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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 "nsprefix.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_pServerAuthenticationManager;
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)
{
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()))
{
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_pServerAuthenticationManager->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_pServerAuthenticationManager->AuthenticatePlayer(self, iNextPlayerUid, pNextPlayerToken) &&
g_MasterServerManager->m_bRequireClientAuth)
R2::CBaseClient__Disconnect(self, 1, "Authentication Failed");
if (!g_pServerAuthenticationManager->m_additionalPlayerData.count(self))
{
AdditionalPlayerData additionalData;
additionalData.pdataSize = g_pServerAuthenticationManager->m_authData[pNextPlayerToken].pdataSize;
additionalData.usingLocalPdata = *((char*)self + 0x4a0) == (char)0x3;
g_pServerAuthenticationManager->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_pServerAuthenticationManager->RemovePlayerAuthData(self))
{
g_pServerAuthenticationManager->m_bForceReadLocalPlayerPersistenceFromDisk = false;
g_pServerAuthenticationManager->WritePersistentData(self);
g_MasterServerManager->UpdateServerPlayerCount(g_pServerAuthenticationManager->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_pServerAuthenticationManager->m_additionalPlayerData[self].needPersistenceWriteOnLeave)
g_pServerAuthenticationManager->WritePersistentData(self);
g_pServerAuthenticationManager->RemovePlayerAuthData(self); // won't do anything 99% of the time, but just in case
}
if (g_pServerAuthenticationManager->m_additionalPlayerData.count(self))
{
g_pServerAuthenticationManager->m_additionalPlayerData.erase(self);
g_MasterServerManager->UpdateServerPlayerCount(g_pServerAuthenticationManager->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_pServerAuthenticationManager->m_additionalPlayerData[self].lastClientCommandQuotaStart >= 1.0)
{
// reset quota
g_pServerAuthenticationManager->m_additionalPlayerData[self].lastClientCommandQuotaStart = Tier0::Plat_FloatTime();
g_pServerAuthenticationManager->m_additionalPlayerData[self].numClientCommandsInQuota = 0;
}
g_pServerAuthenticationManager->m_additionalPlayerData[self].numClientCommandsInQuota++;
if (g_pServerAuthenticationManager->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_pServerAuthenticationManager->m_additionalPlayerData.count(sender))
return ret;
// reset every second
if (startTime - g_pServerAuthenticationManager->m_additionalPlayerData[sender].lastNetChanProcessingLimitStart >= 1.0 ||
g_pServerAuthenticationManager->m_additionalPlayerData[sender].lastNetChanProcessingLimitStart == -1.0)
{
g_pServerAuthenticationManager->m_additionalPlayerData[sender].lastNetChanProcessingLimitStart = startTime;
g_pServerAuthenticationManager->m_additionalPlayerData[sender].netChanProcessingLimitTime = 0.0;
}
g_pServerAuthenticationManager->m_additionalPlayerData[sender].netChanProcessingLimitTime +=
(Tier0::Plat_FloatTime() * 1000) - (startTime * 1000);
if (g_pServerAuthenticationManager->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_pServerAuthenticationManager->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_pServerAuthenticationManager->m_unconnectedPlayerSendData)
{
if (!memcmp(packet->adr.ip, foundSendData.ip, 16))
{
sendData = &foundSendData;
break;
}
}
if (!sendData)
{
sendData = &g_pServerAuthenticationManager->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_pServerAuthenticationManager->m_bForceReadLocalPlayerPersistenceFromDisk = true;
}
ON_DLL_LOAD_RELIESON("engine.dll", ServerAuthentication, ConCommand, (HMODULE baseAddress))
{
AUTOHOOK_DISPATCH()
g_pServerAuthenticationManager = 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);
}
}
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