h1-mod/src/client/component/network.cpp

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#include <std_include.hpp>
#include "loader/component_loader.hpp"
#include "command.hpp"
#include "network.hpp"
#include "game_console.hpp"
#include "../game/game.hpp"
#include <utils/hook.hpp>
#include <utils/string.hpp>
#include <game/dvars.hpp>
#include <component/console.hpp>
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namespace network
{
namespace
{
std::unordered_map<std::string, callback>& get_callbacks()
{
static std::unordered_map<std::string, callback> callbacks{};
return callbacks;
}
bool handle_command(game::netadr_s* address, const char* command, game::msg_t* message)
{
const auto cmd_string = utils::string::to_lower(command);
auto& callbacks = get_callbacks();
const auto handler = callbacks.find(cmd_string);
if (handler == callbacks.end())
{
return false;
}
const auto offset = cmd_string.size() + 5;
const std::string_view data(message->data + offset, message->cursize - offset);
handler->second(*address, data);
return true;
}
void handle_command_stub(utils::hook::assembler& a)
{
const auto return_unhandled = a.newLabel();
a.pushad64();
a.mov(r8, rsi); // message
a.mov(rdx, rdi); // command
a.mov(rcx, r14); // netaddr
a.call_aligned(handle_command);
a.test(al, al);
a.jz(return_unhandled);
// Command handled
a.popad64();
a.mov(al, 1);
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a.jmp(0x140252AF8); //H1MP64(1.4)
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a.bind(return_unhandled);
a.popad64();
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a.jmp(0x14025234C); //H1MP64(1.4)
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}
int net_compare_base_address(const game::netadr_s* a1, const game::netadr_s* a2)
{
if (a1->type == a2->type)
{
switch (a1->type)
{
case game::netadrtype_t::NA_BOT:
case game::netadrtype_t::NA_LOOPBACK:
return a1->port == a2->port;
case game::netadrtype_t::NA_IP:
return !memcmp(a1->ip, a2->ip, 4);
case game::netadrtype_t::NA_BROADCAST:
return true;
default:
break;
}
}
return false;
}
int net_compare_address(const game::netadr_s* a1, const game::netadr_s* a2)
{
return net_compare_base_address(a1, a2) && a1->port == a2->port;
}
void reconnect_migratated_client(void*, game::netadr_s* from, const int, const int, const char*,
const char*, bool)
{
// This happens when a client tries to rejoin after being recently disconnected, OR by a duplicated guid
// We don't want this to do anything. It decides to crash seemingly randomly
// Rather than try and let the player in, just tell them they are a duplicate player and reject connection
game::NET_OutOfBandPrint(game::NS_SERVER, from, "error\nYou are already connected to the server.");
}
}
void on(const std::string& command, const callback& callback)
{
get_callbacks()[utils::string::to_lower(command)] = callback;
}
void dw_send_to_stub(const unsigned int size, const char* src, game::netadr_s* a3)
{
sockaddr s = {};
game::NetadrToSockadr(a3, &s); //0x1404F62F0
sendto(*game::query_socket, src, size - 2, 0, &s, 16);
}
void send(const game::netadr_s& address, const std::string& command, const std::string& data, const char separator)
{
std::string packet = "\xFF\xFF\xFF\xFF";
packet.append(command);
packet.push_back(separator);
packet.append(data);
send_data(address, packet);
}
void send_data(const game::netadr_s& address, const std::string& data)
{
if (address.type == game::NA_LOOPBACK)
{
game::NET_SendLoopPacket(game::NS_CLIENT1, static_cast<int>(data.size()), data.data(), &address);
}
else
{
game::Sys_SendPacket(static_cast<int>(data.size()), data.data(), &address);
}
}
bool are_addresses_equal(const game::netadr_s& a, const game::netadr_s& b)
{
return net_compare_address(&a, &b);
}
const char* net_adr_to_string(const game::netadr_s& a)
{
if (a.type == game::netadrtype_t::NA_LOOPBACK)
{
return "loopback";
}
if (a.type == game::netadrtype_t::NA_BOT)
{
return "bot";
}
if (a.type == game::netadrtype_t::NA_IP || a.type == game::netadrtype_t::NA_BROADCAST)
{
if (a.port)
{
return utils::string::va("%u.%u.%u.%u:%u", a.ip[0], a.ip[1], a.ip[2], a.ip[3], htons(a.port));
}
return utils::string::va("%u.%u.%u.%u", a.ip[0], a.ip[1], a.ip[2], a.ip[3]);
}
return "bad";
}
game::dvar_t* register_netport_stub(const char* dvarName, int value, int min, int max, unsigned int flags,
const char* description)
{
auto dvar = dvars::register_int("net_port", 27016, 0, 0xFFFFu, game::DVAR_FLAG_LATCHED, "Network port");
// read net_port from command line
command::read_startup_variable("net_port");
return dvar;
}
class component final : public component_interface
{
public:
void post_unpack() override
{
{
if (game::environment::is_sp())
{
return;
}
// redirect dw_sendto to raw socket
//utils::hook::jump(0x1404D850A, reinterpret_cast<void*>(0x1404D849A));
utils::hook::call(0x140513467, dw_send_to_stub); // H1MP64(1.4)
utils::hook::jump(game::Sys_SendPacket, dw_send_to_stub);
// intercept command handling
utils::hook::jump(0x140252327, utils::hook::assemble(handle_command_stub), true); // H1MP64(1.4)
// handle xuid without secure connection
utils::hook::nop(0x140486AAF, 6); // H1MP64(1.4)
utils::hook::jump(0x140424F20, net_compare_address); // H1MP64(1.4)
utils::hook::jump(0x140424F70, net_compare_base_address); // H1MP64(1.4)
// don't establish secure conenction
utils::hook::set<uint8_t>(0x14027EA4D, 0xEB); // H1MP64(1.4)
utils::hook::set<uint8_t>(0x14027EB1E, 0xEB); // H1MP64(1.4)
utils::hook::set<uint8_t>(0x14027EF8D, 0xEB); // H1MP64(1.4)
utils::hook::set<uint8_t>(0x14025081F, 0xEB); // H1MP64(1.4)
// ignore unregistered connection
utils::hook::jump(0x140480F46, reinterpret_cast<void*>(0x140480EE5)); // H1MP64(1.4)
utils::hook::set<uint8_t>(0x140480F3B, 0xEB); // H1MP64(1.4)
// disable xuid verification
utils::hook::set<uint8_t>(0x14005B62D, 0xEB); // H1MP64(1.4)
utils::hook::set<uint8_t>(0x14005B649, 0xEB); // H1MP64(1.4) NOT_SURE SHOULD JZ BUT LEA
// disable xuid verification
utils::hook::nop(0x14048382C, 2); // H1MP64(1.4)
utils::hook::set<uint8_t>(0x140483889, 0xEB); // H1MP64(1.4) NOT_SURE
// ignore configstring mismatch
utils::hook::set<uint8_t>(0x1402591C9, 0xEB); // H1MP64(1.4)
// ignore dw handle in SV_PacketEvent
utils::hook::set<uint8_t>(0x1404898E2, 0xEB); // H1MP64(1.4)
utils::hook::call(0x1404898D6, &net_compare_address); // H1MP64(1.4)
// ignore dw handle in SV_FindClientByAddress
utils::hook::set<uint8_t>(0x140488EFD, 0xEB); // H1MP64(1.4)
utils::hook::call(0x140488EF1, &net_compare_address); // H1MP64(1.4)
// ignore dw handle in SV_DirectConnect
utils::hook::set<uint8_t>(0x140480C58, 0xEB); // H1MP64(1.4)
utils::hook::set<uint8_t>(0x140480CF2, 0xEB); // H1MP64(1.4) NOT_SURE
utils::hook::call(0x140480C4B, &net_compare_address); // H1MP64(1.4)
utils::hook::call(0x140480E62, &net_compare_address); // H1MP64(1.4)
// increase cl_maxpackets
//dvars::override::Dvar_RegisterInt("cl_maxpackets", 1000, 1, 1000, 0x1);
dvars::override::register_int("cl_maxpackets", 1000, 1, 1000, 0x1, true);
// ignore impure client
utils::hook::jump(0x140481B58, reinterpret_cast<void*>(0x140481BEE)); // H1MP64(1.4)
// don't send checksum
utils::hook::set<uint8_t>(0x140513433, 0); // H1MP64(1.4) mov: r8d, edi ; LEN
// don't read checksum
utils::hook::jump(0x140513389, 0x14051339F); // H1MP64(1.4)
// don't try to reconnect client
utils::hook::call(0x140480DFF, reconnect_migratated_client); // H1MP64(1.4)
utils::hook::nop(0x140480DDB, 4); // H1MP64(1.4) this crashes when reconnecting for some reason
// allow server owner to modify net_port before the socket bind
utils::hook::call(0x140512BE5, register_netport_stub); // H1MP64(1.4)
utils::hook::call(0x140512D20, register_netport_stub); // H1MP64(1.4)
// ignore built in "print" oob command and add in our own
utils::hook::set<uint8_t>(0x14025280E, 0xEB); // H1MP64(1.4)
on("print", [](const game::netadr_s& addr, const std::string_view& data)
{
const std::string message{ data };
if (game::environment::is_dedi())
{
printf("%s\n", message.data());
}
else
{
console::info("%s\n", message.data()); //test
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}
});
}
}
};
}
REGISTER_COMPONENT(network::component)