65 lines
1.9 KiB
C++
65 lines
1.9 KiB
C++
#include "pch.h"
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#include "masterserver.h"
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#include "convar.h"
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#include "r2client.h"
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AUTOHOOK_INIT()
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ConVar* Cvar_ns_has_agreed_to_send_token;
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// mirrored in script
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const int NOT_DECIDED_TO_SEND_TOKEN = 0;
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const int AGREED_TO_SEND_TOKEN = 1;
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const int DISAGREED_TO_SEND_TOKEN = 2;
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// clang-format off
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AUTOHOOK(AuthWithStryder, engine.dll + 0x1843A0,
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void, __fastcall, (void* a1))
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// clang-format on
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{
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// game will call this forever, until it gets a valid auth key
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// so, we need to manually invalidate our key until we're authed with northstar, then we'll allow game to auth with stryder
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if (!g_pMasterServerManager->m_bOriginAuthWithMasterServerDone && Cvar_ns_has_agreed_to_send_token->GetInt() != DISAGREED_TO_SEND_TOKEN)
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{
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// if player has agreed to send token and we aren't already authing, try to auth
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if (Cvar_ns_has_agreed_to_send_token->GetInt() == AGREED_TO_SEND_TOKEN &&
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!g_pMasterServerManager->m_bOriginAuthWithMasterServerInProgress)
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g_pMasterServerManager->AuthenticateOriginWithMasterServer(R2::g_pLocalPlayerUserID, R2::g_pLocalPlayerOriginToken);
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// invalidate key so auth will fail
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*R2::g_pLocalPlayerOriginToken = 0;
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}
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AuthWithStryder(a1);
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}
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char* p3PToken;
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// clang-format off
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AUTOHOOK(Auth3PToken, engine.dll + 0x183760,
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char*, __fastcall, ())
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// clang-format on
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{
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if (g_pMasterServerManager->m_sOwnClientAuthToken[0])
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{
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memset(p3PToken, 0x0, 1024);
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strcpy(p3PToken, "Protocol 3: Protect the Pilot");
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}
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return Auth3PToken();
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}
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ON_DLL_LOAD_CLIENT_RELIESON("engine.dll", ClientAuthHooks, ConVar, (CModule module))
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{
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AUTOHOOK_DISPATCH()
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p3PToken = module.Offset(0x13979D80).As<char*>();
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// this cvar will save to cfg once initially agreed with
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Cvar_ns_has_agreed_to_send_token = new ConVar(
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"ns_has_agreed_to_send_token",
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"0",
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FCVAR_ARCHIVE_PLAYERPROFILE,
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"whether the user has agreed to send their origin token to the northstar masterserver");
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}
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