Extract player name in ConnectClient hook in CS:GO

CS:GO doesn't send the client name in plain text, but wraps it in some
protobuf construct.
Parse that list of client convars for the player name and use it in the
SourceTV_OnSpectatorPreConnect forward
This commit is contained in:
Peace-Maker
2016-03-03 01:12:16 +01:00
parent 4bb751afaf
commit 10f7fa56a1
4 changed files with 87 additions and 7 deletions
+36 -3
View File
@@ -42,7 +42,7 @@ SH_DECL_HOOK0_void(IDemoRecorder, StopRecording, SH_NOATTRIB, 0)
#endif
#if SOURCE_ENGINE == SE_CSGO
SH_DECL_MANUALHOOK13(CHLTVServer_ConnectClient, 0, 0, 0, IClient *, netadr_s &, int, int, int, const char *, const char *, const char *, int, CUtlVector<INetMessage *> &, bool, CrossPlayPlatform_t, const unsigned char *, int);
SH_DECL_MANUALHOOK13(CHLTVServer_ConnectClient, 0, 0, 0, IClient *, netadr_s &, int, int, int, const char *, const char *, const char *, int, CUtlVector<NetMsg_SplitPlayerConnect *> &, bool, CrossPlayPlatform_t, const unsigned char *, int);
SH_DECL_HOOK1_void(IClient, Disconnect, SH_NOATTRIB, 0, const char *);
#else
SH_DECL_MANUALHOOK9(CHLTVServer_ConnectClient, 0, 0, 0, IClient *, netadr_t &, int, int, int, int, const char *, const char *, const char *, int);
@@ -188,6 +188,31 @@ static void RejectConnection(IServer *server, netadr_t &address, char *pchReason
pRejectConnection->Execute(vstk, NULL);
}
}
static bool ExtractPlayerName(CUtlVector<NetMsg_SplitPlayerConnect *> &pSplitPlayerConnectVector, char *name, int maxlen)
{
for (int i = 0; i < pSplitPlayerConnectVector.Count(); i++)
{
NetMsg_SplitPlayerConnect *split = pSplitPlayerConnectVector[i];
if (!split->has_convars())
continue;
const CMsg_CVars cvars = split->convars();
for (int c = 0; c < cvars.cvars_size(); c++)
{
const CMsg_CVars_CVar cvar = cvars.cvars(c);
if (!cvar.has_name() || !cvar.has_value())
continue;
if (!strcmp(cvar.name().c_str(), "name"))
{
strncpy(name, cvar.value().c_str(), maxlen);
return true;
}
}
}
return false;
}
#else
static void RejectConnection(IServer *server, netadr_t &address, int iClientChallenge, char *pchReason)
{
@@ -239,7 +264,7 @@ static void RejectConnection(IServer *server, netadr_t &address, int iClientChal
char passwordBuffer[255];
#if SOURCE_ENGINE == SE_CSGO
// CHLTVServer::ConnectClient(ns_address const&, int, int, int, char const*, char const*, char const*, int, CUtlVector<CNetMessagePB<16, CCLCMsg_SplitPlayerConnect, 0, true> *, CUtlMemory<CNetMessagePB<16, CCLCMsg_SplitPlayerConnect, 0, true> *, int>> &, bool, CrossPlayPlatform_t, unsigned char const*, int)
IClient *CForwardManager::OnSpectatorConnect(netadr_s & address, int nProtocol, int iChallenge, int nAuthProtocol, const char *pchName, const char *pchPassword, const char *pCookie, int cbCookie, CUtlVector<INetMessage *> &pSplitPlayerConnectVector, bool bUnknown, CrossPlayPlatform_t platform, const unsigned char *pUnknown, int iUnknown)
IClient *CForwardManager::OnSpectatorConnect(netadr_s & address, int nProtocol, int iChallenge, int nAuthProtocol, const char *pchName, const char *pchPassword, const char *pCookie, int cbCookie, CUtlVector<NetMsg_SplitPlayerConnect *> &pSplitPlayerConnectVector, bool bUnknown, CrossPlayPlatform_t platform, const unsigned char *pUnknown, int iUnknown)
#else
IClient *CForwardManager::OnSpectatorConnect(netadr_t & address, int nProtocol, int iChallenge, int iClientChallenge, int nAuthProtocol, const char *pchName, const char *pchPassword, const char *pCookie, int cbCookie)
#endif
@@ -247,6 +272,14 @@ IClient *CForwardManager::OnSpectatorConnect(netadr_t & address, int nProtocol,
if (!pCookie || cbCookie < sizeof(uint64))
RETURN_META_VALUE(MRES_IGNORED, nullptr);
#if SOURCE_ENGINE == SE_CSGO
// CS:GO doesn't send the player name in pchName, but only in the client info convars.
// Try to extract the name from the protobuf msg.
char playerName[MAX_PLAYER_NAME_LENGTH];
if (ExtractPlayerName(pSplitPlayerConnectVector, playerName, sizeof(playerName)))
pchName = playerName;
#endif
char ipString[16];
V_snprintf(ipString, sizeof(ipString), "%u.%u.%u.%u", address.ip[0], address.ip[1], address.ip[2], address.ip[3]);
V_strncpy(passwordBuffer, pchPassword, 255);
@@ -283,7 +316,7 @@ IClient *CForwardManager::OnSpectatorConnect(netadr_t & address, int nProtocol,
}
#if SOURCE_ENGINE == SE_CSGO
IClient *CForwardManager::OnSpectatorConnect_Post(netadr_s & address, int nProtocol, int iChallenge, int nAuthProtocol, const char *pchName, const char *pchPassword, const char *pCookie, int cbCookie, CUtlVector<INetMessage *> &pSplitPlayerConnectVector, bool bUnknown, CrossPlayPlatform_t platform, const unsigned char * pUnknown, int iUnknown)
IClient *CForwardManager::OnSpectatorConnect_Post(netadr_s & address, int nProtocol, int iChallenge, int nAuthProtocol, const char *pchName, const char *pchPassword, const char *pCookie, int cbCookie, CUtlVector<NetMsg_SplitPlayerConnect *> &pSplitPlayerConnectVector, bool bUnknown, CrossPlayPlatform_t platform, const unsigned char * pUnknown, int iUnknown)
#else
IClient *CForwardManager::OnSpectatorConnect_Post(netadr_t & address, int nProtocol, int iChallenge, int iClientChallenge, int nAuthProtocol, const char *pchName, const char *pchPassword, const char *pCookie, int cbCookie)
#endif