Make socket byte optional to support legacy protocols

This commit is contained in:
momo5502 2022-10-28 18:27:31 +02:00
parent e21993c553
commit 5c1fe422e4
2 changed files with 46 additions and 7 deletions

View File

@ -7,6 +7,7 @@
#include <utils/hook.hpp>
#include <utils/string.hpp>
#include <utils/finally.hpp>
namespace network
{
@ -92,9 +93,32 @@ namespace network
}
}
bool& socket_byte_missing()
{
static thread_local bool was_missing{false};
return was_missing;
}
uint8_t read_socket_byte_stub(game::msg_t* msg)
{
auto& byte_missing = socket_byte_missing();
byte_missing = msg->cursize >= 4 && *reinterpret_cast<int*>(msg->data) == -1;
if (byte_missing)
{
return game::NS_SERVER | (game::NS_SERVER << 4);
}
const auto _ = utils::finally([msg]
{
++msg->data;
});
return game::MSG_ReadByte(msg);
}
int verify_checksum_stub(void* /*data*/, const int length)
{
return length;
return length + (socket_byte_missing() ? 1 : 0);
}
}
@ -113,9 +137,22 @@ namespace network
send_data(address, packet);
}
sockaddr_in convert_to_sockaddr(const game::netadr_t& address)
{
sockaddr_in to{};
to.sin_family = AF_INET;
to.sin_port = htons(address.port);
to.sin_addr.S_un.S_addr = *reinterpret_cast<const ULONG*>(&address.ipv4.a);
return to;
}
void send_data(const game::netadr_t& address, const void* data, const size_t size)
{
game::NET_SendPacket(game::NS_CLIENT1, static_cast<int>(size), data, &address);
//game::NET_SendPacket(game::NS_CLIENT1, static_cast<int>(size), data, &address);
const auto to = convert_to_sockaddr(address);
sendto(*game::ip_socket, static_cast<const char*>(data), static_cast<int>(size), 0,
reinterpret_cast<const sockaddr*>(&to), sizeof(to));
}
void send_data(const game::netadr_t& address, const std::string& data)
@ -128,12 +165,10 @@ namespace network
public:
void post_unpack() override
{
//utils::hook::nop(0x142333056_g, 5); // don't add sock to packet
utils::hook::set<uint8_t>(0x14233305E_g, 0); // don't add checksum to packet
//utils::hook::nop(0x142332E43_g, 5); // don't read local net id
//utils::hook::set<uint8_t>(0x142332E55_g, 0); // clear local net id
utils::hook::nop(0x142332E76_g, 4); // don't increment data pointer to optionally skip socket byte
utils::hook::call(0x142332E43_g, read_socket_byte_stub); // optionally read socket byte
utils::hook::call(0x142332E81_g, verify_checksum_stub); // skip checksum verification
utils::hook::set<uint8_t>(0x14233305E_g, 0); // don't add checksum to packet
utils::hook::set<uint32_t>(0x14134C6E0_g, 5); // set initial connection state to challenging

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@ -30,8 +30,12 @@ namespace game
// Live
WEAK symbol<bool(uint64_t, int*, bool)> Live_GetConnectivityInformation{0x141E0C410_g};
// MSG
WEAK symbol<uint8_t(msg_t* msg)> MSG_ReadByte{0x142155EB0_g};
// NET
WEAK symbol<bool(netsrc_t sock, int length, const void* data, const netadr_t* to)> NET_SendPacket{0x142332F70_g};
// Sys
WEAK symbol<void()> Sys_ShowConsole{0x142333F80_g};
WEAK symbol<TLSData*()> Sys_GetTLS{0x142184210_g};