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#include "pch.h"
#include "ExploitFixes.h"
#include "ExploitFixes_UTF8Parser.h"
#include "NSMem.h"
// 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() {
if (!ValidateFloats(pitch, yaw, roll))
return false;
return
(pitch > 90 || pitch < -90)
|| (yaw > 180 || yaw < -180)
|| (roll > 180 || roll < -180);
}
};
#define BLOCK_NETMSG_FUNC(name, pattern) \
KHOOK(name, ("engine.dll", pattern), bool, __fastcall, (void* thisptr, void* buffer)) { return false; }
// Servers can literally request a screenshot from any client, yeah no
BLOCK_NETMSG_FUNC(CLC_Screenshot_WriteToBuffer, "48 89 5C 24 ? 57 48 83 EC 20 8B 42 10");
BLOCK_NETMSG_FUNC(CLC_Screenshot_ReadFromBuffer, "48 89 5C 24 ? 48 89 6C 24 ? 48 89 74 24 ? 57 48 83 EC 20 48 8B DA 48 8B 52 38");
// This is unused ingame and a big exploit vector
BLOCK_NETMSG_FUNC(Base_CmdKeyValues_ReadFromBuffer, "40 55 48 81 EC ? ? ? ? 48 8D 6C 24 ? 48 89 5D 70");
// Purpose: prevent invalid user CMDs
KHOOK(CClient_ProcessUsercmds, ("engine.dll", "40 55 56 48 83 EC 58"), bool, __fastcall, (void* thisptr, void* pMsg)) {
struct __declspec(align(8)) 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;
if (msg->m_nBackupCommands < 0 || msg->m_nNewCommands < 1)
return false; // Nice try buster
constexpr int NUMCMD_SANITY_LIMIT = 16;
if ((msg->m_nNewCommands + msg->m_nBackupCommands) > NUMCMD_SANITY_LIMIT)
return false; // Im good
if (msg->m_nLength <= 0)
return false;
return oCClient_ProcessUsercmds(thisptr, pMsg);
}
KHOOK(ReadUsercmd, ("server.dll", "4C 89 44 24 ? 53 55 56 57"), void, __fastcall, (void* buf, void* pCmd_move, void* pCmd_from)) {
// Let normal usercmd read happen first, it's safe
oReadUsercmd(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;
if (
cmd->worldViewAngles.IsInvalid() ||
cmd->localViewAngles.IsInvalid() ||
cmd->attackangles.IsInvalid() ||
cmd->cameraAngles.IsInvalid()) {
goto INVALID_CMD;
}
if (cmd->frameTime <= 0 || cmd->tick_count == 0 || cmd->command_time <= 0)
goto INVALID_CMD; // No simulation of bogus-timed cmds
if (!cmd->move.IsValid() || // Prevent player freeze (and even server crash) exploit
!cmd->cameraPos.IsValid()) // IIRC this can crash spectating clients or anyone watching replays
goto INVALID_CMD;
if (!ValidateFloats(cmd->cameraPos.x, cmd->cameraPos.y, cmd->cameraPos.z))
goto INVALID_CMD; // IIRC this can crash spectating clients or anyone watching replays
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;
}
// basically: by default r2 isn't set as a valve mod, meaning that m_bRestrictServerCommands is false
// this is HORRIBLE for security, because it means servers can run arbitrary concommands on clients
// especially since we have script commands this could theoretically be awful
#include "gameutils.h"
KHOOK(IsValveMod, ("engine.dll", "48 83 EC 28 48 8B 0D ? ? ? ? 48 8D 15 ? ? ? ? E8 ? ? ? ? 85 C0 74 63"), bool, __fastcall, ()) {
return !CommandLine()->CheckParm("-norestrictservercommands");
}
// Fix respawn's crappy UTF8 parser so it doesn't crash -_-
// This also means you can launch multiplayer with "communities_enabled 1" and not crash, you're welcome
KHOOK(CrashFunc_ParseUTF8, ("engine.dll", "48 89 5C 24 ? 48 89 6C 24 ? 48 89 74 24 ? 57 41 54 41 55 41 56 41 57 48 83 EC 20 8B 1A"),
bool, __fastcall, (INT64* a1, DWORD* a2, char* strData)) {
static void* targetRetAddr = NSMem::PatternScan("engine.dll", "84 C0 75 2C 49 8B 16");
if (_ReturnAddress() == targetRetAddr) {
if (!ExploitFixes_UTF8Parser::CheckValid(a1, a2, strData)) {
spdlog::warn("ParseUTF8 Hook: Ignoring potentially-crashing utf8 string");
return false;
}
}
return oCrashFunc_ParseUTF8(a1, a2, strData);
}
//////////////////////////////////////////////////
void DoBytePatches() {
uintptr_t engineBase = (uintptr_t)GetModuleHandleA("engine.dll");
// patches to make commands run from client/ui script still work
// note: this is likely preventable in a nicer way? test prolly
NSMem::BytePatch(engineBase + 0x4FB65, {0xEB, 0x11});
NSMem::BytePatch(engineBase + 0x4FBAC, {0xEB, 0x16});
// disconnect concommand
{
uintptr_t addr = engineBase + 0x5ADA2D;
int val = *(int*)addr | FCVAR_SERVER_CAN_EXECUTE;
NSMem::BytePatch(addr, (BYTE*)&val, sizeof(int));
}
}
void ExploitFixes::LoadCallback(HMODULE unused) {
spdlog::info("ExploitFixes::LoadCallback ...");
spdlog::info("\tByte patching...");
DoBytePatches();
if (KHook::InitAllHooks()) {
spdlog::info("\tInitialized " + std::to_string(KHook::_allHooks.size()) + " exploit-patch hooks.");
} else {
spdlog::critical("\tFAILED to initialize all exploit patches.");
// Force exit?
MessageBoxA(0, "FAILED to initialize all exploit patches.", "Northstar", MB_ICONERROR);
exit(0);
}
}
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