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#include "pch.h"
#include "serverauthentication.h"
#include "convar.h"
#include "hookutils.h"
#include "masterserver.h"
#include "httplib.h"
#include <fstream>
#include <filesystem>
#include <thread>
// 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 char(*CBaseClient__ConnectType)(void* self, char* name, __int64 netchan_ptr_arg, char b_fake_player_arg, __int64 a5, char* Buffer, int a7);
CBaseClient__ConnectType CBaseClient__Connect;
typedef void(*CBaseClient__ActivatePlayerType)(void* self);
CBaseClient__ActivatePlayerType CBaseClient__ActivatePlayer;
typedef void(*CBaseClient__DisconnectType)(void* self, uint32_t unknownButAlways1, const char* reason, ...);
CBaseClient__DisconnectType CBaseClient__Disconnect;
typedef char(*CGameClient__ExecuteStringCommandType)(void* self, uint32_t unknown, const char* pCommandString);
CGameClient__ExecuteStringCommandType CGameClient__ExecuteStringCommand;
// global vars
ServerAuthenticationManager* g_ServerAuthenticationManager;
ConVar* Cvar_ns_player_auth_port;
ConVar* CVar_ns_auth_allow_insecure;
ConVar* CVar_ns_auth_allow_insecure_write;
ConVar* CVar_sv_quota_stringcmdspersecond;
void ServerAuthenticationManager::StartPlayerAuthServer()
{
m_runningPlayerAuthThread = true;
std::thread serverThread([this] {
while (m_runningPlayerAuthThread)
{
}
});
serverThread.detach();
}
void ServerAuthenticationManager::AddPlayerAuthData(char* authToken, char* uid, char* pdata, size_t pdataSize)
{
}
bool ServerAuthenticationManager::AuthenticatePlayer(void* player, int64_t uid, char* authToken)
{
std::string strUid = std::to_string(uid);
if (!m_authData.empty() && m_authData.count(authToken))
{
// use stored auth data
AuthData* authData = m_authData[authToken];
if (strcmp(strUid.c_str(), authData->uid)) // connecting client's uid is different from auth's uid
return false;
// uuid
strcpy((char*)player + 0xF500, strUid.c_str());
// 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;
}
else
{
if (!CVar_ns_auth_allow_insecure->m_nValue) // 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 = "playerdata/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("playerdata/placeholder_playerdata.pdata");
// get file length
pdataStream.seekg(0, pdataStream.end);
int length = pdataStream.tellg();
pdataStream.seekg(0, pdataStream.beg);
// copy pdata into buffer
pdataStream.read((char*)player + 0x4FA, length);
pdataStream.close();
// set persistent data as ready, we use 0x3 internally to mark the client as using local persistence
*((char*)player + 0x4a0) = (char)0x3;
}
return true; // auth successful, client stays on
}
bool ServerAuthenticationManager::RemovePlayerAuthData(void* player)
{
// 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
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)
{
}
else if (CVar_ns_auth_allow_insecure_write->m_nValue)
{
// todo: write pdata to disk here
}
}
// auth hooks
int playerCount = 0; // temp
// 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;
int64_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;
return CBaseServer__ConnectClient(server, a2, a3, a4, a5, a6, a7, a8, serverFilter, a10, a11, a12, a13, a14, uid, a16, a17);
}
char CBaseClient__ConnectHook(void* self, char* name, __int64 netchan_ptr_arg, char b_fake_player_arg, __int64 a5, char* Buffer, int a7)
{
// 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
char ret = CBaseClient__Connect(self, name, netchan_ptr_arg, b_fake_player_arg, a5, Buffer, a7);
if (strlen(name) >= 64) // fix for name overflow bug
CBaseClient__Disconnect(self, 1, "Invalid name");
else if (!g_ServerAuthenticationManager->AuthenticatePlayer(self, nextPlayerUid, nextPlayerToken))
CBaseClient__Disconnect(self, 1, "Authentication Failed");
playerCount++;
return ret;
}
void CBaseClient__ActivatePlayerHook(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->WritePersistentData(self);
g_MasterServerManager->UpdateServerPlayerCount(playerCount);
}
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);
// dcing, write persistent data
g_ServerAuthenticationManager->WritePersistentData(self);
g_MasterServerManager->UpdateServerPlayerCount(playerCount = std::max(playerCount - 1, 0));
CBaseClient__Disconnect(self, unknownButAlways1, buf);
}
// maybe this should be done outside of auth code, but effort to refactor rn and it sorta fits
char CGameClient__ExecuteStringCommandHook(void* self, uint32_t unknown, const char* pCommandString)
{
// todo later, basically just limit to CVar_sv_quota_stringcmdspersecond->m_nValue stringcmds per client per second
return CGameClient__ExecuteStringCommand(self, unknown, pCommandString);
}
void InitialiseServerAuthentication(HMODULE baseAddress)
{
g_ServerAuthenticationManager = new ServerAuthenticationManager;
CVar_ns_auth_allow_insecure = RegisterConVar("ns_auth_allow_insecure", "0", FCVAR_GAMEDLL, "Whether this server will allow unauthenicated players to connect");
CVar_ns_auth_allow_insecure_write = RegisterConVar("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 = RegisterConVar("sv_quota_stringcmdspersecond", "40", FCVAR_NONE, "How many string commands per second clients are allowed to submit, 0 to disallow all string commands");
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));
// patch to disable kicking based on incorrect serverfilter in connectclient, since we repurpose it for use as an auth token
{
void* ptr = (char*)baseAddress + 0x114655;
TempReadWrite rw(ptr);
*((char*)ptr) = (char)0xEB; // jz => jmp
}
// patch to disable fairfight marking players as cheaters and kicking them
{
void* ptr = (char*)baseAddress + 0x101012;
TempReadWrite rw(ptr);
*((char*)ptr) = (char)0xE9; // jz => jmp
*((char*)ptr + 1) = (char)0x90;
*((char*)ptr + 2) = (char)0x0;
*((char*)ptr + 5) = (char)0x90; // nop extra byte we no longer use
}
}
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