Don't authenticate loopback
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9e9967b9d1
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4fc7de502a
@ -63,8 +63,13 @@ namespace Components
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return;
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}
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#if DEBUG
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if (address.IsLoopback()
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// Simply connect, if we're in debug mode, we ignore all security checks
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#ifdef DEBUG
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|| true
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#endif
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)
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{
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if (!connectData.infostring().empty())
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{
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Game::SV_Cmd_EndTokenizedString();
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@ -75,7 +80,9 @@ namespace Components
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{
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Network::Send(address, "error\nInvalid infostring data!");
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}
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#else
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}
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else
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{
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// Validate proto data
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if (connectData.signature().empty() || connectData.publickey().empty() || connectData.token().empty() || connectData.infostring().empty())
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{
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@ -142,7 +149,7 @@ namespace Components
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Logger::Print("Verified XUID %llX (%d) from %s\n", xuid, userLevel, address.GetCString());
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Game::SV_DirectConnect(*address.Get());
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#endif
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}
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}
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void __declspec(naked) Auth::DirectConnectStub()
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@ -107,6 +107,10 @@ namespace Components
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return false;
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}
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bool Network::Address::IsLoopback()
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{
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return Game::NET_IsLocalAddress(this->address);
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}
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bool Network::Address::IsValid()
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{
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return (this->GetType() != Game::netadrtype_t::NA_BAD);
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@ -41,6 +41,7 @@ namespace Components
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bool IsLocal();
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bool IsSelf();
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bool IsValid();
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bool IsLoopback();
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void Serialize(Proto::Network::Address* protoAddress);
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void Deserialize(const Proto::Network::Address& protoAddress);
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