseClient__Disconnect(self, 1, "Invalid name");
	else if (
		!g_ServerAuthenticationManager->AuthenticatePlayer(self, iNextPlayerUid, pNextPlayerToken) &&
		g_MasterServerManager->m_bRequireClientAuth)
		R2::CBaseClient__Disconnect(self, 1, "Authentication Failed");

	if (!g_ServerAuthenticationManager->m_additionalPlayerData.count(self))
	{
		AdditionalPlayerData additionalData;
		additionalData.pdataSize = g_ServerAuthenticationManager->m_authData[pNextPlayerToken].pdataSize;
		additionalData.usingLocalPdata = *((char*)self + 0x4a0) == (char)0x3;

		g_ServerAuthenticationManager->m_additionalPlayerData.insert(std::make_pair(self, additionalData));
	}

	return ret;
}

AUTOHOOK(CBaseClient__ActivatePlayer, engine.dll + 0x100F80,
void,, (void* self))
{
	// 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 (*((char*)self + 0x4A0) >= (char)0x3 && !g_ServerAuthenticationManager->RemovePlayerAuthData(self))
	{
		g_ServerAuthenticationManager->m_bForceReadLocalPlayerPersistenceFromDisk = false;
		g_ServerAuthenticationManager->WritePersistentData(self);
		g_MasterServerManager->UpdateServerPlayerCount(g_ServerAuthenticationManager->m_additionalPlayerData.size());
	}

	CBaseClient__ActivatePlayer(self);
}

AUTOHOOK(_CBaseClient__Disconnect, engine.dll + 0x1012C0,
void,, (void* self, uint32_t unknownButAlways1, const char* pReason, ...))
{
	// 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: \"{}\"", (char*)self + 0x16, buf);

		// dcing, write persistent data
		if (g_ServerAuthenticationManager->m_additionalPlayerData[self].needPersistenceWriteOnLeave)
			g_ServerAuthenticationManager->WritePersistentData(self);
		g_ServerAuthenticationManager->RemovePlayerAuthData(self); // won't do anything 99% of the time, but just in case
	}

	if (g_ServerAuthenticationManager->m_additionalPlayerData.count(self))
	{
		g_ServerAuthenticationManager->m_additionalPlayerData.erase(self);
		g_MasterServerManager->UpdateServerPlayerCount(g_ServerAuthenticationManager->m_additionalPlayerData.size());
	}

	_CBaseClient__Disconnect(self, unknownButAlways1, buf);
}

// maybe this should be done outside of auth code, but effort to refactor rn and it sorta fits
bool (*CCommand__Tokenize)(CCommand& self, const char* pCommandString, R2::cmd_source_t commandSource);

AUTOHOOK(CGameClient__ExecuteStringCommand, engine.dll + 0x1022E0,
char,, (void* self, uint32_t unknown, const char* pCommandString))
{
	if (CVar_sv_quota_stringcmdspersecond->GetInt() != -1)
	{
		// note: this isn't super perfect, legit clients can trigger it in lobby, mostly good enough tho imo
		// https://github.com/perilouswithadollarsign/cstrike15_src/blob/f82112a2388b841d72cb62ca48ab1846dfcc11c8/engine/sv_client.cpp#L1513
		if (Tier0::Plat_FloatTime() - g_ServerAuthenticationManager->m_additionalPlayerData[self].lastClientCommandQuotaStart >= 1.0)
		{
			// reset quota
			g_ServerAuthenticationManager->m_additionalPlayerData[self].lastClientCommandQuotaStart = Tier0::Plat_FloatTime();
			g_ServerAuthenticationManager->m_additionalPlayerData[self].numClientCommandsInQuota = 0;
		}

		g_ServerAuthenticationManager->m_additionalPlayerData[self].numClientCommandsInQuota++;
		if (g_ServerAuthenticationManager->m_additionalPlayerData[self].numClientCommandsInQuota >
			CVar_sv_quota_stringcmdspersecond->GetInt())
		{
			// too many stringcmds, dc player
			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((char*)self + 0xF500, R2::g_pLocalPlayerUserID))
			return false;
	}

	return CGameClient__ExecuteStringCommand(self, unknown, pCommandString);
}

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");
}

AUTOHOOK(CNetChan___ProcessMessages, engine.dll + 0x2140A0, 
char, __fastcall, (void* self, void* buf))
{
	double startTime = Tier0::Plat_FloatTime();
	char ret = CNetChan___ProcessMessages(self, buf);
	
	// check processing limits, unless we're in a level transition
	if (R2::g_pHostState->m_iCurrentState == R2::HostState_t::HS_RUN && Tier0::ThreadInServerFrameThread())
	{
		// player that sent the message
		void* sender = *(void**)((char*)self + 368);

		// if no sender, return
		// relatively certain this is fine?
		if (!sender || !g_ServerAuthenticationManager->m_additionalPlayerData.count(sender))
			return ret;

		// reset every second
		if (startTime - g_ServerAuthenticationManager->m_additionalPlayerData[sender].lastNetChanProcessingLimitStart >= 1.0 ||
			g_ServerAuthenticationManager->m_additionalPlayerData[sender].lastNetChanProcessingLimitStart == -1.0)
		{
			g_ServerAuthenticationManager->m_additionalPlayerData[sender].lastNetChanProcessingLimitStart = startTime;
			g_ServerAuthenticationManager->m_additionalPlayerData[sender].netChanProcessingLimitTime = 0.0;
		}
		g_ServerAuthenticationManager->m_additionalPlayerData[sender].netChanProcessingLimitTime +=
			(Tier0::Plat_FloatTime() * 1000) - (startTime * 1000);

		if (g_ServerAuthenticationManager->m_additionalPlayerData[sender].netChanProcessingLimitTime >=
			Cvar_net_chan_limit_msec_per_sec->GetInt())
		{
			spdlog::warn(
				"Client {} hit netchan processing limit with {}ms of processing time this second (max is {})",
				(char*)sender + 0x16,
				g_ServerAuthenticationManager->m_additionalPlayerData[sender].netChanProcessingLimitTime,
				Cvar_net_chan_limit_msec_per_sec->GetInt());

			// nonzero = kick, 0 = warn, but never kick local player
			if (Cvar_net_chan_limit_mode->GetInt() && strcmp(R2::g_pLocalPlayerUserID, (char*)sender + 0xF500))
			{
				R2::CBaseClient__Disconnect(sender, 1, "Exceeded net channel processing limit");
				return false;
			}
		}
	}

	return ret;
}

AUTOHOOK(ProcessConnectionlessPacket, engine.dll + 0x117800,
bool,, (void* a1, netpacket_t* packet))
{
	if (packet->adr.type == NA_IP &&
		(!(packet->data[4] == 'N' && Cvar_net_datablock_enabled->GetBool()) || !Cvar_net_datablock_enabled->GetBool()))
	{
		// bad lookup: optimise later tm
		UnconnectedPlayerSendData* sendData = nullptr;
		for (UnconnectedPlayerSendData& foundSendData : g_ServerAuthenticationManager->m_unconnectedPlayerSendData)
		{
			if (!memcmp(packet->adr.ip, foundSendData.ip, 16))
			{
				sendData = &foundSendData;
				break;
			}
		}

		if (!sendData)
		{
			sendData = &g_ServerAuthenticationManager->m_unconnectedPlayerSendData.emplace_back();
			memcpy(sendData->ip, packet->adr.ip, 16);
		}

		if (Tier0::Plat_FloatTime() < sendData->timeoutEnd)
			return false;

		if (Tier0::Plat_FloatTime() - sendData->lastQuotaStart >= 1.0)
		{
			sendData->lastQuotaStart = Tier0::Plat_FloatTime();
			sendData->packetCount = 0;
		}

		sendData->packetCount++;

		if (sendData->packetCount >= Cvar_sv_querylimit_per_sec->GetInt())
		{
			spdlog::warn(
				"Client went over connectionless ratelimit of {} per sec with packet of type {}",
				Cvar_sv_querylimit_per_sec->GetInt(),
				packet->data[4]);

			// timeout for a minute
			sendData->timeoutEnd = Tier0::Plat_FloatTime() + 60.0;
			return false;
		}
	}

	return ProcessConnectionlessPacket(a1, packet);
}

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_ServerAuthenticationManager->m_bForceReadLocalPlayerPersistenceFromDisk = true;
}

ON_DLL_LOAD_RELIESON("engine.dll", ServerAuthentication, ConCommand, [](HMODULE baseAddress)
{
	AUTOHOOK_DISPATCH()

	g_ServerAuthenticationManager = new ServerAuthenticationManager;

	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");
	CVar_ns_auth_allow_insecure =
		new ConVar("ns_auth_allow_insecure", "0", FCVAR_GAMEDLL, "Whether this server will allow unauthenicated players to connect");
	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");
	// literally just stolen from a fix valve used in csgo
	CVar_sv_quota_stringcmdspersecond = new ConVar(
		"sv_quota_stringcmdspersecond",
		"60",
		FCVAR_GAMEDLL,
		"How many string commands per second clients are allowed to submit, 0 to disallow all string commands");
	// https://blog.counter-strike.net/index.php/2019/07/24922/ but different because idk how to check what current tick number is
	Cvar_net_chan_limit_mode =
		new ConVar("net_chan_limit_mode", "0", FCVAR_GAMEDLL, "The mode for netchan processing limits: 0 = log, 1 = kick");
	Cvar_net_chan_limit_msec_per_sec = new ConVar(
		"net_chan_limit_msec_per_sec",
		"0",
		FCVAR_GAMEDLL,
		"Netchannel processing is limited to so many milliseconds, abort connection if exceeding budget");
	Cvar_ns_player_auth_port = new ConVar("ns_player_auth_port", "8081", FCVAR_GAMEDLL, "");
	Cvar_sv_querylimit_per_sec = new ConVar("sv_querylimit_per_sec", "15", FCVAR_GAMEDLL, "");
	Cvar_sv_max_chat_messages_per_sec = new ConVar("sv_max_chat_messages_per_sec", "5", FCVAR_GAMEDLL, "");

	Cvar_net_datablock_enabled = R2::g_pCVar->FindVar("net_datablock_enabled");

	RegisterConCommand(
		"ns_resetpersistence", ConCommand_ns_resetpersistence, "resets your pdata when you next enter the lobby", FCVAR_NONE);

	R2::CBaseClient__Disconnect = (void(*)(void*, uint32_t, const char*, ...))((char*)baseAddress + 0x1012C0);
	CCommand__Tokenize = (bool(*)(CCommand&, const char*, R2::cmd_source_t))((char*)baseAddress + 0x418380);
	
	uintptr_t ba = (uintptr_t)baseAddress;

	// patch to disable kicking based on incorrect serverfilter in connectclient, since we repurpose it for use as an auth token
	NSMem::BytePatch(
		ba + 0x114655,
		"EB" // jz => jmp
	);
	
	// patch to disable fairfight marking players as cheaters and kicking them
	NSMem::BytePatch(
		ba + 0x101012,
		"E9 90 00" // jz => jmp
	);
	
	// patch to allow same of multiple account
	NSMem::BytePatch(
		ba + 0x114510,
		"EB" // jz => jmp
	);

	// patch to set bWasWritingStringTableSuccessful in CNetworkStringTableContainer::WriteBaselines if it fails
	{
		uintptr_t writeAddress = (uintptr_t)(&bWasWritingStringTableSuccessful - (ba + 0x234EDC));

		auto addr = ba + 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);
	}
})