/** * vim: set ts=4 : * ============================================================================= * SourceMod Sample Extension * Copyright (C) 2004-2008 AlliedModders LLC. All rights reserved. * ============================================================================= * * This program is free software; you can redistribute it and/or modify it under * the terms of the GNU General Public License, version 3.0, as published by the * Free Software Foundation. * * This program is distributed in the hope that it will be useful, but WITHOUT * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS * FOR A PARTICULAR PURPOSE. See the GNU General Public License for more * details. * * You should have received a copy of the GNU General Public License along with * this program. If not, see . * * As a special exception, AlliedModders LLC gives you permission to link the * code of this program (as well as its derivative works) to "Half-Life 2," the * "Source Engine," the "SourcePawn JIT," and any Game MODs that run on software * by the Valve Corporation. You must obey the GNU General Public License in * all respects for all other code used. Additionally, AlliedModders LLC grants * this exception to all derivative works. AlliedModders LLC defines further * exceptions, found in LICENSE.txt (as of this writing, version JULY-31-2007), * or . * * Version: $Id$ */ #include "extension.h" #include "CDetour/detours.h" #include "steam/steam_gameserver.h" #include "sm_namehashset.h" #include #include #include #include #include #include #include #include #include #include #include #include size_t strlcpy(char *dst, const char *src, size_t dsize) { const char *osrc = src; size_t nleft = dsize; /* Copy as many bytes as will fit. */ if (nleft != 0) { while (--nleft != 0) { if ((*dst++ = *src++) == '\0') break; } } /* Not enough room in dst, add NUL and traverse rest of src. */ if (nleft == 0) { if (dsize != 0) *dst = '\0'; /* NUL-terminate dst */ while (*src++) ; } return(src - osrc - 1); /* count does not include NUL */ } /** * @file extension.cpp * @brief Implement extension code here. */ Connect g_Connect; /**< Global singleton for extension's main interface */ ConnectEvents g_ConnectEvents; ConnectTimer g_ConnectTimer; SMEXT_LINK(&g_Connect); ConVar g_ConnectVersion("connect_version", SMEXT_CONF_VERSION, FCVAR_REPLICATED|FCVAR_NOTIFY, SMEXT_CONF_DESCRIPTION " Version"); ConVar g_SvNoSteam("sv_nosteam", "0", FCVAR_NOTIFY, "Disable steam validation and force steam authentication."); ConVar g_SvForceSteam("sv_forcesteam", "0", FCVAR_NOTIFY, "Force steam authentication."); ConVar g_SvLogging("sv_connect_logging", "1", FCVAR_NOTIFY, "Log connection checks"); ConVar *g_pSvVisibleMaxPlayers; ConVar *g_pSvTags; IGameConfig *g_pGameConf = NULL; IForward *g_pConnectForward = NULL; IGameEventManager2 *g_pGameEvents = NULL; ITimer *g_pConnectTimer = NULL; ISDKTools *g_pSDKTools = NULL; IServer *iserver = NULL; CGlobalVars *gpGlobals = NULL; IHLTVDirector *hltvdirector = NULL; IHLTVServer *hltv = NULL; double *net_time = NULL; uint8_t g_UserIDtoClientMap[USHRT_MAX + 1]; char g_ClientSteamIDMap[SM_MAXPLAYERS + 1][32]; typedef struct netpacket_s { netadr_t from; // sender IP int source; // received source double received; // received time unsigned char *data; // pointer to raw packet data bf_read message; // easy bitbuf data access int size; // size in bytes int wiresize; // size in bytes before decompression bool stream; // was send as stream struct netpacket_s *pNext; // for internal use, should be NULL in public } netpacket_t; typedef struct { int nPort; // UDP/TCP use same port number bool bListening; // true if TCP port is listening int hUDP; // handle to UDP socket from socket() int hTCP; // handle to TCP socket from socket() } netsocket_t; CUtlVector *net_sockets; int g_ServerUDPSocket = 0; SH_DECL_MANUALHOOK1(ProcessConnectionlessPacket, 0, 0, 0, bool, netpacket_t *); // virtual bool IServer::ProcessConnectionlessPacket( netpacket_t *packet ) = 0; void *s_queryRateChecker = NULL; bool (*CIPRateLimit__CheckIP)(void *pThis, netadr_t adr); bool (*CBaseServer__ValidChallenge)(void *pThis, netadr_t adr, int challengeNr); struct CQueryCache { struct CPlayer { bool active; bool fake; int userid; IClient *pClient; char name[MAX_PLAYER_NAME_LENGTH]; unsigned nameLen; int32_t score; double time; } players[SM_MAXPLAYERS + 1]; struct CInfo { uint8_t nProtocol = 17; // Protocol | byte | Protocol version used by the server. char aHostName[255]; // Name | string | Name of the server. uint8_t aHostNameLen; char aMapName[255]; // Map | string | Map the server has currently loaded. uint8_t aMapNameLen; char aGameDir[255]; // Folder | string | Name of the folder containing the game files. uint8_t aGameDirLen; char aGameDescription[255]; // Game | string | Full name of the game. uint8_t aGameDescriptionLen; uint16_t iSteamAppID; // ID | short | Steam Application ID of game. uint8_t nNumClients = 0; // Players | byte | Number of players on the server. uint8_t nMaxClients; // Max. Players | byte | Maximum number of players the server reports it can hold. uint8_t nFakeClients = 0; // Bots | byte | Number of bots on the server. uint8_t nServerType = 'd'; // Server type | byte | Indicates the type of server: 'd' for a dedicated server, 'l' for a non-dedicated server, 'p' for a SourceTV relay (proxy) uint8_t nEnvironment = 'l'; // Environment | byte | Indicates the operating system of the server: 'l' for Linux, 'w' for Windows, 'm' or 'o' for Mac (the code changed after L4D1) uint8_t nPassword; // Visibility | byte | Indicates whether the server requires a password: 0 for public, 1 for private uint8_t bIsSecure; // VAC | byte | Specifies whether the server uses VAC: 0 for unsecured, 1 for secured char aVersion[40]; // Version | string | Version of the game installed on the server. uint8_t aVersionLen; uint8_t nNewFlags = 0; // Extra Data Flag (EDF) | byte | If present, this specifies which additional data fields will be included. uint16_t iUDPPort; // EDF & 0x80 -> Port | short | The server's game port number. uint64_t iSteamID; // EDF & 0x10 -> SteamID | long long | Server's SteamID. uint16_t iHLTVUDPPort; // EDF & 0x40 -> Port | short | Spectator port number for SourceTV. char aHLTVName[255]; // EDF & 0x40 -> Name | string | Name of the spectator server for SourceTV. uint8_t aHLTVNameLen; char aKeywords[255]; // EDF & 0x20 -> Keywords | string | Tags that describe the game according to the server (for future use.) (sv_tags) uint8_t aKeywordsLen; uint64_t iGameID; // EDF & 0x01 -> GameID | long long | The server's 64-bit GameID. If this is present, a more accurate AppID is present in the low 24 bits. The earlier AppID could have been truncated as it was forced into 16-bit storage. } info; uint8_t info_cache[sizeof(CInfo)] = {0xFF, 0xFF, 0xFF, 0xFF, 'I'}; uint16_t info_cache_len; } g_QueryCache; class CBaseClient; class CBaseServer; typedef enum EAuthProtocol { k_EAuthProtocolWONCertificate = 1, k_EAuthProtocolHashedCDKey = 2, k_EAuthProtocolSteam = 3, } EAuthProtocol; const char *CSteamID::Render() const { static char szSteamID[64]; V_snprintf(szSteamID, sizeof(szSteamID), "STEAM_0:%u:%u", (m_steamid.m_comp.m_unAccountID % 2) ? 1 : 0, (int32)m_steamid.m_comp.m_unAccountID/2); return szSteamID; } class CSteam3Server { public: ISteamGameServer *m_pSteamGameServer; void *m_pSteamGameServerUtils; void *m_pSteamGameServerNetworking; void *m_pSteamGameServerStats; void *m_pSteamHTTP; } *g_pSteam3Server; CBaseServer *g_pBaseServer = NULL; typedef CSteam3Server *(*Steam3ServerFunc)(); #ifndef WIN32 typedef void (*RejectConnectionFunc)(CBaseServer *, const netadr_t &address, int iClientChallenge, const char *pchReason); #else typedef void (__fastcall *RejectConnectionFunc)(CBaseServer *, void *, const netadr_t &address, int iClientChallenge, const char *pchReason); #endif #ifndef WIN32 typedef void (*SetSteamIDFunc)(CBaseClient *, const CSteamID &steamID); #else typedef void (__fastcall *SetSteamIDFunc)(CBaseClient *, void *, const CSteamID &steamID); #endif Steam3ServerFunc g_pSteam3ServerFunc = NULL; RejectConnectionFunc g_pRejectConnectionFunc = NULL; SetSteamIDFunc g_pSetSteamIDFunc = NULL; CSteam3Server *Steam3Server() { if(!g_pSteam3ServerFunc) return NULL; return g_pSteam3ServerFunc(); } void RejectConnection(const netadr_t &address, int iClientChallenge, const char *pchReason) { if(!g_pRejectConnectionFunc || !g_pBaseServer) return; #ifndef WIN32 g_pRejectConnectionFunc(g_pBaseServer, address, iClientChallenge, pchReason); #else g_pRejectConnectionFunc(g_pBaseServer, NULL, address, iClientChallenge, pchReason); #endif } void SetSteamID(CBaseClient *pClient, const CSteamID &steamID) { if(!pClient || !g_pSetSteamIDFunc) return; #ifndef WIN32 g_pSetSteamIDFunc(pClient, steamID); #else g_pSetSteamIDFunc(pClient, NULL, steamID); #endif } EBeginAuthSessionResult BeginAuthSession(const void *pAuthTicket, int cbAuthTicket, CSteamID steamID) { if(!g_pSteam3Server || !g_pSteam3Server->m_pSteamGameServer) return k_EBeginAuthSessionResultOK; return g_pSteam3Server->m_pSteamGameServer->BeginAuthSession(pAuthTicket, cbAuthTicket, steamID); } void EndAuthSession(CSteamID steamID) { if(!g_pSteam3Server || !g_pSteam3Server->m_pSteamGameServer) return; g_pSteam3Server->m_pSteamGameServer->EndAuthSession(steamID); } bool BLoggedOn() { if(!g_pSteam3Server || !g_pSteam3Server->m_pSteamGameServer) return false; return g_pSteam3Server->m_pSteamGameServer->BLoggedOn(); } bool BSecure() { if(!g_pSteam3Server || !g_pSteam3Server->m_pSteamGameServer) return false; return g_pSteam3Server->m_pSteamGameServer->BSecure(); } CDetour *g_Detour_CBaseServer__ConnectClient = NULL; CDetour *g_Detour_CBaseServer__RejectConnection = NULL; CDetour *g_Detour_CBaseServer__CheckChallengeType = NULL; CDetour *g_Detour_CBaseServer__InactivateClients = NULL; CDetour *g_Detour_CSteam3Server__OnValidateAuthTicketResponse = NULL; class ConnectClientStorage { public: void* pThis; netadr_t address; int nProtocol; int iChallenge; int iClientChallenge; int nAuthProtocol; char pchName[256]; char pchPassword[256]; char pCookie[256]; int cbCookie; IClient *pClient; uint64 ullSteamID; ValidateAuthTicketResponse_t ValidateAuthTicketResponse; bool GotValidateAuthTicketResponse; bool SteamLegal; bool SteamAuthFailed; ConnectClientStorage() { } ConnectClientStorage(netadr_t address, int nProtocol, int iChallenge, int iClientChallenge, int nAuthProtocol, const char *pchName, const char *pchPassword, const char *pCookie, int cbCookie) { this->address = address; this->nProtocol = nProtocol; this->iChallenge = iChallenge; this->iClientChallenge = iClientChallenge; this->nAuthProtocol = nAuthProtocol; strlcpy(this->pchName, pchName, sizeof(this->pchName)); strlcpy(this->pchPassword, pchPassword, sizeof(this->pchPassword)); strlcpy(this->pCookie, pCookie, sizeof(this->pCookie)); this->cbCookie = cbCookie; this->pClient = NULL; this->GotValidateAuthTicketResponse = false; this->SteamLegal = false; this->SteamAuthFailed = false; } }; StringHashMap g_ConnectClientStorage; bool g_bEndAuthSessionOnRejectConnection = false; CSteamID g_lastClientSteamID; bool g_bSuppressCheckChallengeType = false; DETOUR_DECL_MEMBER1(CSteam3Server__OnValidateAuthTicketResponse, int, ValidateAuthTicketResponse_t *, pResponse) { char aSteamID[32]; strlcpy(aSteamID, pResponse->m_SteamID.Render(), sizeof(aSteamID)); bool SteamLegal = pResponse->m_eAuthSessionResponse == k_EAuthSessionResponseOK; bool force = g_SvNoSteam.GetInt() || g_SvForceSteam.GetInt() || !BLoggedOn(); if (g_SvLogging.GetInt()) g_pSM->LogMessage(myself, "%s SteamLegal: %d (%d)", aSteamID, SteamLegal, pResponse->m_eAuthSessionResponse); if(!SteamLegal && force) pResponse->m_eAuthSessionResponse = k_EAuthSessionResponseOK; ConnectClientStorage Storage; if(g_ConnectClientStorage.retrieve(aSteamID, &Storage)) { if(!Storage.GotValidateAuthTicketResponse) { Storage.GotValidateAuthTicketResponse = true; Storage.ValidateAuthTicketResponse = *pResponse; Storage.SteamLegal = SteamLegal; g_ConnectClientStorage.replace(aSteamID, Storage); } } return DETOUR_MEMBER_CALL(CSteam3Server__OnValidateAuthTicketResponse)(pResponse); } DETOUR_DECL_MEMBER9(CBaseServer__ConnectClient, IClient *, netadr_t &, address, int, nProtocol, int, iChallenge, int, iClientChallenge, int, nAuthProtocol, const char *, pchName, const char *, pchPassword, const char *, pCookie, int, cbCookie) { if(nAuthProtocol != k_EAuthProtocolSteam) { // This is likely a SourceTV client, we don't want to interfere here. return DETOUR_MEMBER_CALL(CBaseServer__ConnectClient)(address, nProtocol, iChallenge, iClientChallenge, nAuthProtocol, pchName, pchPassword, pCookie, cbCookie); } g_pBaseServer = (CBaseServer *)this; if(pCookie == NULL || (size_t)cbCookie < sizeof(uint64)) { RejectConnection(address, iClientChallenge, "#GameUI_ServerRejectInvalidSteamCertLen"); return NULL; } char ipString[32]; V_snprintf(ipString, sizeof(ipString), "%u.%u.%u.%u", address.ip[0], address.ip[1], address.ip[2], address.ip[3]); char passwordBuffer[255]; strlcpy(passwordBuffer, pchPassword, sizeof(passwordBuffer)); uint64 ullSteamID = *(uint64 *)pCookie; void *pvTicket = (void *)((intptr_t)pCookie + sizeof(uint64)); int cbTicket = cbCookie - sizeof(uint64); g_bEndAuthSessionOnRejectConnection = true; g_lastClientSteamID = CSteamID(ullSteamID); char aSteamID[32]; strlcpy(aSteamID, g_lastClientSteamID.Render(), sizeof(aSteamID)); // If client is in async state remove the old object and fake an async retVal // This can happen if the async ClientPreConnectEx takes too long to be called // and the client auto-retries. bool AsyncWaiting = false; bool ExistingSteamid = false; ConnectClientStorage Storage(address, nProtocol, iChallenge, iClientChallenge, nAuthProtocol, pchName, pchPassword, pCookie, cbCookie); if(g_ConnectClientStorage.retrieve(aSteamID, &Storage)) { ExistingSteamid = true; g_ConnectClientStorage.remove(aSteamID); EndAuthSession(g_lastClientSteamID); // Only wait for async on auto-retry, manual retries should go through the full chain // Don't want to leave the client waiting forever if something breaks in the async forward if(Storage.iClientChallenge == iClientChallenge) AsyncWaiting = true; } bool NoSteam = g_SvNoSteam.GetInt() || !BLoggedOn(); bool SteamAuthFailed = false; EBeginAuthSessionResult result = BeginAuthSession(pvTicket, cbTicket, g_lastClientSteamID); if(result != k_EBeginAuthSessionResultOK) { if(!NoSteam) { RejectConnection(address, iClientChallenge, "#GameUI_ServerRejectSteam"); return NULL; } Storage.SteamAuthFailed = SteamAuthFailed = true; } if(ExistingSteamid && !AsyncWaiting) { // Another player trying to spoof a Steam ID or game crashed? if(memcmp(address.ip, Storage.address.ip, sizeof(address.ip)) != 0) { // Reject NoSteam players if(SteamAuthFailed) { RejectConnection(address, iClientChallenge, "Steam ID already in use."); return NULL; } // Kick existing player if(Storage.pClient) { Storage.pClient->Disconnect("Same Steam ID connected."); } else { RejectConnection(address, iClientChallenge, "Please try again later."); return NULL; } } } char rejectReason[255]; cell_t retVal = 1; if(AsyncWaiting) retVal = -1; // Fake async return code when waiting for async call else { g_pConnectForward->PushString(pchName); g_pConnectForward->PushStringEx(passwordBuffer, sizeof(passwordBuffer), SM_PARAM_STRING_UTF8 | SM_PARAM_STRING_COPY, SM_PARAM_COPYBACK); g_pConnectForward->PushString(ipString); g_pConnectForward->PushString(aSteamID); g_pConnectForward->PushStringEx(rejectReason, sizeof(rejectReason), SM_PARAM_STRING_UTF8 | SM_PARAM_STRING_COPY, SM_PARAM_COPYBACK); g_pConnectForward->Execute(&retVal); pchPassword = passwordBuffer; } if (g_SvLogging.GetInt()) g_pSM->LogMessage(myself, "%s SteamAuthFailed: %d (%d) | retVal = %d", aSteamID, SteamAuthFailed, result, retVal); // k_OnClientPreConnectEx_Reject if(retVal == 0) { g_ConnectClientStorage.remove(aSteamID); RejectConnection(address, iClientChallenge, rejectReason); return NULL; } Storage.pThis = this; Storage.ullSteamID = ullSteamID; Storage.SteamAuthFailed = SteamAuthFailed; if(!g_ConnectClientStorage.replace(aSteamID, Storage)) { RejectConnection(address, iClientChallenge, "Internal error."); return NULL; } // k_OnClientPreConnectEx_Async if(retVal == -1) { return NULL; } // k_OnClientPreConnectEx_Accept g_bSuppressCheckChallengeType = true; IClient *pClient = DETOUR_MEMBER_CALL(CBaseServer__ConnectClient)(address, nProtocol, iChallenge, iClientChallenge, nAuthProtocol, pchName, pchPassword, pCookie, cbCookie); if(pClient) strlcpy(g_ClientSteamIDMap[pClient->GetPlayerSlot() + 1], aSteamID, sizeof(*g_ClientSteamIDMap)); Storage.pClient = pClient; g_ConnectClientStorage.replace(aSteamID, Storage); if(pClient && SteamAuthFailed) { ValidateAuthTicketResponse_t Response; Response.m_SteamID = g_lastClientSteamID; Response.m_eAuthSessionResponse = k_EAuthSessionResponseAuthTicketInvalid; Response.m_OwnerSteamID = Response.m_SteamID; DETOUR_MEMBER_MCALL_CALLBACK(CSteam3Server__OnValidateAuthTicketResponse, g_pSteam3Server)(&Response); } return pClient; } DETOUR_DECL_MEMBER3(CBaseServer__RejectConnection, void, netadr_t &, address, int, iClientChallenge, const char *, pchReason) { if(g_bEndAuthSessionOnRejectConnection) { EndAuthSession(g_lastClientSteamID); g_bEndAuthSessionOnRejectConnection = false; } return DETOUR_MEMBER_CALL(CBaseServer__RejectConnection)(address, iClientChallenge, pchReason); } DETOUR_DECL_MEMBER7(CBaseServer__CheckChallengeType, bool, CBaseClient *, pClient, int, nUserID, netadr_t &, address, int, nAuthProtocol, const char *, pCookie, int, cbCookie, int, iClientChallenge) { if(g_bSuppressCheckChallengeType) { g_bEndAuthSessionOnRejectConnection = false; SetSteamID(pClient, g_lastClientSteamID); g_bSuppressCheckChallengeType = false; return true; } return DETOUR_MEMBER_CALL(CBaseServer__CheckChallengeType)(pClient, nUserID, address, nAuthProtocol, pCookie, cbCookie, iClientChallenge); } DETOUR_DECL_MEMBER0(CBaseServer__InactivateClients, void) { for(int slot = 0; slot < iserver->GetClientCount(); slot++) { int client = slot + 1; IClient *pClient = iserver->GetClient(slot); if(!pClient) continue; // Disconnect all fake clients manually before the engine just nukes them. if(pClient->IsFakeClient() && !pClient->IsHLTV()) { pClient->Disconnect(""); } } return DETOUR_MEMBER_CALL(CBaseServer__InactivateClients)(); } void UpdateQueryCache() { CQueryCache::CInfo &info = g_QueryCache.info; info.aHostNameLen = strlcpy(info.aHostName, iserver->GetName(), sizeof(info.aHostName)); info.aMapNameLen = strlcpy(info.aMapName, iserver->GetMapName(), sizeof(info.aMapName)); info.aGameDescriptionLen = strlcpy(info.aGameDescription, gamedll->GetGameDescription(), sizeof(info.aGameDescription)); if(g_pSvVisibleMaxPlayers->GetInt() >= 0) info.nMaxClients = g_pSvVisibleMaxPlayers->GetInt(); else info.nMaxClients = iserver->GetMaxClients(); info.nPassword = iserver->GetPassword() ? 1 : 0; info.bIsSecure = BSecure(); if(!(info.nNewFlags & 0x10) && engine->GetGameServerSteamID()) { info.iSteamID = engine->GetGameServerSteamID()->ConvertToUint64(); info.nNewFlags |= 0x10; } if(!(info.nNewFlags & 0x40) && hltvdirector->IsActive()) // tv_name can't change anymore { hltv = hltvdirector->GetHLTVServer(); if(hltv) { IServer *ihltvserver = hltv->GetBaseServer(); if(ihltvserver) { info.iHLTVUDPPort = ihltvserver->GetUDPPort(); info.aHLTVNameLen = strlcpy(info.aHLTVName, ihltvserver->GetName(), sizeof(info.aHLTVName)); info.nNewFlags |= 0x40; } } } info.aKeywordsLen = strlcpy(info.aKeywords, g_pSvTags->GetString(), sizeof(info.aKeywords)); if(info.aKeywordsLen) info.nNewFlags |= 0x20; else info.nNewFlags &= ~0x20; uint8_t *info_cache = g_QueryCache.info_cache; uint16_t pos = 5; // header: FF FF FF FF I info_cache[pos++] = info.nProtocol; memcpy(&info_cache[pos], info.aHostName, info.aHostNameLen + 1); pos += info.aHostNameLen + 1; memcpy(&info_cache[pos], info.aMapName, info.aMapNameLen + 1); pos += info.aMapNameLen + 1; memcpy(&info_cache[pos], info.aGameDir, info.aGameDirLen + 1); pos += info.aGameDirLen + 1; memcpy(&info_cache[pos], info.aGameDescription, info.aGameDescriptionLen + 1); pos += info.aGameDescriptionLen + 1; *(uint16_t *)&info_cache[pos] = info.iSteamAppID; pos += 2; info_cache[pos++] = info.nNumClients; info_cache[pos++] = info.nMaxClients; info_cache[pos++] = 0;//info.nFakeClients; info_cache[pos++] = info.nServerType; info_cache[pos++] = info.nEnvironment; info_cache[pos++] = info.nPassword; info_cache[pos++] = info.bIsSecure; memcpy(&info_cache[pos], info.aVersion, info.aVersionLen + 1); pos += info.aVersionLen + 1; info_cache[pos++] = info.nNewFlags; if(info.nNewFlags & 0x80) { *(uint16_t *)&info_cache[pos] = info.iUDPPort; pos += 2; } if(info.nNewFlags & 0x10) { *(uint64_t *)&info_cache[pos] = info.iSteamID; pos += 8; } if(info.nNewFlags & 0x40) { *(uint16_t *)&info_cache[pos] = info.iHLTVUDPPort; pos += 2; memcpy(&info_cache[pos], info.aHLTVName, info.aHLTVNameLen + 1); pos += info.aHLTVNameLen + 1; } if(info.nNewFlags & 0x20) { memcpy(&info_cache[pos], info.aKeywords, info.aKeywordsLen + 1); pos += info.aKeywordsLen + 1; } if(info.nNewFlags & 0x01) { *(uint64_t *)&info_cache[pos] = info.iGameID; pos += 8; } g_QueryCache.info_cache_len = pos; } bool Hook_ProcessConnectionlessPacket(netpacket_t * packet) { if(packet->size == 25 && packet->data[4] == 'T') { if(!CIPRateLimit__CheckIP(s_queryRateChecker, packet->from)) RETURN_META_VALUE(MRES_SUPERCEDE, false); sockaddr_in to; to.sin_family = AF_INET; to.sin_port = packet->from.port; to.sin_addr.s_addr = *(int32_t *)&packet->from.ip; sendto(g_ServerUDPSocket, g_QueryCache.info_cache, g_QueryCache.info_cache_len, 0, (sockaddr *)&to, sizeof(to)); RETURN_META_VALUE(MRES_SUPERCEDE, true); } if((packet->size == 5 || packet->size == 9) && packet->data[4] == 'U') { if(!CIPRateLimit__CheckIP(s_queryRateChecker, packet->from)) RETURN_META_VALUE(MRES_SUPERCEDE, false); sockaddr_in to; to.sin_family = AF_INET; to.sin_port = packet->from.port; to.sin_addr.s_addr = *(int32_t *)&packet->from.ip; int32_t challengeNr = -1; if(packet->size == 9) challengeNr = *(int32_t *)&packet->data[5]; /* This is a complete nonsense challenge as the client can easily break it. * The point of this challenge is to stop spoofed source DDoS reflection attacks, * so it doesn't really matter if one single server out of thousands doesn't * implement this correctly. If you do happen to use this on thousands of servers * though then please do implement it correctly. */ int32_t realChallengeNr = *(int32_t *)&packet->from.ip ^ 0x55AADD88; if(challengeNr != realChallengeNr) { uint8_t response[9] = {0xFF, 0xFF, 0xFF, 0xFF, 'A'}; *(int32_t *)&response[5] = realChallengeNr; sendto(g_ServerUDPSocket, response, sizeof(response), 0, (sockaddr *)&to, sizeof(to)); RETURN_META_VALUE(MRES_SUPERCEDE, true); } uint8_t response[4+1+1+SM_MAXPLAYERS*(1+MAX_PLAYER_NAME_LENGTH+4+4)] = {0xFF, 0xFF, 0xFF, 0xFF, 'D', 0}; short pos = 6; for(int i = 1; i <= SM_MAXPLAYERS; i++) { const CQueryCache::CPlayer &player = g_QueryCache.players[i]; if(!player.active) continue; response[pos++] = response[5]; // Index | byte | Index of player chunk starting from 0. response[5]++; // Players | byte | Number of players whose information was gathered. memcpy(&response[pos], player.name, player.nameLen + 1); // Name | string | Name of the player. pos += player.nameLen + 1; *(int32_t *)&response[pos] = player.score; // Score | long | Player's score (usually "frags" or "kills".) pos += 4; *(float *)&response[pos] = *net_time - player.time; // Duration | float | Time (in seconds) player has been connected to the server. pos += 4; } sendto(g_ServerUDPSocket, response, pos, 0, (sockaddr *)&to, sizeof(to)); RETURN_META_VALUE(MRES_SUPERCEDE, true); } RETURN_META_VALUE(MRES_IGNORED, false); } bool Connect::SDK_OnLoad(char *error, size_t maxlen, bool late) { char conf_error[255] = ""; if(!gameconfs->LoadGameConfigFile("connect2.games", &g_pGameConf, conf_error, sizeof(conf_error))) { if(conf_error[0]) { snprintf(error, maxlen, "Could not read connect2.games.txt: %s\n", conf_error); } return false; } if(!g_pGameConf->GetMemSig("CBaseServer__RejectConnection", (void **)(&g_pRejectConnectionFunc)) || !g_pRejectConnectionFunc) { snprintf(error, maxlen, "Failed to find CBaseServer__RejectConnection function.\n"); return false; } if(!g_pGameConf->GetMemSig("CBaseClient__SetSteamID", (void **)(&g_pSetSteamIDFunc)) || !g_pSetSteamIDFunc) { snprintf(error, maxlen, "Failed to find CBaseClient__SetSteamID function.\n"); return false; } #ifndef WIN32 if(!g_pGameConf->GetMemSig("Steam3Server", (void **)(&g_pSteam3ServerFunc)) || !g_pSteam3ServerFunc) { snprintf(error, maxlen, "Failed to find Steam3Server function.\n"); return false; } #else void *address; if(!g_pGameConf->GetMemSig("CBaseServer__CheckMasterServerRequestRestart", &address) || !address) { snprintf(error, maxlen, "Failed to find CBaseServer__CheckMasterServerRequestRestart function.\n"); return false; } //META_CONPRINTF("CheckMasterServerRequestRestart: %p\n", address); address = (void *)((intptr_t)address + 1); // Skip CALL opcode intptr_t offset = (intptr_t)(*(void **)address); // Get offset g_pSteam3ServerFunc = (Steam3ServerFunc)((intptr_t)address + offset + sizeof(intptr_t)); //META_CONPRINTF("Steam3Server: %p\n", g_pSteam3ServerFunc); #endif g_pSteam3Server = Steam3Server(); if(!g_pSteam3Server) { snprintf(error, maxlen, "Unable to get Steam3Server singleton.\n"); return false; } /* META_CONPRINTF("ISteamGameServer: %p\n", g_pSteam3Server->m_pSteamGameServer); META_CONPRINTF("ISteamUtils: %p\n", g_pSteam3Server->m_pSteamGameServerUtils); META_CONPRINTF("ISteamMasterServerUpdater: %p\n", g_pSteam3Server->m_pSteamMasterServerUpdater); META_CONPRINTF("ISteamNetworking: %p\n", g_pSteam3Server->m_pSteamGameServerNetworking); META_CONPRINTF("ISteamGameServerStats: %p\n", g_pSteam3Server->m_pSteamGameServerStats); */ if(!g_pGameConf->GetMemSig("s_queryRateChecker", &s_queryRateChecker) || !s_queryRateChecker) { snprintf(error, maxlen, "Failed to find s_queryRateChecker address.\n"); return false; } if(!g_pGameConf->GetMemSig("CIPRateLimit__CheckIP", (void **)&CIPRateLimit__CheckIP) || !CIPRateLimit__CheckIP) { snprintf(error, maxlen, "Failed to find CIPRateLimit::CheckIP address.\n"); return false; } if(!g_pGameConf->GetMemSig("CBaseServer__ValidChallenge", (void **)&CBaseServer__ValidChallenge) || !CBaseServer__ValidChallenge) { snprintf(error, maxlen, "Failed to find CBaseServer::ValidChallenge address.\n"); return false; } if(!g_pGameConf->GetMemSig("net_sockets", (void **)&net_sockets) || !net_sockets) { snprintf(error, maxlen, "Failed to find net_sockets address.\n"); return false; } if(!g_pGameConf->GetMemSig("net_time", (void **)&net_time) || !net_time) { snprintf(error, maxlen, "Failed to find net_time address.\n"); return false; } CDetourManager::Init(g_pSM->GetScriptingEngine(), g_pGameConf); g_Detour_CBaseServer__ConnectClient = DETOUR_CREATE_MEMBER(CBaseServer__ConnectClient, "CBaseServer__ConnectClient"); if(!g_Detour_CBaseServer__ConnectClient) { snprintf(error, maxlen, "Failed to detour CBaseServer__ConnectClient.\n"); return false; } g_Detour_CBaseServer__ConnectClient->EnableDetour(); g_Detour_CBaseServer__RejectConnection = DETOUR_CREATE_MEMBER(CBaseServer__RejectConnection, "CBaseServer__RejectConnection"); if(!g_Detour_CBaseServer__RejectConnection) { snprintf(error, maxlen, "Failed to detour CBaseServer__RejectConnection.\n"); return false; } g_Detour_CBaseServer__RejectConnection->EnableDetour(); g_Detour_CBaseServer__CheckChallengeType = DETOUR_CREATE_MEMBER(CBaseServer__CheckChallengeType, "CBaseServer__CheckChallengeType"); if(!g_Detour_CBaseServer__CheckChallengeType) { snprintf(error, maxlen, "Failed to detour CBaseServer__CheckChallengeType.\n"); return false; } g_Detour_CBaseServer__CheckChallengeType->EnableDetour(); g_Detour_CBaseServer__InactivateClients = DETOUR_CREATE_MEMBER(CBaseServer__InactivateClients, "CBaseServer__InactivateClients"); if(!g_Detour_CBaseServer__InactivateClients) { snprintf(error, maxlen, "Failed to detour CBaseServer__InactivateClients.\n"); return false; } g_Detour_CBaseServer__InactivateClients->EnableDetour(); g_Detour_CSteam3Server__OnValidateAuthTicketResponse = DETOUR_CREATE_MEMBER(CSteam3Server__OnValidateAuthTicketResponse, "CSteam3Server__OnValidateAuthTicketResponse"); if(!g_Detour_CSteam3Server__OnValidateAuthTicketResponse) { snprintf(error, maxlen, "Failed to detour CSteam3Server__OnValidateAuthTicketResponse.\n"); return false; } g_Detour_CSteam3Server__OnValidateAuthTicketResponse->EnableDetour(); g_pConnectForward = g_pForwards->CreateForward("OnClientPreConnectEx", ET_LowEvent, 5, NULL, Param_String, Param_String, Param_String, Param_String, Param_String); g_pGameEvents->AddListener(&g_ConnectEvents, "player_connect", true); g_pGameEvents->AddListener(&g_ConnectEvents, "player_disconnect", true); g_pGameEvents->AddListener(&g_ConnectEvents, "player_changename", true); playerhelpers->AddClientListener(this); return true; } bool Connect::SDK_OnMetamodLoad(ISmmAPI *ismm, char *error, size_t maxlen, bool late) { GET_V_IFACE_CURRENT(GetEngineFactory, engine, IVEngineServer, INTERFACEVERSION_VENGINESERVER); GET_V_IFACE_ANY(GetServerFactory, gamedll, IServerGameDLL, INTERFACEVERSION_SERVERGAMEDLL); GET_V_IFACE_CURRENT(GetEngineFactory, g_pGameEvents, IGameEventManager2, INTERFACEVERSION_GAMEEVENTSMANAGER2); GET_V_IFACE_CURRENT(GetEngineFactory, g_pCVar, ICvar, CVAR_INTERFACE_VERSION); GET_V_IFACE_CURRENT(GetServerFactory, hltvdirector, IHLTVDirector, INTERFACEVERSION_HLTVDIRECTOR); gpGlobals = ismm->GetCGlobals(); ConVar_Register(0, this); g_pSvVisibleMaxPlayers = g_pCVar->FindVar("sv_visiblemaxplayers"); g_pSvTags = g_pCVar->FindVar("sv_tags"); return true; } void Connect::SDK_OnUnload() { if(g_pConnectForward) g_pForwards->ReleaseForward(g_pConnectForward); if(g_Detour_CBaseServer__ConnectClient) { g_Detour_CBaseServer__ConnectClient->Destroy(); g_Detour_CBaseServer__ConnectClient = NULL; } if(g_Detour_CBaseServer__RejectConnection) { g_Detour_CBaseServer__RejectConnection->Destroy(); g_Detour_CBaseServer__RejectConnection = NULL; } if(g_Detour_CBaseServer__CheckChallengeType) { g_Detour_CBaseServer__CheckChallengeType->Destroy(); g_Detour_CBaseServer__CheckChallengeType = NULL; } if(g_Detour_CBaseServer__InactivateClients) { g_Detour_CBaseServer__InactivateClients->Destroy(); g_Detour_CBaseServer__InactivateClients = NULL; } if(g_Detour_CSteam3Server__OnValidateAuthTicketResponse) { g_Detour_CSteam3Server__OnValidateAuthTicketResponse->Destroy(); g_Detour_CSteam3Server__OnValidateAuthTicketResponse = NULL; } g_pGameEvents->RemoveListener(&g_ConnectEvents); playerhelpers->RemoveClientListener(this); if(g_pConnectTimer) timersys->KillTimer(g_pConnectTimer); gameconfs->CloseGameConfigFile(g_pGameConf); } bool Connect::RegisterConCommandBase(ConCommandBase *pVar) { /* Always call META_REGCVAR instead of going through the engine. */ return META_REGCVAR(pVar); } cell_t ClientPreConnectEx(IPluginContext *pContext, const cell_t *params) { char *pSteamID; pContext->LocalToString(params[1], &pSteamID); int retVal = params[2]; char *rejectReason; pContext->LocalToString(params[3], &rejectReason); ConnectClientStorage Storage; if(!g_ConnectClientStorage.retrieve(pSteamID, &Storage)) return 1; if(retVal == 0) { RejectConnection(Storage.address, Storage.iClientChallenge, rejectReason); return 0; } g_bSuppressCheckChallengeType = true; IClient *pClient = DETOUR_MEMBER_MCALL_ORIGINAL(CBaseServer__ConnectClient, Storage.pThis)(Storage.address, Storage.nProtocol, Storage.iChallenge, Storage.iClientChallenge, Storage.nAuthProtocol, Storage.pchName, Storage.pchPassword, Storage.pCookie, Storage.cbCookie); if(!pClient) return 1; bool force = g_SvNoSteam.GetInt() || g_SvForceSteam.GetInt() || !BLoggedOn(); if(Storage.SteamAuthFailed && force && !Storage.GotValidateAuthTicketResponse) { if (g_SvLogging.GetInt()) g_pSM->LogMessage(myself, "%s Force ValidateAuthTicketResponse", pSteamID); Storage.ValidateAuthTicketResponse.m_SteamID = CSteamID(Storage.ullSteamID); Storage.ValidateAuthTicketResponse.m_eAuthSessionResponse = k_EAuthSessionResponseOK; Storage.ValidateAuthTicketResponse.m_OwnerSteamID = Storage.ValidateAuthTicketResponse.m_SteamID; Storage.GotValidateAuthTicketResponse = true; } // Make sure this is always called in order to verify the client on the server if(Storage.GotValidateAuthTicketResponse) { if (g_SvLogging.GetInt()) g_pSM->LogMessage(myself, "%s Replay ValidateAuthTicketResponse", pSteamID); DETOUR_MEMBER_MCALL_ORIGINAL(CSteam3Server__OnValidateAuthTicketResponse, g_pSteam3Server)(&Storage.ValidateAuthTicketResponse); } return 0; } cell_t SteamClientAuthenticated(IPluginContext *pContext, const cell_t *params) { char *pSteamID; pContext->LocalToString(params[1], &pSteamID); ConnectClientStorage Storage; if(g_ConnectClientStorage.retrieve(pSteamID, &Storage)) { if (g_SvLogging.GetInt()) g_pSM->LogMessage(myself, "%s SteamClientAuthenticated: %d", pSteamID, Storage.SteamLegal); return Storage.SteamLegal; } if (g_SvLogging.GetInt()) g_pSM->LogMessage(myself, "%s SteamClientAuthenticated: FALSE!", pSteamID); return false; } const sp_nativeinfo_t MyNatives[] = { { "ClientPreConnectEx", ClientPreConnectEx }, { "SteamClientAuthenticated", SteamClientAuthenticated }, { NULL, NULL } }; void Connect::SDK_OnAllLoaded() { sharesys->AddNatives(myself, MyNatives); SM_GET_LATE_IFACE(SDKTOOLS, g_pSDKTools); iserver = g_pSDKTools->GetIServer(); if (!iserver) { smutils->LogError(myself, "Failed to get IServer interface from SDKTools!"); return; } int offset; if (g_pGameConf->GetOffset("CBaseServer__m_Socket", &offset)) { int socknum = *((uint8_t *)iserver + offset); g_ServerUDPSocket = (*net_sockets)[socknum].hUDP; } else { smutils->LogError(myself, "Failed to find CBaseServer::m_Socket offset."); return; } if (g_pGameConf->GetOffset("IServer__ProcessConnectionlessPacket", &offset)) { SH_MANUALHOOK_RECONFIGURE(ProcessConnectionlessPacket, offset, 0, 0); SH_ADD_MANUALHOOK(ProcessConnectionlessPacket, iserver, SH_STATIC(Hook_ProcessConnectionlessPacket), false); } else { smutils->LogError(myself, "Failed to find IServer::ProcessConnectionlessPacket offset."); return; } g_pConnectTimer = timersys->CreateTimer(&g_ConnectTimer, 1.0, NULL, TIMER_FLAG_REPEAT); // A2S_INFO CQueryCache::CInfo &info = g_QueryCache.info; info.aGameDirLen = strlcpy(info.aGameDir, smutils->GetGameFolderName(), sizeof(info.aGameDir)); info.iSteamAppID = engine->GetAppID(); info.aVersionLen = snprintf(info.aVersion, sizeof(info.aVersion), "%d", engine->GetServerVersion()); info.iUDPPort = iserver->GetUDPPort(); info.nNewFlags |= 0x80; info.iGameID = info.iSteamAppID; info.nNewFlags |= 0x01; UpdateQueryCache(); // A2S_PLAYER for(int slot = 0; slot < iserver->GetClientCount(); slot++) { int client = slot + 1; IClient *pClient = iserver->GetClient(slot); if(!pClient) continue; CQueryCache::CPlayer &player = g_QueryCache.players[client]; IGamePlayer *gplayer = playerhelpers->GetGamePlayer(client); if(!player.active) { g_QueryCache.info.nNumClients++; if(pClient->IsFakeClient() && !pClient->IsHLTV() && (!gplayer || (gplayer->IsConnected() && !gplayer->IsSourceTV()))) { g_QueryCache.info.nFakeClients++; player.fake = true; } } player.active = true; player.pClient = pClient; player.nameLen = strlcpy(player.name, pClient->GetClientName(), sizeof(player.name)); INetChannelInfo *netinfo = (INetChannelInfo *)player.pClient->GetNetChannel(); if(netinfo) player.time = *net_time - netinfo->GetTimeConnected(); else player.time = 0; if(gplayer && gplayer->IsConnected()) { IPlayerInfo *info = gplayer->GetPlayerInfo(); if(info) player.score = info->GetFragCount(); else player.score = 0; } g_UserIDtoClientMap[pClient->GetUserID()] = client; } } void Connect::OnClientSettingsChanged(int client) { if(client >= 1 && client <= SM_MAXPLAYERS) { CQueryCache::CPlayer &player = g_QueryCache.players[client]; if(player.active && player.pClient) player.nameLen = strlcpy(player.name, player.pClient->GetClientName(), sizeof(player.name)); } } void Connect::OnClientPutInServer(int client) { if(client >= 1 && client <= SM_MAXPLAYERS) { CQueryCache::CPlayer &player = g_QueryCache.players[client]; IGamePlayer *gplayer = playerhelpers->GetGamePlayer(client); if(player.active && player.fake && gplayer->IsSourceTV()) { player.fake = false; g_QueryCache.info.nFakeClients--; } } } void Connect::OnTimer() { for(int client = 1; client <= SM_MAXPLAYERS; client++) { CQueryCache::CPlayer &player = g_QueryCache.players[client]; if(!player.active) continue; IGamePlayer *gplayer = playerhelpers->GetGamePlayer(client); if(!gplayer || !gplayer->IsConnected()) continue; IPlayerInfo *info = gplayer->GetPlayerInfo(); if(info) player.score = info->GetFragCount(); } UpdateQueryCache(); } void ConnectEvents::FireGameEvent(IGameEvent *event) { const char *name = event->GetName(); if(strcmp(name, "player_connect") == 0) { const int client = event->GetInt("index") + 1; const int userid = event->GetInt("userid"); const bool bot = event->GetBool("bot"); const char *name = event->GetString("name"); if (g_SvLogging.GetInt()) g_pSM->LogMessage(myself, "player_connect(client=%d, userid=%d, bot=%d, name=%s)", client, userid, bot, name); if(client >= 1 && client <= SM_MAXPLAYERS) { CQueryCache::CPlayer &player = g_QueryCache.players[client]; player.active = true; player.fake = false; player.pClient = iserver->GetClient(client - 1); g_QueryCache.info.nNumClients++; if(bot) { player.fake = true; g_QueryCache.info.nFakeClients++; } player.time = *net_time; player.score = 0; player.nameLen = strlcpy(player.name, player.pClient->GetClientName(), sizeof(player.name)); g_UserIDtoClientMap[userid] = client; if (g_SvLogging.GetInt()) g_pSM->LogMessage(myself, "\tCPlayer(active=%d, fake=%d, pClient=%p, name=%s)", player.active, player.fake, player.pClient, player.name); } } else if(strcmp(name, "player_disconnect") == 0) { const int userid = event->GetInt("userid"); const int client = g_UserIDtoClientMap[userid]; g_UserIDtoClientMap[userid] = 0; if (g_SvLogging.GetInt()) g_pSM->LogMessage(myself, "player_disconnect(userid=%d, client=%d)", userid, client); if(client >= 1 && client <= SM_MAXPLAYERS) { CQueryCache::CPlayer &player = g_QueryCache.players[client]; if (g_SvLogging.GetInt()) g_pSM->LogMessage(myself, "\tCPlayer(active=%d, fake=%d, pClient=%p, name=%s)", player.active, player.fake, player.pClient, player.name); if(player.active) { g_QueryCache.info.nNumClients--; if(player.fake) g_QueryCache.info.nFakeClients--; } player.active = false; player.pClient = NULL; } if(client >= 1 && client <= SM_MAXPLAYERS) { char *pSteamID = g_ClientSteamIDMap[client]; if(*pSteamID) { if (g_SvLogging.GetInt()) g_pSM->LogMessage(myself, "%s OnClientDisconnecting: %d", pSteamID, client); g_ConnectClientStorage.remove(pSteamID); *pSteamID = 0; } } } else if(strcmp(name, "player_changename") == 0) { const int userid = event->GetInt("userid"); const int client = g_UserIDtoClientMap[userid]; g_Connect.OnClientSettingsChanged(client); } } ResultType ConnectTimer::OnTimer(ITimer *pTimer, void *pData) { g_Connect.OnTimer(); return Pl_Continue; } void ConnectTimer::OnTimerEnd(ITimer *pTimer, void *pData) {}