459 lines
15 KiB
C++
459 lines
15 KiB
C++
#include "pch.h"
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#include "cvar.h"
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#include "limits.h"
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#include "dedicated.h"
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#include "tier0.h"
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#include "r2engine.h"
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#include "r2client.h"
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#include "vector.h"
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AUTOHOOK_INIT()
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ConVar* Cvar_ns_exploitfixes_log;
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ConVar* Cvar_ns_should_log_all_clientcommands;
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ConVar* Cvar_sv_cheats;
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#define BLOCKED_INFO(s) \
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( \
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[=]() -> bool \
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{ \
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if (Cvar_ns_exploitfixes_log->GetBool()) \
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{ \
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std::stringstream stream; \
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stream << "ExploitFixes.cpp: " << BLOCK_PREFIX << s; \
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spdlog::error(stream.str()); \
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} \
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return false; \
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}())
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// block bad netmessages
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// Servers can literally request a screenshot from any client, yeah no
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// clang-format off
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AUTOHOOK(CLC_Screenshot_WriteToBuffer, engine.dll + 0x22AF20,
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bool, __fastcall, (void* thisptr, void* buffer)) // 48 89 5C 24 ? 57 48 83 EC 20 8B 42 10
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// clang-format on
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{
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return false;
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}
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// clang-format off
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AUTOHOOK(CLC_Screenshot_ReadFromBuffer, engine.dll + 0x221F00,
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bool, __fastcall, (void* thisptr, void* buffer)) // 48 89 5C 24 ? 48 89 6C 24 ? 48 89 74 24 ? 57 48 83 EC 20 48 8B DA 48 8B 52 38
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// clang-format on
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{
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return false;
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}
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// This is unused ingame and a big client=>server=>client exploit vector
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// clang-format off
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AUTOHOOK(Base_CmdKeyValues_ReadFromBuffer, engine.dll + 0x220040,
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bool, __fastcall, (void* thisptr, void* buffer)) // 40 55 48 81 EC ? ? ? ? 48 8D 6C 24 ? 48 89 5D 70
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// clang-format on
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{
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return false;
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}
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// clang-format off
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AUTOHOOK(CClient_ProcessSetConVar, engine.dll + 0x75CF0,
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bool, __fastcall, (void* pMsg)) // 48 8B D1 48 8B 49 18 48 8B 01 48 FF 60 10
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// clang-format on
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{
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constexpr int ENTRY_STR_LEN = 260;
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struct SetConVarEntry
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{
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char name[ENTRY_STR_LEN];
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char val[ENTRY_STR_LEN];
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};
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struct NET_SetConVar
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{
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void* vtable;
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void* unk1;
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void* unk2;
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void* m_pMessageHandler;
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SetConVarEntry* m_ConVars; // convar entry array
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void* unk5; // these 2 unks are just vector capacity or whatever
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void* unk6;
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int m_ConVars_count; // amount of cvar entries in array (this will not be out of bounds)
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};
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auto msg = (NET_SetConVar*)pMsg;
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bool bIsServerFrame = Tier0::ThreadInServerFrameThread();
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std::string BLOCK_PREFIX =
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std::string {"NET_SetConVar ("} + (bIsServerFrame ? "server" : "client") + "): Blocked dangerous/invalid msg: ";
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if (bIsServerFrame)
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{
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constexpr int SETCONVAR_SANITY_AMOUNT_LIMIT = 69;
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if (msg->m_ConVars_count < 1 || msg->m_ConVars_count > SETCONVAR_SANITY_AMOUNT_LIMIT)
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{
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return BLOCKED_INFO("Invalid m_ConVars_count (" << msg->m_ConVars_count << ")");
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}
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}
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for (int i = 0; i < msg->m_ConVars_count; i++)
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{
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auto entry = msg->m_ConVars + i;
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// Safety check for memory access
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if (MemoryAddress(entry).IsMemoryReadable(sizeof(*entry)))
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{
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// Find null terminators
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bool nameValid = false, valValid = false;
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for (int i = 0; i < ENTRY_STR_LEN; i++)
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{
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if (!entry->name[i])
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nameValid = true;
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if (!entry->val[i])
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valValid = true;
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}
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if (!nameValid || !valValid)
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return BLOCKED_INFO("Missing null terminators");
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ConVar* pVar = R2::g_pCVar->FindVar(entry->name);
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if (pVar)
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{
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memcpy(
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entry->name,
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pVar->m_ConCommandBase.m_pszName,
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strlen(pVar->m_ConCommandBase.m_pszName) + 1); // Force name to match case
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int iFlags = bIsServerFrame ? FCVAR_USERINFO : FCVAR_REPLICATED;
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if (!pVar->IsFlagSet(iFlags))
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return BLOCKED_INFO(
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"Invalid flags (" << std::hex << "0x" << pVar->m_ConCommandBase.m_nFlags << "), var is " << entry->name);
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}
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}
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else
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{
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return BLOCKED_INFO("Unreadable memory at " << (void*)entry); // Not risking that one, they all gotta be readable
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}
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}
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return CClient_ProcessSetConVar(msg);
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}
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// prevent invalid user CMDs
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// clang-format off
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AUTOHOOK(CClient_ProcessUsercmds, engine.dll + 0x1040F0,
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bool, __fastcall, (void* thisptr, void* pMsg)) // 40 55 56 48 83 EC 58
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// clang-format on
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{
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struct CLC_Move
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{
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BYTE gap0[24];
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void* m_pMessageHandler;
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int m_nBackupCommands;
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int m_nNewCommands;
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int m_nLength;
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// bf_read m_DataIn;
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// bf_write m_DataOut;
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};
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auto msg = (CLC_Move*)pMsg;
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const char* BLOCK_PREFIX = "ProcessUserCmds: ";
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if (msg->m_nBackupCommands < 0)
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{
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return BLOCKED_INFO("Invalid m_nBackupCommands (" << msg->m_nBackupCommands << ")");
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}
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if (msg->m_nNewCommands < 0)
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{
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return BLOCKED_INFO("Invalid m_nNewCommands (" << msg->m_nNewCommands << ")");
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}
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if (msg->m_nLength <= 0)
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return BLOCKED_INFO("Invalid message length (" << msg->m_nLength << ")");
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return CClient_ProcessUsercmds(thisptr, pMsg);
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}
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// clang-format off
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AUTOHOOK(ReadUsercmd, server.dll + 0x2603F0,
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void, __fastcall, (void* buf, void* pCmd_move, void* pCmd_from)) // 4C 89 44 24 ? 53 55 56 57
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// clang-format on
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{
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// Let normal usercmd read happen first, it's safe
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ReadUsercmd(buf, pCmd_move, pCmd_from);
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// Now let's make sure the CMD we read isnt messed up to prevent numerous exploits (including server crashing)
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struct alignas(4) SV_CUserCmd
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{
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DWORD command_number;
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DWORD tick_count;
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float command_time;
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Vector3 worldViewAngles;
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BYTE gap18[4];
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Vector3 localViewAngles;
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Vector3 attackangles;
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Vector3 move;
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DWORD buttons;
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BYTE impulse;
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short weaponselect;
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DWORD meleetarget;
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BYTE gap4C[24];
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char headoffset;
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BYTE gap65[11];
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Vector3 cameraPos;
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Vector3 cameraAngles;
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BYTE gap88[4];
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int tickSomething;
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DWORD dword90;
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DWORD predictedServerEventAck;
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DWORD dword98;
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float frameTime;
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};
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auto cmd = (SV_CUserCmd*)pCmd_move;
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auto fromCmd = (SV_CUserCmd*)pCmd_from;
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std::string BLOCK_PREFIX =
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"ReadUsercmd (command_number delta: " + std::to_string(cmd->command_number - fromCmd->command_number) + "): ";
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// fix invalid player angles
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cmd->worldViewAngles.MakeValid();
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cmd->attackangles.MakeValid();
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cmd->localViewAngles.MakeValid();
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// Fix invalid camera angles
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cmd->cameraPos.MakeValid();
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cmd->cameraAngles.MakeValid();
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// Fix invaid movement vector
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cmd->move.MakeValid();
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if (cmd->frameTime <= 0 || cmd->tick_count == 0 || cmd->command_time <= 0)
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{
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BLOCKED_INFO(
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"Bogus cmd timing (tick_count: " << cmd->tick_count << ", frameTime: " << cmd->frameTime
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<< ", commandTime : " << cmd->command_time << ")");
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goto INVALID_CMD; // No simulation of bogus-timed cmds
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}
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return;
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INVALID_CMD:
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// Fix any gameplay-affecting cmd properties
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// NOTE: Currently tickcount/frametime is set to 0, this ~shouldn't~ cause any problems
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cmd->worldViewAngles = cmd->localViewAngles = cmd->attackangles = cmd->cameraAngles = {0, 0, 0};
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cmd->tick_count = cmd->frameTime = 0;
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cmd->move = cmd->cameraPos = {0, 0, 0};
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cmd->buttons = 0;
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cmd->meleetarget = 0;
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}
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// ensure that GetLocalBaseClient().m_bRestrictServerCommands is set correctly, which the return value of this function controls
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// this is IsValveMod in source, but we're making it IsRespawnMod now since valve didn't make this one
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// clang-format off
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AUTOHOOK(IsRespawnMod, engine.dll + 0x1C6360,
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bool, __fastcall, (const char* pModName)) // 48 83 EC 28 48 8B 0D ? ? ? ? 48 8D 15 ? ? ? ? E8 ? ? ? ? 85 C0 74 63
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// clang-format on
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{
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// somewhat temp, store the modname here, since we don't have a proper ptr in engine to it rn
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int iSize = strlen(pModName);
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R2::g_pModName = new char[iSize + 1];
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strcpy(R2::g_pModName, pModName);
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return (!strcmp("r2", pModName) || !strcmp("r1", pModName)) && !Tier0::CommandLine()->CheckParm("-norestrictservercommands");
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}
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// ratelimit stringcmds, and prevent remote clients from calling commands that they shouldn't
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bool (*CCommand__Tokenize)(CCommand& self, const char* pCommandString, R2::cmd_source_t commandSource);
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// clang-format off
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AUTOHOOK(CGameClient__ExecuteStringCommand, engine.dll + 0x1022E0,
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bool, __fastcall, (R2::CBaseClient* self, uint32_t unknown, const char* pCommandString))
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// clang-format on
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{
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if (Cvar_ns_should_log_all_clientcommands->GetBool())
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spdlog::info("player {} (UID: {}) sent command: \"{}\"", self->m_Name, self->m_UID, pCommandString);
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if (!g_pServerLimits->CheckStringCommandLimits(self))
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{
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R2::CBaseClient__Disconnect(self, 1, "Sent too many stringcmd commands");
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return false;
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}
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// verify the command we're trying to execute is FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS, if it's a concommand
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char* commandBuf[1040]; // assumedly this is the size of CCommand since we don't have an actual constructor
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memset(commandBuf, 0, sizeof(commandBuf));
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CCommand tempCommand = *(CCommand*)&commandBuf;
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if (!CCommand__Tokenize(tempCommand, pCommandString, R2::cmd_source_t::kCommandSrcCode) || !tempCommand.ArgC())
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return false;
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ConCommand* command = R2::g_pCVar->FindCommand(tempCommand.Arg(0));
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// if the command doesn't exist pass it on to ExecuteStringCommand for script clientcommands and stuff
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if (command && !command->IsFlagSet(FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS))
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{
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// ensure FCVAR_GAMEDLL concommands without FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS can't be executed by remote clients
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if (IsDedicatedServer())
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return false;
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if (strcmp(self->m_UID, R2::g_pLocalPlayerUserID))
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return false;
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}
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// check for and block abusable legacy portal 2 commands
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// these aren't actually concommands weirdly enough, they seem to just be hardcoded
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if (!Cvar_sv_cheats->GetBool())
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{
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constexpr const char* blockedCommands[] = {
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"emit", // Sound-playing exploit (likely for Portal 2 coop devs testing splitscreen sound or something)
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// These both execute a command for every single entity for some reason, nice one valve
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"pre_go_to_hub",
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"pre_go_to_calibration",
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"end_movie", // Calls "__MovieFinished" script function, not sure exactly what this does but it certainly isn't needed
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"load_recent_checkpoint" // This is the instant-respawn exploit, literally just calls RespawnPlayer()
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};
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int iCmdLength = strlen(tempCommand.Arg(0));
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bool bIsBadCommand = false;
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for (auto& blockedCommand : blockedCommands)
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{
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if (iCmdLength != strlen(blockedCommand))
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continue;
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for (int i = 0; tempCommand.Arg(0)[i]; i++)
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if (tolower(tempCommand.Arg(0)[i]) != blockedCommand[i])
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goto NEXT_COMMAND; // break out of this loop, then go to next command
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// this is a command we need to block
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return false;
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NEXT_COMMAND:;
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}
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}
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return CGameClient__ExecuteStringCommand(self, unknown, pCommandString);
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}
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// prevent clients from crashing servers through overflowing CNetworkStringTableContainer::WriteBaselines
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bool bWasWritingStringTableSuccessful;
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// clang-format off
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AUTOHOOK(CBaseClient__SendServerInfo, engine.dll + 0x104FB0,
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void, __fastcall, (void* self))
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// clang-format on
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{
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bWasWritingStringTableSuccessful = true;
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CBaseClient__SendServerInfo(self);
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if (!bWasWritingStringTableSuccessful)
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R2::CBaseClient__Disconnect(
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self, 1, "Overflowed CNetworkStringTableContainer::WriteBaselines, try restarting your client and reconnecting");
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}
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// return null when GetEntByIndex is passed an index >= 0x4000
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// this is called from exactly 1 script clientcommand that can be given an arbitrary index, and going above 0x4000 crashes
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// clang-format off
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AUTOHOOK(GetEntByIndex, server.dll + 0x2A8A50,
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void*, __fastcall, (int i))
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// clang-format on
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{
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const int MAX_ENT_IDX = 0x4000;
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if (i >= MAX_ENT_IDX)
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{
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spdlog::warn("GetEntByIndex {} is out of bounds (max {})", i, MAX_ENT_IDX);
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return nullptr;
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}
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return GetEntByIndex(i);
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}
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// clang-format off
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AUTOHOOK(CL_CopyExistingEntity, engine.dll + 0x6F940,
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bool, __fastcall, (void* a1))
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// clang-format on
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{
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struct CEntityReadInfo
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{
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BYTE gap[40];
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int nNewEntity;
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};
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CEntityReadInfo* pReadInfo = (CEntityReadInfo*)a1;
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if (pReadInfo->nNewEntity >= 0x1000 || pReadInfo->nNewEntity < 0)
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{
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// Value isn't sanitized in release builds for
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// every game powered by the Source Engine 1
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// causing read/write outside of array bounds.
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// This defect has let to the achievement of a
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// full-chain RCE exploit. We hook and perform
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// sanity checks for the value of m_nNewEntity
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// here to prevent this behavior from happening.
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return false;
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}
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return CL_CopyExistingEntity(a1);
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}
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ON_DLL_LOAD("engine.dll", EngineExploitFixes, (CModule module))
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{
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AUTOHOOK_DISPATCH_MODULE(engine.dll)
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CCommand__Tokenize = module.Offset(0x418380).As<bool (*)(CCommand&, const char*, R2::cmd_source_t)>();
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// allow client/ui to run clientcommands despite restricting servercommands
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module.Offset(0x4FB65).Patch("EB 11");
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module.Offset(0x4FBAC).Patch("EB 16");
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// patch to set bWasWritingStringTableSuccessful in CNetworkStringTableContainer::WriteBaselines if it fails
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{
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MemoryAddress writeAddress(&bWasWritingStringTableSuccessful - module.Offset(0x234EDC).m_nAddress);
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MemoryAddress addr = module.Offset(0x234ED2);
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addr.Patch("C7 05");
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addr.Offset(2).Patch((BYTE*)&writeAddress, sizeof(writeAddress));
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addr.Offset(6).Patch("00 00 00 00");
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addr.Offset(10).NOP(5);
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}
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}
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ON_DLL_LOAD_RELIESON("server.dll", ServerExploitFixes, ConVar, (CModule module))
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{
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AUTOHOOK_DISPATCH_MODULE(server.dll)
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// ret at the start of CServerGameClients::ClientCommandKeyValues as it has no benefit and is forwarded to client (i.e. security issue)
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// this prevents the attack vector of client=>server=>client, however server=>client also has clientside patches
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module.Offset(0x153920).Patch("C3");
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// Dumb ANTITAMPER patches (they negatively impact performance and security)
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constexpr const char* ANTITAMPER_EXPORTS[] = {
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"ANTITAMPER_SPOTCHECK_CODEMARKER",
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"ANTITAMPER_TESTVALUE_CODEMARKER",
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"ANTITAMPER_TRIGGER_CODEMARKER",
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};
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// Prevent these from actually doing anything
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for (auto exportName : ANTITAMPER_EXPORTS)
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{
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MemoryAddress exportAddr = module.GetExport(exportName);
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if (exportAddr)
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{
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// Just return, none of them have any args or are userpurge
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exportAddr.Patch("C3");
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spdlog::info("Patched AntiTamper function export \"{}\"", exportName);
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}
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}
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Cvar_ns_exploitfixes_log =
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new ConVar("ns_exploitfixes_log", "1", FCVAR_GAMEDLL, "Whether to log whenever ExploitFixes.cpp blocks/corrects something");
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Cvar_ns_should_log_all_clientcommands =
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new ConVar("ns_should_log_all_clientcommands", "0", FCVAR_NONE, "Whether to log all clientcommands");
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Cvar_sv_cheats = R2::g_pCVar->FindVar("sv_cheats");
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}
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