328 lines
8.9 KiB
C++
328 lines
8.9 KiB
C++
#include <std_include.hpp>
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#include "loader/component_loader.hpp"
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#include "command.hpp"
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#include "network.hpp"
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#include "console.hpp"
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#include "dvars.hpp"
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#include "game/dvars.hpp"
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#include <utils/hook.hpp>
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#include <utils/string.hpp>
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namespace network
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{
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namespace
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{
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std::unordered_map<std::string, callback>& get_callbacks()
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{
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static std::unordered_map<std::string, callback> callbacks{};
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return callbacks;
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}
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bool handle_command(game::netadr_s* address, const char* command, game::msg_t* message)
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{
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const auto cmd_string = utils::string::to_lower(command);
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auto& callbacks = get_callbacks();
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const auto handler = callbacks.find(cmd_string);
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const auto offset = cmd_string.size() + 5;
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if (message->cursize < offset || handler == callbacks.end())
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{
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return false;
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}
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const std::string_view data(message->data + offset, message->cursize - offset);
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handler->second(*address, data);
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#ifdef DEBUG
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console::info("[Network] Handling command %s\n", cmd_string.data());
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#endif
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return true;
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}
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void handle_command_stub(utils::hook::assembler& a)
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{
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const auto return_unhandled = a.newLabel();
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a.pushad64();
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a.mov(r8, rdi); // message
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a.mov(rdx, rbx); // command
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a.mov(rcx, rsi); // netaddr
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a.call_aligned(handle_command);
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a.test(al, al);
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a.jz(return_unhandled);
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// Command handled
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a.popad64();
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a.mov(al, 1);
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a.jmp(0x140252AF8);
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a.bind(return_unhandled);
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a.popad64();
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a.jmp(0x14025234C);
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}
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int net_compare_base_address(const game::netadr_s* a1, const game::netadr_s* a2)
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{
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if (a1->type == a2->type)
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{
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switch (a1->type)
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{
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case game::netadrtype_t::NA_BOT:
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case game::netadrtype_t::NA_LOOPBACK:
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return a1->port == a2->port;
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case game::netadrtype_t::NA_IP:
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return !memcmp(a1->ip, a2->ip, 4);
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case game::netadrtype_t::NA_BROADCAST:
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return true;
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default:
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break;
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}
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}
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return false;
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}
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int net_compare_address(const game::netadr_s* a1, const game::netadr_s* a2)
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{
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return net_compare_base_address(a1, a2) && a1->port == a2->port;
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}
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void reconnect_migratated_client(void*, game::netadr_s* from, const int, const int, const char*,
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const char*, bool)
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{
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// This happens when a client tries to rejoin after being recently disconnected, OR by a duplicated guid
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// We don't want this to do anything. It decides to crash seemingly randomly
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// Rather than try and let the player in, just tell them they are a duplicate player and reject connection
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game::NET_OutOfBandPrint(game::NS_SERVER, from, "error\nYou are already connected to the server.");
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}
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SOCKET create_socket(const char* net_interface, int port, int protocol)
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{
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sockaddr_in address{};
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if (net_interface && net_interface != "localhost"s)
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{
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// Sys_StringToSockaddr
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utils::hook::invoke<void>(0x1404F6580, net_interface, &address);
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}
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address.sin_family = AF_INET;
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address.sin_port = ntohs(static_cast<short>(port));
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const auto sock = ::socket(AF_INET, SOCK_DGRAM, protocol);
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u_long arg = 1;
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ioctlsocket(sock, FIONBIO, &arg);
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char optval[4] = { 1 };
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setsockopt(sock, 0xFFFF, 32, optval, 4);
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if (bind(sock, reinterpret_cast<sockaddr*>(&address), sizeof(address)) != -1)
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{
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return sock;
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}
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closesocket(sock);
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return 0;
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}
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}
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void on(const std::string& command, const callback& callback)
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{
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get_callbacks()[utils::string::to_lower(command)] = callback;
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}
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int dw_send_to_stub(const int size, const char* src, game::netadr_s* a3)
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{
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sockaddr s = {};
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game::NetadrToSockadr(a3, &s);
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return sendto(*game::query_socket, src, size, 0, &s, 16) >= 0;
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}
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void send(const game::netadr_s& address, const std::string& command, const std::string& data, const char separator)
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{
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std::string packet = "\xFF\xFF\xFF\xFF";
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packet.append(command);
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packet.push_back(separator);
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packet.append(data);
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send_data(address, packet);
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}
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void send_data(const game::netadr_s& address, const std::string& data)
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{
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auto size = static_cast<int>(data.size());
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if (address.type == game::NA_LOOPBACK)
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{
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// TODO: Fix this for loopback
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if (size > 1280)
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{
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console::error("Packet was too long. Truncated!\n");
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size = 1280;
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}
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game::NET_SendLoopPacket(game::NS_CLIENT1, size, data.data(), &address);
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}
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else
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{
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game::Sys_SendPacket(size, data.data(), &address);
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}
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}
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bool are_addresses_equal(const game::netadr_s& a, const game::netadr_s& b)
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{
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return net_compare_address(&a, &b);
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}
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const char* net_adr_to_string(const game::netadr_s& a)
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{
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if (a.type == game::netadrtype_t::NA_LOOPBACK)
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{
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return "loopback";
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}
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if (a.type == game::netadrtype_t::NA_BOT)
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{
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return "bot";
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}
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if (a.type == game::netadrtype_t::NA_IP || a.type == game::netadrtype_t::NA_BROADCAST)
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{
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if (a.port)
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{
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return utils::string::va("%u.%u.%u.%u:%u", a.ip[0], a.ip[1], a.ip[2], a.ip[3], htons(a.port));
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}
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return utils::string::va("%u.%u.%u.%u", a.ip[0], a.ip[1], a.ip[2], a.ip[3]);
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}
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return "bad";
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}
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game::dvar_t* register_netport_stub(const char* dvarName, int value, int min, int max, unsigned int flags,
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const char* description)
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{
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game::dvar_t* dvar;
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dvar = dvars::register_int("net_port", 27016, 0, 0xFFFFu, game::DVAR_FLAG_LATCHED);
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// read net_port from command line
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command::read_startup_variable("net_port");
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return dvar;
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}
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class component final : public component_interface
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{
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public:
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void post_unpack() override
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{
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{
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if (game::environment::is_sp())
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{
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return;
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}
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// redirect dw_sendto to raw socket
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//utils::hook::jump(0x1404D850A, reinterpret_cast<void*>(0x1404D849A));
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utils::hook::call(0x140513467, dw_send_to_stub);
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utils::hook::jump(game::Sys_SendPacket, dw_send_to_stub);
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// intercept command handling
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utils::hook::jump(0x140252327, utils::hook::assemble(handle_command_stub), true);
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// handle xuid without secure connection
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utils::hook::nop(0x140486AAF, 6);
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utils::hook::jump(0x140424F20, net_compare_address);
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utils::hook::jump(0x140424F70, net_compare_base_address);
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// don't establish secure conenction
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utils::hook::set<uint8_t>(0x14027EA4D, 0xEB);
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utils::hook::set<uint8_t>(0x14027EB1E, 0xEB);
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utils::hook::set<uint8_t>(0x14027EF8D, 0xEB);
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utils::hook::set<uint8_t>(0x14025081F, 0xEB);
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// ignore unregistered connection
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utils::hook::jump(0x140480F46, 0x140480EE5);
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utils::hook::set<uint8_t>(0x140480F3B, 0xEB);
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// disable xuid verification
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utils::hook::set<uint8_t>(0x14005B62D, 0xEB);
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utils::hook::set<uint8_t>(0x14005B649, 0xEB);
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// disable xuid verification
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utils::hook::nop(0x14048382C, 2);
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utils::hook::set<uint8_t>(0x140483889, 0xEB);
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// ignore configstring mismatch
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utils::hook::set<uint8_t>(0x1402591C9, 0xEB);
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// ignore dw handle in SV_PacketEvent
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utils::hook::set<uint8_t>(0x1404898E2, 0xEB);
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utils::hook::call(0x1404898D6, &net_compare_address);
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// ignore dw handle in SV_FindClientByAddress
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utils::hook::set<uint8_t>(0x140488EFD, 0xEB);
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utils::hook::call(0x140488EF1, &net_compare_address);
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// ignore dw handle in SV_DirectConnect
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utils::hook::set<uint8_t>(0x140480C58, 0xEB);
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utils::hook::set<uint8_t>(0x140480E6F, 0xEB);
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utils::hook::call(0x140480C4B, &net_compare_address);
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utils::hook::call(0x140480E62, &net_compare_address);
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// increase cl_maxpackets
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dvars::override::register_int("cl_maxpackets", 1000, 1, 1000, game::DVAR_FLAG_SAVED);
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// increase snaps
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dvars::override::register_int("sv_remote_client_snapshot_msec", 33, 33, 100, game::DVAR_FLAG_NONE);
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// ignore impure client
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utils::hook::jump(0x140481B58, reinterpret_cast<void*>(0x140481BEE));
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// don't send checksum
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utils::hook::set<uint8_t>(0x140513433, 0);
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utils::hook::set<uint8_t>(0x14051345A, 0);
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// don't read checksum
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utils::hook::set(0x1404F6620, 0xC301B0);
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// don't try to reconnect client
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utils::hook::call(0x140480DFF, reconnect_migratated_client);
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utils::hook::nop(0x140480DDB, 4); // this crashes when reconnecting for some reason
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// allow server owner to modify net_port before the socket bind
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utils::hook::call(0x140512BE5, register_netport_stub);
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utils::hook::call(0x140512D20, register_netport_stub);
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// increase allowed packet size
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const auto max_packet_size = 0x20000;
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utils::hook::set<int>(0x1404255F1, max_packet_size);
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utils::hook::set<int>(0x140425630, max_packet_size);
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utils::hook::set<int>(0x140425522, max_packet_size);
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utils::hook::set<int>(0x140425545, max_packet_size);
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// ignore built in "print" oob command and add in our own
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utils::hook::set<uint8_t>(0x14025280E, 0xEB);
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on("print", [](const game::netadr_s&, const std::string_view& data)
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{
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const std::string message{data};
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console::info(message.data());
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});
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// Use our own socket since the game's socket doesn't work with non localhost addresses
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// why? no idea
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utils::hook::jump(0x140512B40, create_socket);
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}
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}
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};
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}
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REGISTER_COMPONENT(network::component)
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