aboutsummaryrefslogtreecommitdiff
path: root/NorthstarDedicatedTest/serverauthentication.cpp
blob: ac1985cf94b2972c6ff5a084ca5d10465297794b (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
#include "pch.h"
#include "serverauthentication.h"
#include "cvar.h"
#include "convar.h"
#include "hookutils.h"
#include "masterserver.h"
#include "httplib.h"
#include "gameutils.h"
#include "bansystem.h"
#include "miscserverscript.h"
#include "concommand.h"
#include "dedicated.h"
#include <fstream>
#include <filesystem>
#include <thread>
#include "configurables.h"
#include "NSMem.h"

const char* AUTHSERVER_VERIFY_STRING = "I am a northstar server!";

// This convar defines whether to log all client commands
ConVar* Cvar_ns_should_log_all_clientcommands;

// hook types

typedef void* (*CBaseServer__ConnectClientType)(
	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);
CBaseServer__ConnectClientType CBaseServer__ConnectClient;

typedef bool (*CBaseClient__ConnectType)(
	void* self, char* name, __int64 netchan_ptr_arg, char b_fake_player_arg, __int64 a5, char* Buffer, void* a7);
CBaseClient__ConnectType CBaseClient__Connect;

typedef void (*CBaseClient__ActivatePlayerType)(void* self);
CBaseClient__ActivatePlayerType CBaseClient__ActivatePlayer;

CBaseClient__DisconnectType CBaseClient__Disconnect;

typedef char (*CGameClient__ExecuteStringCommandType)(void* self, uint32_t unknown, const char* pCommandString);
CGameClient__ExecuteStringCommandType CGameClient__ExecuteStringCommand;

typedef char (*__fastcall CNetChan___ProcessMessagesType)(void* self, void* buf);
CNetChan___ProcessMessagesType CNetChan___ProcessMessages;

typedef char (*CBaseClient__SendServerInfoType)(void* self);
CBaseClient__SendServerInfoType CBaseClient__SendServerInfo;

typedef bool (*ProcessConnectionlessPacketType)(void* a1, netpacket_t* packet);
ProcessConnectionlessPacketType ProcessConnectionlessPacket;

typedef void (*CServerGameDLL__OnReceivedSayTextMessageType)(void* self, unsigned int senderClientIndex, const char* message, char unknown);
CServerGameDLL__OnReceivedSayTextMessageType CServerGameDLL__OnReceivedSayTextMessage;

typedef void (*ConCommand__DispatchType)(ConCommand* command, const CCommand& args, void* a3);
ConCommand__DispatchType ConCommand__Dispatch;

// 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;

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_ownServerAuthToken,
							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;
					}

					// Log playername and UID from request
					spdlog::info(
						"Player \"{}\" with UID \"{}\" requested to join",
						request.get_param_value("username").c_str(),
						request.get_param_value("id").c_str());

					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];

		// Log playnername and UID from request
		spdlog::info("Comparing connecting UID \"{}\" against stored UID from ms auth request \"{}\"", strUid.c_str(), authData.uid);

		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, g_LocalPlayerUserID))
			{
				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;

		// no auth data and insecure connections aren't allowed, so dc the client
		if (!CVar_ns_auth_allow_insecure->GetBool() && strncmp(GetCurrentPlaylistName(), "solo", 5) != 0)
			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", std::ios_base::in);

		// 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, g_LocalPlayerUserID))
		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))
		{
			// Log UID
			spdlog::info("Erasing auth data from 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_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 (Plat_FloatTime() - m_additionalPlayerData[player].lastSayTextLimitStart >= 1.0)
	{
		m_additionalPlayerData[player].lastSayTextLimitStart = 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* nextPlayerToken;
uint64_t nextPlayerUid;

void* CBaseServer__ConnectClientHook(
	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
	nextPlayerToken = serverFilter;
	nextPlayerUid = uid;

	// Random UID log
	spdlog::info("CBaseServer__ConnectClientHook says UID \"{}\"", uid);

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

bool CBaseClient__ConnectHook(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, nextPlayerToken, 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);

	// Another UID log
	spdlog::info("CBaseClient__ConnectHook says UID \"{}\"", nextPlayerUid);

	if (!ret)
		return ret;

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

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

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

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

		g_ServerAuthenticationManager->m_additionalPlayerData[self].uid = nextPlayerUid;
	}

	return ret;
}

void CBaseClient__ActivatePlayerHook(void* self)
{
	bool uidMatches = false;
	if (g_ServerAuthenticationManager->m_additionalPlayerData.count(self))
	{
		std::string strUid = std::to_string(g_ServerAuthenticationManager->m_additionalPlayerData[self].uid);
		if (!strcmp(strUid.c_str(), (char*)self + 0xF500)) // connecting client's uid is the same as auth's uid
		{
			uidMatches = true;
		}
	}
	if (!uidMatches)
	{
		CBaseClient__Disconnect(self, 1, "Authentication Failed");
		return;
	}

	// 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());
	}
	// Log UID
	spdlog::info("In CBaseClient__ActivatePlayerHook, activating UID \"{}\"", (char*)self + 0xF500);

	CBaseClient__ActivatePlayer(self);
}

void CBaseClient__DisconnectHook(void* self, uint32_t unknownButAlways1, const char* reason, ...)
{
	// have to manually format message because can't pass varargs to original func
	char buf[1024];

	va_list va;
	va_start(va, reason);
	vsprintf(buf, reason, va);
	va_end(va);

	// this reason is used while connecting to a local server, hacky, but just ignore it
	if (strcmp(reason, "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
typedef bool (*CCommand__TokenizeType)(CCommand& self, const char* pCommandString, cmd_source_t commandSource);
CCommand__TokenizeType CCommand__Tokenize;

char CGameClient__ExecuteStringCommandHook(void* self, uint32_t unknown, const char* pCommandString)
{
	// Only log clientcommands if the convar `ns_should_log_all_clientcommands` equals 1
	if (Cvar_ns_should_log_all_clientcommands->GetBool())
	{
		spdlog::info("{} (UID: {}) executed command: \"{}\"", (char*)self + 0x16, (char*)self + 0xF500, 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 (Plat_FloatTime() - g_ServerAuthenticationManager->m_additionalPlayerData[self].lastClientCommandQuotaStart >= 1.0)
		{
			// reset quota
			g_ServerAuthenticationManager->m_additionalPlayerData[self].lastClientCommandQuotaStart = 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
			CBaseClient__Disconnect(self, 1, "Sent too many stringcmd commands");
			return false;
		}
	}

	// verify the command we're trying to execute is FCVAR_CLIENTCMD_CAN_EXECUTE, 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, cmd_source_t::kCommandSrcCode) || !tempCommand.ArgC())
		return false;

	ConCommand* command = 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_CLIENTCMD_CAN_EXECUTE))
	{
		// ensure FCVAR_GAMEDLL concommands without FCVAR_CLIENTCMD_CAN_EXECUTE can't be executed by remote clients
		if (IsDedicated())
			return false;

		if (strcmp((char*)self + 0xF500, g_LocalPlayerUserID))
			return false;
	}

	// todo later, basically just limit to CVar_sv_quota_stringcmdspersecond->GetInt() stringcmds per client per second
	return CGameClient__ExecuteStringCommand(self, unknown, pCommandString);
}

char __fastcall CNetChan___ProcessMessagesHook(void* self, void* buf)
{
	double startTime = Plat_FloatTime();
	char ret = CNetChan___ProcessMessages(self, buf);

	// check processing limits, unless we're in a level transition
	if (g_pHostState->m_iCurrentState == HostState_t::HS_RUN && 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 +=
			(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(g_LocalPlayerUserID, (char*)sender + 0xF500))
			{
				CBaseClient__Disconnect(sender, 1, "Exceeded net channel processing limit");
				return false;
			}
		}
	}

	return ret;
}

bool bWasWritingStringTableSuccessful;

void CBaseClient__SendServerInfoHook(void* self)
{
	bWasWritingStringTableSuccessful = true;
	CBaseClient__SendServerInfo(self);
	if (!bWasWritingStringTableSuccessful)
		CBaseClient__Disconnect(
			self, 1, "Overflowed CNetworkStringTableContainer::WriteBaselines, try restarting your client and reconnecting");
}

bool ProcessConnectionlessPacketHook(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 (Plat_FloatTime() < sendData->timeoutEnd)
			return false;

		if (Plat_FloatTime() - sendData->lastQuotaStart >= 1.0)
		{
			sendData->lastQuotaStart = 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 = Plat_FloatTime() + 60.0;
			return false;
		}
	}

	return ProcessConnectionlessPacket(a1, packet);
}

void ResetPdataCommand(const CCommand& args)
{
	if (*sv_m_State == 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;
}

void InitialiseServerAuthentication(HMODULE baseAddress)
{
	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",
		"100",
		FCVAR_GAMEDLL,
		"Netchannel processing is limited to so many milliseconds, abort connection if exceeding budget");
	Cvar_ns_should_log_all_clientcommands =
		new ConVar("ns_should_log_all_clientcommands", "0", FCVAR_NONE, "Whether to log all clientcommands");
	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 = g_pCVar->FindVar("net_datablock_enabled");

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

	HookEnabler hook;
	ENABLER_CREATEHOOK(
		hook, (char*)baseAddress + 0x114430, &CBaseServer__ConnectClientHook, reinterpret_cast<LPVOID*>(&CBaseServer__ConnectClient));
	ENABLER_CREATEHOOK(hook, (char*)baseAddress + 0x101740, &CBaseClient__ConnectHook, reinterpret_cast<LPVOID*>(&CBaseClient__Connect));
	ENABLER_CREATEHOOK(
		hook, (char*)baseAddress + 0x100F80, &CBaseClient__ActivatePlayerHook, reinterpret_cast<LPVOID*>(&CBaseClient__ActivatePlayer));
	ENABLER_CREATEHOOK(
		hook, (char*)baseAddress + 0x1012C0, &CBaseClient__DisconnectHook, reinterpret_cast<LPVOID*>(&CBaseClient__Disconnect));
	ENABLER_CREATEHOOK(
		hook,
		(char*)baseAddress + 0x1022E0,
		&CGameClient__ExecuteStringCommandHook,
		reinterpret_cast<LPVOID*>(&CGameClient__ExecuteStringCommand));
	ENABLER_CREATEHOOK(
		hook, (char*)baseAddress + 0x2140A0, &CNetChan___ProcessMessagesHook, reinterpret_cast<LPVOID*>(&CNetChan___ProcessMessages));
	ENABLER_CREATEHOOK(
		hook, (char*)baseAddress + 0x104FB0, &CBaseClient__SendServerInfoHook, reinterpret_cast<LPVOID*>(&CBaseClient__SendServerInfo));
	ENABLER_CREATEHOOK(
		hook, (char*)baseAddress + 0x117800, &ProcessConnectionlessPacketHook, reinterpret_cast<LPVOID*>(&ProcessConnectionlessPacket));

	CCommand__Tokenize = (CCommand__TokenizeType)((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
	if (CommandLine()->CheckParm("-allowdupeaccounts"))
	{
		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);
	}
}