767 lines
28 KiB
C++
767 lines
28 KiB
C++
/*
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* =============================================================================
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* Connect Extension
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* Copyright (C) 2011 Asher Baker (asherkin). All rights reserved.
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* =============================================================================
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*
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* This program is free software; you can redistribute it and/or modify it under
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* the terms of the GNU General Public License, version 3.0, as published by the
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* Free Software Foundation.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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* FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
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* details.
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*
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* You should have received a copy of the GNU General Public License along with
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* this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "extension.h"
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#include "CDetour/detours.h"
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#include "sm_namehashset.h"
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#include "steam/steamclientpublic.h"
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#include "steam/isteamclient.h"
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#include <iclient.h>
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#include <string>
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Connect g_connect;
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SMEXT_LINK(&g_connect);
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ConVar connectVersion("connect_version", SMEXT_CONF_VERSION, FCVAR_SPONLY|FCVAR_REPLICATED|FCVAR_NOTIFY, SMEXT_CONF_DESCRIPTION " Version");
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ConVar g_SvLogging("sv_connect_logging", "0", FCVAR_NOTIFY, "Log connection checks.");
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ConVar g_SvNoSteam("sv_nosteam", "0", FCVAR_NOTIFY, "Disable steam validation and force steam authentication.");
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ConVar g_SvForceSteam("sv_forcesteam", "0", FCVAR_NOTIFY, "Force steam authentication.");
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ConVar g_SvGameDesc("sv_gamedesc_override", "default", FCVAR_NOTIFY, "Overwrite the default game description. Set to 'default' to keep default description.");
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ConVar g_SvMapName("sv_mapname_override", "default", FCVAR_NOTIFY, "Overwrite the map name. Set to 'default' to keep default name.");
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IGameConfig *g_pGameConf = NULL;
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IForward *g_pConnectForward = NULL;
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class IClient;
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class CBaseServer;
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typedef enum EAuthProtocol
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{
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k_EAuthProtocolWONCertificate = 1,
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k_EAuthProtocolHashedCDKey = 2,
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k_EAuthProtocolSteam = 3,
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} EAuthProtocol;
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/*
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k_EBeginAuthSessionResultOK = 0, // Ticket is valid for this game and this steamID.
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k_EBeginAuthSessionResultInvalidTicket = 1, // Ticket is not valid.
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k_EBeginAuthSessionResultDuplicateRequest = 2, // A ticket has already been submitted for this steamID
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k_EBeginAuthSessionResultInvalidVersion = 3, // Ticket is from an incompatible interface version
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k_EBeginAuthSessionResultGameMismatch = 4, // Ticket is not for this game
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k_EBeginAuthSessionResultExpiredTicket = 5, // Ticket has expired
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*/
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typedef struct netadr_s
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{
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private:
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typedef enum
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{
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NA_NULL = 0,
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NA_LOOPBACK,
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NA_BROADCAST,
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NA_IP,
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} netadrtype_t;
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public:
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netadrtype_t type;
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unsigned char ip[4];
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unsigned short port;
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} netadr_t;
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const char *CSteamID::Render() const
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{
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static char szSteamID[64];
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V_snprintf(szSteamID, sizeof(szSteamID), "STEAM_0:%u:%u", this->GetAccountID() & 1, this->GetAccountID() >> 1);
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return szSteamID;
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}
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class ISteamGameServer;
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class CSteam3Server
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{
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public:
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void *m_pSteamClient;
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ISteamGameServer* m_pSteamGameServer;
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void *m_pSteamGameServerUtils;
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void *m_pSteamGameServerNetworking;
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void *m_pSteamGameServerStats;
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void *m_pSteamHTTP;
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void *m_pSteamInventory;
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void *m_pSteamUGC;
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void *m_pSteamApps;
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} *g_pSteam3Server;
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typedef CSteam3Server *(*Steam3ServerFunc)();
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class FEmptyClass {};
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template<typename classcall, typename RetType, typename... Args>
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union MFPHack {
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private:
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void* addr;
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public:
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MFPHack(void* addr)
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{
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this->addr = addr;
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}
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template<typename randomclass>
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MFPHack(RetType (randomclass::*mfp)(Args...))
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{
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union
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{
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RetType (randomclass::*ptr)(Args...);
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struct
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{
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void* addr;
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#ifdef __linux__
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intptr_t adjustor;
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#endif
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} details;
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} u;
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u.ptr = mfp;
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this->addr = u.details.addr;
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}
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void SetAddress(void* addr)
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{
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this->addr = addr;
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}
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void* GetAddress()
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{
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return this->addr;
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}
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RetType operator()(classcall* ptrThis, Args... args)
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{
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union
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{
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RetType (FEmptyClass::*ptr)(Args...);
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struct
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{
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void* addr;
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#ifdef __linux__
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intptr_t adjustor;
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#endif
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} details;
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} u;
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u.details.addr = addr;
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#ifdef __linux__
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u.details.adjustor = 0;
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#endif
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return (((FEmptyClass*)ptrThis)->*u.ptr)(args...);
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}
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};
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CDetour* detourCBaseServer__ConnectClient = nullptr;
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CDetour *g_Detour_CSteam3Server__OnValidateAuthTicketResponse = NULL;
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bool g_bSuppressBeginAuthSession = false;
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CSteamID g_lastClientSteamID;
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const void* g_lastAuthTicket;
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int g_lastcbAuthTicket;
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char passwordBuffer[255];
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Steam3ServerFunc g_pSteam3ServerFunc = nullptr;
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MFPHack<CBaseServer, void, const netadr_t &, int, const char *> g_pRejectConnectionFunc(nullptr);
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MFPHack<ISteamGameServer, EBeginAuthSessionResult, const void*, int, CSteamID> g_pBeginAuthSession(nullptr);
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MFPHack<ISteamGameServer, void, CSteamID> g_pEndAuthSession(nullptr);
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CSteam3Server *Steam3Server()
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{
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if (!g_pSteam3ServerFunc)
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return NULL;
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return g_pSteam3ServerFunc();
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}
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SH_DECL_MANUALHOOK3(MHook_BeginAuthSession, 0, 0, 0, EBeginAuthSessionResult, const void *, int, CSteamID);
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EBeginAuthSessionResult Hook_BeginAuthSession(const void *pAuthTicket, int cbAuthTicket, CSteamID steamID)
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{
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if (!g_bSuppressBeginAuthSession)
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{
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//g_pSM->LogMessage(myself, "inside Hook_ BeginAuthSession 1");
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RETURN_META_VALUE(MRES_IGNORED, k_EBeginAuthSessionResultOK);
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}
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g_bSuppressBeginAuthSession = false;
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if (strcmp(steamID.Render(), g_lastClientSteamID.Render()) == 0
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&& g_lastAuthTicket == pAuthTicket
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&& g_lastcbAuthTicket == cbAuthTicket)
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{
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// Let the server know everything is fine
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//g_pSM->LogMessage(myself, "inside Hook_ BeginAuthSession 2");
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RETURN_META_VALUE(MRES_SUPERCEDE, k_EBeginAuthSessionResultOK);
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}
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//g_pSM->LogMessage(myself, "inside Hook_ BeginAuthSession 3");
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RETURN_META_VALUE(MRES_IGNORED, k_EBeginAuthSessionResultDuplicateRequest);
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}
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struct ValidateAuthTicketResponse_t
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{
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enum { k_iCallback = k_iSteamUserCallbacks + 43 };
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CSteamID m_SteamID;
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EAuthSessionResponse m_eAuthSessionResponse;
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CSteamID m_OwnerSteamID; // different from m_SteamID if borrowed
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//in dewey voice "can a nigga borrow a m_SteamID?"
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//the teacher "How is a nigga gonna borrow a m_SteamID? nigga is you gonna give it back?"
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};
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class ConnectClientStorage
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{
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public:
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void* pThis;
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netadr_t address;
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int nProtocol;
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int iChallenge;
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int iClientChallenge;
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int nAuthProtocol;
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char pchName[256];
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char pchPassword[256];
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char pCookie[256];
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int cbCookie;
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IClient *pClient;
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uint64 ullSteamID;
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ValidateAuthTicketResponse_t ValidateAuthTicketResponse;
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bool GotValidateAuthTicketResponse;
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bool SteamLegal;
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bool SteamAuthFailed;
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void *pvTicket;
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int cbTicket;
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ConnectClientStorage() { }
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ConnectClientStorage(netadr_t address, int nProtocol, int iChallenge, int iClientChallenge, int nAuthProtocol, const char *pchName, const char *pchPassword, const char *pCookie, int cbCookie)
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{
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this->address = address;
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this->nProtocol = nProtocol;
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this->iChallenge = iChallenge;
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this->iClientChallenge = iClientChallenge;
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this->nAuthProtocol = nAuthProtocol;
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V_strncpy(this->pchName, pchName, 255);
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V_strncpy(this->pchPassword, pchPassword, 255);
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memcpy(this->pCookie, pCookie, cbCookie);
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this->cbCookie = cbCookie;
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this->pClient = NULL;
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this->GotValidateAuthTicketResponse = false;
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this->SteamLegal = false;
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this->SteamAuthFailed = false;
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// Calculate and store the ticket pointer
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this->pvTicket = (void *)((intptr_t)this->pCookie + sizeof(uint64));
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this->cbTicket = cbCookie - sizeof(uint64);
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}
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};
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StringHashMap<ConnectClientStorage> g_ConnectClientStorage;
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DETOUR_DECL_MEMBER1(CSteam3Server__OnValidateAuthTicketResponse, int, ValidateAuthTicketResponse_t *, pResponse)
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{
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char aSteamID[32];
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V_strncpy(aSteamID, pResponse->m_SteamID.Render(), 32);
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bool SteamLegal = pResponse->m_eAuthSessionResponse == k_EAuthSessionResponseOK;
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bool force = g_SvNoSteam.GetInt() || g_SvForceSteam.GetInt();
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if(!SteamLegal && force)
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{
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pResponse->m_eAuthSessionResponse = k_EAuthSessionResponseOK;
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}
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ConnectClientStorage Storage;
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if(g_ConnectClientStorage.retrieve(aSteamID, &Storage))
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{
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if(!Storage.GotValidateAuthTicketResponse)
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{
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Storage.GotValidateAuthTicketResponse = true;
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Storage.ValidateAuthTicketResponse = *pResponse;
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Storage.SteamLegal = SteamLegal;
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g_ConnectClientStorage.replace(aSteamID, Storage);
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}
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}
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return DETOUR_MEMBER_CALL(CSteam3Server__OnValidateAuthTicketResponse)(pResponse);
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}
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void *g_pLastHookedSteamGameServer = NULL;
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int g_nBeginAuthSessionOffset = 0;
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DETOUR_DECL_MEMBER9(CBaseServer__ConnectClient, IClient*, netadr_t&, address, int, nProtocol, int, iChallenge, int, iClientChallenge, int, nAuthProtocol, const char *, pchName, const char *, pchPassword, const char *, pCookie, int, cbCookie)
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{
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if (nAuthProtocol != k_EAuthProtocolSteam)
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{
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// This is likely a SourceTV client, we don't want to interfere here.
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return DETOUR_MEMBER_CALL(CBaseServer__ConnectClient)(address, nProtocol, iChallenge, iClientChallenge, nAuthProtocol, pchName, pchPassword, pCookie, cbCookie);
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}
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if (g_pSteam3Server->m_pSteamGameServer != g_pLastHookedSteamGameServer)
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{
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//the hook tends to die, hence its reapplied whenever needed. thats probably very dumb.
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//does however seem to stop "S3: Client connected with invalid ticket:" for nosteamers.
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//g_pSM->LogMessage(myself, "Steam GameServer pointer changed! Old: %p, New: %p", g_pLastHookedSteamGameServer, g_pSteam3Server->m_pSteamGameServer);
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if (g_pLastHookedSteamGameServer != NULL)
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{
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// Remove old hook if it exists
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SH_REMOVE_MANUALHOOK(MHook_BeginAuthSession, g_pLastHookedSteamGameServer, SH_STATIC(Hook_BeginAuthSession), true);
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}
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// Add hook to the new object
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SH_MANUALHOOK_RECONFIGURE(MHook_BeginAuthSession, g_nBeginAuthSessionOffset, 0, 0);
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SH_ADD_MANUALHOOK(MHook_BeginAuthSession, g_pSteam3Server->m_pSteamGameServer, SH_STATIC(Hook_BeginAuthSession), true);
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g_pLastHookedSteamGameServer = g_pSteam3Server->m_pSteamGameServer;
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}
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if (pCookie == NULL || (size_t)cbCookie < sizeof(uint64))
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{
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g_pRejectConnectionFunc((CBaseServer*)this, address, iClientChallenge, "#GameUI_ServerRejectInvalidSteamCertLen");
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return NULL;
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}
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auto steamGameServer = Steam3Server()->m_pSteamGameServer;
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char ipString[30];
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V_snprintf(ipString, sizeof(ipString), "%u.%u.%u.%u", address.ip[0], address.ip[1], address.ip[2], address.ip[3]);
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V_strncpy(passwordBuffer, pchPassword, 255);
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uint64 ullSteamID = *(uint64 *)pCookie;
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g_lastClientSteamID = CSteamID(ullSteamID);
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void *pvTicket = (void *)((intptr_t)pCookie + sizeof(uint64));
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int cbTicket = cbCookie - sizeof(uint64);
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char aSteamID[32];
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V_strncpy(aSteamID, g_lastClientSteamID.Render(), 32);
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// If client is in async state remove the old object and fake an async retVal
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// This can happen if the async ClientPreConnectEx takes too long to be called
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// and the client auto-retries.
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bool AsyncWaiting = false;
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bool ExistingSteamid = false;
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bool SkipEndAuthSession = false;
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EBeginAuthSessionResult result;
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ConnectClientStorage Storage(address, nProtocol, iChallenge, iClientChallenge, nAuthProtocol, pchName, pchPassword, pCookie, cbCookie);
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if (g_ConnectClientStorage.retrieve(aSteamID, &Storage))
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{
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ExistingSteamid = true;
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g_ConnectClientStorage.remove(aSteamID);
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if (!Storage.SteamAuthFailed)
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{
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g_pSM->LogMessage(myself, "inside clientstorage about to do endauthsession for steamID: %s", aSteamID);
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g_pEndAuthSession(steamGameServer, g_lastClientSteamID);
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}
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// Only wait for async on auto-retry, manual retries should go through the full chain
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// Don't want to leave the client waiting forever if something breaks in the async forward
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if (Storage.iClientChallenge == iClientChallenge)
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{
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AsyncWaiting = true;
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//reject async nosteamers (althought this statement is not reached even as async nosteamers are rejected with invalid ticket)
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if (Storage.SteamAuthFailed)
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{
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//we are only here in async state when server is 64/64.
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g_pRejectConnectionFunc((CBaseServer*)this, address, iClientChallenge, "No slots for nosteamers. server is full");
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return NULL;
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}
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//async steam player with a clientstorage, use the ticket from the previous clientstorage.
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g_lastcbAuthTicket = Storage.cbTicket;
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g_lastAuthTicket = Storage.pvTicket;
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result = g_pBeginAuthSession(steamGameServer, Storage.pvTicket, Storage.cbTicket, g_lastClientSteamID);
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}
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else
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{
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//client did a manual retry,
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if (Storage.SteamAuthFailed)
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{
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//its a nosteamer so dont use the clientstorage ticket
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g_lastcbAuthTicket = cbTicket;
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g_lastAuthTicket = pvTicket;
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SkipEndAuthSession = true;
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result = k_EBeginAuthSessionResultInvalidTicket;
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}
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else
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{
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//create a new client storage for the steamplayer.
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Storage = ConnectClientStorage(address, nProtocol, iChallenge, iClientChallenge, nAuthProtocol, pchName, pchPassword, pCookie, cbCookie);
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//use the ticket from the new clientstorage.
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g_lastcbAuthTicket = Storage.cbTicket;
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g_lastAuthTicket = Storage.pvTicket;
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result = g_pBeginAuthSession(steamGameServer, Storage.pvTicket, Storage.cbTicket, g_lastClientSteamID);
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}
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}
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}
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else
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{
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//nosteamer or steam player without clientstorage,
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g_lastcbAuthTicket = cbTicket;
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g_lastAuthTicket = pvTicket;
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//NOTE: if the first connecting client on a map is in k_OnClientPreConnectEx_Reject then this beginAuthSession call can crash the server
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//however if the first connecting client instead is in k_OnClientPreConnectEx_Accept then the after following
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//k_OnClientPreConnectEx_Reject will work fine. Ex_Accept is always used until the server is full, hence should Ex_Reject
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//never be the first to connect on a new map.
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result = g_pBeginAuthSession(steamGameServer, pvTicket, cbTicket, g_lastClientSteamID);
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}
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if (!SkipEndAuthSession)
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{
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g_pEndAuthSession(steamGameServer, g_lastClientSteamID); //xen said engine might start its own authsession, so end ours here.
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}
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bool NoSteam = g_SvNoSteam.GetInt();
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bool SteamAuthFailed = false;
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//g_pSM->LogMessage(myself, "g_pBeginAuthSession result: %d", result);
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if (result != k_EBeginAuthSessionResultOK)
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{
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if (!NoSteam)
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{
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g_pRejectConnectionFunc((CBaseServer*)this, address, iClientChallenge, "#GameUI_ServerRejectSteam");
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return NULL;
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}
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Storage.SteamAuthFailed = SteamAuthFailed = true;
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}
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if(ExistingSteamid && !AsyncWaiting)
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{
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// Another player trying to spoof a Steam ID or game crashed?
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if(memcmp(address.ip, Storage.address.ip, sizeof(address.ip)) != 0)
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{
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// Reject NoSteam players
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if(SteamAuthFailed)
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{
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g_pRejectConnectionFunc((CBaseServer*)this, address, iClientChallenge, "Steam ID already in use.");
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return NULL;
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}
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// Kick existing player
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if(Storage.pClient)
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{
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Storage.pClient->Disconnect("Same Steam ID connected.");
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}
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else
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{
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g_pRejectConnectionFunc((CBaseServer*)this, address, iClientChallenge, "Please try again later.");
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return NULL;
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}
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}
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}
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char rejectReason[255];
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cell_t retVal = 1;
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if(AsyncWaiting)
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{
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retVal = -1; // Fake async return code when waiting for async call
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}
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else
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{
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g_pConnectForward->PushString(pchName);
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g_pConnectForward->PushStringEx(passwordBuffer, 255, SM_PARAM_STRING_UTF8 | SM_PARAM_STRING_COPY, SM_PARAM_COPYBACK);
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g_pConnectForward->PushString(ipString);
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g_pConnectForward->PushString(g_lastClientSteamID.Render());
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g_pConnectForward->PushStringEx(rejectReason, 255, SM_PARAM_STRING_UTF8 | SM_PARAM_STRING_COPY, SM_PARAM_COPYBACK);
|
|
g_pConnectForward->Execute(&retVal);
|
|
}
|
|
|
|
pchPassword = passwordBuffer;
|
|
// k_OnClientPreConnectEx_Reject
|
|
if (retVal == 0)
|
|
{
|
|
g_ConnectClientStorage.remove(aSteamID);
|
|
if (!Storage.SteamAuthFailed)
|
|
{
|
|
//calling this on nosteamers does sometimes cause a server explosion.
|
|
//but not when creating a nosteamer with their first ticket
|
|
g_pSM->LogMessage(myself, "k_OnClientPreConnectEx_Reject reached about to do endAuthSession. steamID: %s", aSteamID);
|
|
g_pEndAuthSession(steamGameServer, g_lastClientSteamID);
|
|
}
|
|
g_pSM->LogMessage(myself, "k_OnClientPreConnectEx_Reject reached about to do g_pRejectConnectionFunc. steamID: %s", aSteamID);
|
|
g_pRejectConnectionFunc((CBaseServer*)this, address, iClientChallenge, rejectReason);
|
|
return NULL;
|
|
}
|
|
|
|
Storage.pThis = this;
|
|
Storage.ullSteamID = ullSteamID;
|
|
Storage.SteamAuthFailed = SteamAuthFailed;
|
|
|
|
//puts the storage in the StringHashMap
|
|
if(!g_ConnectClientStorage.replace(aSteamID, Storage))
|
|
{
|
|
g_pRejectConnectionFunc((CBaseServer*)this, address, iClientChallenge, "Internal error.");
|
|
return NULL;
|
|
}
|
|
|
|
// k_OnClientPreConnectEx_Async
|
|
if (retVal == -1)
|
|
{
|
|
return NULL;
|
|
}
|
|
|
|
// k_OnClientPreConnectEx_Accept
|
|
|
|
g_bSuppressBeginAuthSession = true;
|
|
auto client = DETOUR_MEMBER_CALL(CBaseServer__ConnectClient)(address, nProtocol, iChallenge, iClientChallenge, nAuthProtocol, pchName, pchPassword, pCookie, cbCookie);
|
|
g_bSuppressBeginAuthSession = false;
|
|
|
|
Storage.pClient = client;
|
|
g_ConnectClientStorage.replace(aSteamID, Storage);
|
|
|
|
if (client && SteamAuthFailed)
|
|
{
|
|
ValidateAuthTicketResponse_t Response;
|
|
Response.m_SteamID = g_lastClientSteamID;
|
|
Response.m_eAuthSessionResponse = k_EAuthSessionResponseAuthTicketInvalid; //nosteamer monkeys
|
|
Response.m_OwnerSteamID = Response.m_SteamID;
|
|
DETOUR_MEMBER_MCALL_CALLBACK(CSteam3Server__OnValidateAuthTicketResponse, g_pSteam3Server)(&Response);
|
|
}
|
|
return client;
|
|
}
|
|
|
|
|
|
bool Connect::SDK_OnLoad(char *error, size_t maxlen, bool late)
|
|
{
|
|
char conf_error[255] = "";
|
|
if (!gameconfs->LoadGameConfigFile("connect2.games", &g_pGameConf, conf_error, sizeof(conf_error)))
|
|
{
|
|
if (conf_error[0])
|
|
{
|
|
snprintf(error, maxlen, "Could not read connect2.games.txt: %s\n", conf_error);
|
|
}
|
|
return false;
|
|
}
|
|
|
|
void* addr;
|
|
if (!g_pGameConf->GetMemSig("CBaseServer__RejectConnection", &addr) || addr == nullptr)
|
|
{
|
|
snprintf(error, maxlen, "Failed to find CBaseServer__RejectConnection function.\n");
|
|
return false;
|
|
}
|
|
g_pRejectConnectionFunc.SetAddress(addr);
|
|
|
|
#ifndef WIN32
|
|
if (!g_pGameConf->GetMemSig("Steam3Server", (void **)(&g_pSteam3ServerFunc)) || !g_pSteam3ServerFunc)
|
|
{
|
|
snprintf(error, maxlen, "Failed to find Steam3Server function.\n");
|
|
return false;
|
|
}
|
|
#else
|
|
void *address;
|
|
if (!g_pGameConf->GetMemSig("CBaseServer__CheckMasterServerRequestRestart", &address) || !address)
|
|
{
|
|
snprintf(error, maxlen, "Failed to find CBaseServer__CheckMasterServerRequestRestart function.\n");
|
|
return false;
|
|
}
|
|
|
|
int steam3ServerFuncOffset = 0;
|
|
if (!g_pGameConf->GetOffset("CheckMasterServerRequestRestart_Steam3ServerFuncOffset", &steam3ServerFuncOffset) || steam3ServerFuncOffset == 0)
|
|
{
|
|
snprintf(error, maxlen, "Failed to find CheckMasterServerRequestRestart_Steam3ServerFuncOffset offset.\n");
|
|
return false;
|
|
}
|
|
|
|
//META_CONPRINTF("CheckMasterServerRequestRestart: %p\n", address);
|
|
address = (void *)((intptr_t)address + steam3ServerFuncOffset);
|
|
g_pSteam3ServerFunc = (Steam3ServerFunc)((intptr_t)address + *((int32_t *)address) + sizeof(int32_t));
|
|
//META_CONPRINTF("Steam3Server: %p\n", g_pSteam3ServerFunc);
|
|
#endif
|
|
|
|
g_pSteam3Server = Steam3Server();
|
|
if (!g_pSteam3Server)
|
|
{
|
|
snprintf(error, maxlen, "Unable to get Steam3Server singleton.\n");
|
|
return false;
|
|
}
|
|
|
|
if (!g_pSteam3Server->m_pSteamGameServer)
|
|
{
|
|
snprintf(error, maxlen, "Unable to get Steam Game Server.\n");
|
|
return false;
|
|
}
|
|
|
|
void** vtable = *((void***)g_pSteam3Server->m_pSteamGameServer);
|
|
|
|
if (!g_pGameConf->GetOffset("ISteamGameServer__BeginAuthSession", &g_nBeginAuthSessionOffset) || g_nBeginAuthSessionOffset == 0)
|
|
{
|
|
snprintf(error, maxlen, "Failed to find ISteamGameServer__BeginAuthSession offset.\n");
|
|
return false;
|
|
}
|
|
g_pBeginAuthSession.SetAddress(vtable[g_nBeginAuthSessionOffset]);
|
|
|
|
SH_MANUALHOOK_RECONFIGURE(MHook_BeginAuthSession, g_nBeginAuthSessionOffset, 0, 0);
|
|
if (SH_ADD_MANUALHOOK(MHook_BeginAuthSession, g_pSteam3Server->m_pSteamGameServer, SH_STATIC(Hook_BeginAuthSession), true) == 0)
|
|
{
|
|
snprintf(error, maxlen, "Failed to setup ISteamGameServer__BeginAuthSession hook.\n");
|
|
return false;
|
|
}
|
|
g_pLastHookedSteamGameServer = g_pSteam3Server->m_pSteamGameServer;
|
|
|
|
int offset = 0;
|
|
if (!g_pGameConf->GetOffset("ISteamGameServer__EndAuthSession", &offset) || offset == 0)
|
|
{
|
|
snprintf(error, maxlen, "Failed to find ISteamGameServer__EndAuthSession offset.\n");
|
|
return false;
|
|
}
|
|
g_pEndAuthSession.SetAddress(vtable[offset]);
|
|
|
|
CDetourManager::Init(g_pSM->GetScriptingEngine(), g_pGameConf);
|
|
|
|
detourCBaseServer__ConnectClient = DETOUR_CREATE_MEMBER(CBaseServer__ConnectClient, "CBaseServer__ConnectClient");
|
|
if (detourCBaseServer__ConnectClient == nullptr)
|
|
{
|
|
snprintf(error, maxlen, "Failed to create CBaseServer__ConnectClient detour.\n");
|
|
return false;
|
|
}
|
|
detourCBaseServer__ConnectClient->EnableDetour();
|
|
|
|
g_Detour_CSteam3Server__OnValidateAuthTicketResponse = DETOUR_CREATE_MEMBER(CSteam3Server__OnValidateAuthTicketResponse, "CSteam3Server__OnValidateAuthTicketResponse");
|
|
if(!g_Detour_CSteam3Server__OnValidateAuthTicketResponse)
|
|
{
|
|
snprintf(error, maxlen, "Failed to detour CSteam3Server__OnValidateAuthTicketResponse.\n");
|
|
return false;
|
|
}
|
|
g_Detour_CSteam3Server__OnValidateAuthTicketResponse->EnableDetour();
|
|
|
|
g_pConnectForward = g_pForwards->CreateForward("OnClientPreConnectEx", ET_LowEvent, 5, NULL, Param_String, Param_String, Param_String, Param_String, Param_String);
|
|
|
|
return true;
|
|
}
|
|
|
|
bool Connect::SDK_OnMetamodLoad(ISmmAPI *ismm, char *error, size_t maxlen, bool late)
|
|
{
|
|
GET_V_IFACE_CURRENT(GetEngineFactory, g_pCVar, ICvar, CVAR_INTERFACE_VERSION);
|
|
|
|
ConVar_Register(0, this);
|
|
|
|
return true;
|
|
}
|
|
|
|
void Connect::SDK_OnUnload()
|
|
{
|
|
g_pForwards->ReleaseForward(g_pConnectForward);
|
|
|
|
gameconfs->CloseGameConfigFile(g_pGameConf);
|
|
}
|
|
|
|
bool Connect::SDK_OnMetamodUnload(char *error, size_t maxlen)
|
|
{
|
|
if (detourCBaseServer__ConnectClient)
|
|
{
|
|
detourCBaseServer__ConnectClient->DisableDetour();
|
|
delete detourCBaseServer__ConnectClient;
|
|
}
|
|
if (g_Detour_CSteam3Server__OnValidateAuthTicketResponse)
|
|
{
|
|
g_Detour_CSteam3Server__OnValidateAuthTicketResponse->DisableDetour();
|
|
delete g_Detour_CSteam3Server__OnValidateAuthTicketResponse;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool Connect::RegisterConCommandBase(ConCommandBase *pCommand)
|
|
{
|
|
META_REGCVAR(pCommand);
|
|
|
|
return true;
|
|
}
|
|
|
|
cell_t SteamClientAuthenticated(IPluginContext *pContext, const cell_t *params)
|
|
{
|
|
char *pSteamID;
|
|
pContext->LocalToString(params[1], &pSteamID);
|
|
|
|
ConnectClientStorage Storage;
|
|
if(g_ConnectClientStorage.retrieve(pSteamID, &Storage))
|
|
{
|
|
if (g_SvLogging.GetInt())
|
|
g_pSM->LogMessage(myself, "%s SteamClientAuthenticated: %d", pSteamID, Storage.SteamLegal);
|
|
|
|
return Storage.SteamLegal;
|
|
}
|
|
if (g_SvLogging.GetInt())
|
|
g_pSM->LogMessage(myself, "%s SteamClientAuthenticated: FALSE!", pSteamID);
|
|
|
|
return false;
|
|
}
|
|
|
|
cell_t ClientPreConnectEx(IPluginContext *pContext, const cell_t *params)
|
|
{
|
|
char *pSteamID;
|
|
pContext->LocalToString(params[1], &pSteamID);
|
|
|
|
int retVal = params[2];
|
|
|
|
char *rejectReason;
|
|
pContext->LocalToString(params[3], &rejectReason);
|
|
|
|
ConnectClientStorage Storage;
|
|
if(!g_ConnectClientStorage.retrieve(pSteamID, &Storage))
|
|
{
|
|
return 1;
|
|
}
|
|
|
|
if(retVal == 0)
|
|
{
|
|
g_pSM->LogMessage(myself, "inside ClientPreConnectEx return 0. steamID: %s", pSteamID);
|
|
g_pRejectConnectionFunc((CBaseServer*)Storage.pThis, Storage.address, Storage.iClientChallenge, rejectReason);
|
|
return 0;
|
|
}
|
|
|
|
auto *pClient = DETOUR_MEMBER_MCALL_ORIGINAL(CBaseServer__ConnectClient, Storage.pThis)(Storage.address, Storage.nProtocol, Storage.iChallenge, Storage.iClientChallenge, Storage.nAuthProtocol, Storage.pchName, Storage.pchPassword, Storage.pCookie, Storage.cbCookie);
|
|
|
|
if(!pClient)
|
|
{
|
|
return 1;
|
|
}
|
|
|
|
bool force = g_SvNoSteam.GetInt() || g_SvForceSteam.GetInt();
|
|
|
|
if(Storage.SteamAuthFailed && force && !Storage.GotValidateAuthTicketResponse)
|
|
{
|
|
if (g_SvLogging.GetInt())
|
|
g_pSM->LogMessage(myself, "%s Force ValidateAuthTicketResponse", pSteamID);
|
|
|
|
Storage.ValidateAuthTicketResponse.m_SteamID = CSteamID(Storage.ullSteamID);
|
|
Storage.ValidateAuthTicketResponse.m_eAuthSessionResponse = k_EAuthSessionResponseOK;
|
|
Storage.ValidateAuthTicketResponse.m_OwnerSteamID = Storage.ValidateAuthTicketResponse.m_SteamID;
|
|
Storage.GotValidateAuthTicketResponse = true;
|
|
}
|
|
|
|
// Make sure this is always called in order to verify the client on the server
|
|
if(Storage.GotValidateAuthTicketResponse)
|
|
{
|
|
if (g_SvLogging.GetInt())
|
|
g_pSM->LogMessage(myself, "%s Replay ValidateAuthTicketResponse", pSteamID);
|
|
|
|
DETOUR_MEMBER_MCALL_ORIGINAL(CSteam3Server__OnValidateAuthTicketResponse, g_pSteam3Server)(&Storage.ValidateAuthTicketResponse);
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
const sp_nativeinfo_t MyNatives[] =
|
|
{
|
|
{ "ClientPreConnectEx", ClientPreConnectEx },
|
|
{ "SteamClientAuthenticated", SteamClientAuthenticated },
|
|
{ NULL, NULL }
|
|
};
|
|
|
|
void Connect::SDK_OnAllLoaded()
|
|
{
|
|
sharesys->AddNatives(myself, MyNatives);
|
|
}
|