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#pragma once
#include "convar.h"
#include "httplib.h"
#include <unordered_map>
#include <string>
struct AuthData
{
char uid[33];
// pdata
char* pdata;
size_t pdataSize;
};
struct AdditionalPlayerData
{
bool usingLocalPdata;
size_t pdataSize;
bool needPersistenceWriteOnLeave = true;
double lastClientCommandQuotaStart = -1.0;
int numClientCommandsInQuota = 0;
double lastNetChanProcessingLimitStart = -1.0;
double netChanProcessingLimitTime = 0.0;
double lastSayTextLimitStart = -1.0;
int sayTextLimitCount = 0;
};
#pragma once
typedef enum
{
NA_NULL = 0,
NA_LOOPBACK,
NA_IP,
} netadrtype_t;
#pragma pack(push, 1)
typedef struct netadr_s
{
netadrtype_t type;
unsigned char ip[16]; // IPv6
// IPv4's 127.0.0.1 is [::ffff:127.0.0.1], that is:
// 00 00 00 00 00 00 00 00 00 00 FF FF 7F 00 00 01
unsigned short port;
} netadr_t;
#pragma pack(pop)
#pragma pack(push, 1)
typedef struct netpacket_s
{
netadr_t adr; // sender address
//int source; // received source
char unk[10];
double received_time;
unsigned char* data; // pointer to raw packet data
void* message; // easy bitbuf data access // 'inpacket.message' etc etc (pointer)
char unk2[16];
int size;
//bf_read message; // easy bitbuf data access // 'inpacket.message' etc etc (pointer)
//int size; // size in bytes
//int wiresize; // size in bytes before decompression
//bool stream; // was send as stream
//struct netpacket_s* pNext; // for internal use, should be NULL in public
} netpacket_t;
#pragma pack(pop)
struct UnconnectedPlayerSendData
{
char ip[16];
double lastQuotaStart = 0.0;
int packetCount = 0;
double timeoutEnd = -1.0;
};
class ServerAuthenticationManager
{
private:
httplib::Server m_playerAuthServer;
public:
std::mutex m_authDataMutex;
std::unordered_map<std::string, AuthData> m_authData;
std::unordered_map<void*, AdditionalPlayerData> m_additionalPlayerData;
std::vector<UnconnectedPlayerSendData> m_unconnectedPlayerSendData;
bool m_runningPlayerAuthThread = false;
bool m_bNeedLocalAuthForNewgame = false;
bool m_bForceReadLocalPlayerPersistenceFromDisk = false;
public:
void StartPlayerAuthServer();
void StopPlayerAuthServer();
bool AuthenticatePlayer(void* player, int64_t uid, char* authToken);
bool RemovePlayerAuthData(void* player);
void WritePersistentData(void* player);
};
typedef void(*CBaseClient__DisconnectType)(void* self, uint32_t unknownButAlways1, const char* reason, ...);
extern CBaseClient__DisconnectType CBaseClient__Disconnect;
void InitialiseServerAuthentication(HMODULE baseAddress);
void InitialiseServerAuthenticationServerDLL(HMODULE baseAddress);
extern ServerAuthenticationManager* g_ServerAuthenticationManager;
extern ConVar* Cvar_ns_player_auth_port;
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