NorthstarLauncher/NorthstarDLL/limits.cpp

300 lines
9.6 KiB
C++

#include "pch.h"
#include "limits.h"
#include "hoststate.h"
#include "r2client.h"
#include "r2engine.h"
#include "r2server.h"
#include "maxplayers.h"
#include "tier0.h"
#include "vector.h"
#include "serverauthentication.h"
AUTOHOOK_INIT()
ServerLimitsManager* g_pServerLimits;
ConVar* Cvar_net_datablock_enabled;
// todo: make this work on higher timescales, also possibly disable when sv_cheats is set
void ServerLimitsManager::RunFrame(double flCurrentTime, float flFrameTime)
{
if (Cvar_sv_antispeedhack_enable->GetBool())
{
// for each player, set their usercmd processing budget for the frame to the last frametime for the server
for (int i = 0; i < R2::GetMaxPlayers(); i++)
{
R2::CBaseClient* player = &R2::g_pClientArray[i];
if (m_PlayerLimitData.find(player) != m_PlayerLimitData.end())
{
PlayerLimitData* pLimitData = &g_pServerLimits->m_PlayerLimitData[player];
if (pLimitData->flFrameUserCmdBudget < 0.016666667 * Cvar_sv_antispeedhack_maxtickbudget->GetFloat())
pLimitData->flFrameUserCmdBudget +=
fmax(flFrameTime, 0.016666667) * g_pServerLimits->Cvar_sv_antispeedhack_budgetincreasemultiplier->GetFloat();
}
}
}
}
void ServerLimitsManager::AddPlayer(R2::CBaseClient* player)
{
PlayerLimitData limitData;
limitData.flFrameUserCmdBudget = 0.016666667 * Cvar_sv_antispeedhack_maxtickbudget->GetFloat();
m_PlayerLimitData.insert(std::make_pair(player, limitData));
}
void ServerLimitsManager::RemovePlayer(R2::CBaseClient* player)
{
if (m_PlayerLimitData.find(player) != m_PlayerLimitData.end())
m_PlayerLimitData.erase(player);
}
bool ServerLimitsManager::CheckStringCommandLimits(R2::CBaseClient* player)
{
if (CVar_sv_quota_stringcmdspersecond->GetInt() != -1)
{
// note: this isn't super perfect, legit clients can trigger it in lobby if they try, mostly good enough tho imo
if (Tier0::Plat_FloatTime() - m_PlayerLimitData[player].lastClientCommandQuotaStart >= 1.0)
{
// reset quota
m_PlayerLimitData[player].lastClientCommandQuotaStart = Tier0::Plat_FloatTime();
m_PlayerLimitData[player].numClientCommandsInQuota = 0;
}
m_PlayerLimitData[player].numClientCommandsInQuota++;
if (m_PlayerLimitData[player].numClientCommandsInQuota > CVar_sv_quota_stringcmdspersecond->GetInt())
{
// too many stringcmds, dc player
return false;
}
}
return true;
}
bool ServerLimitsManager::CheckChatLimits(R2::CBaseClient* player)
{
if (Tier0::Plat_FloatTime() - m_PlayerLimitData[player].lastSayTextLimitStart >= 1.0)
{
m_PlayerLimitData[player].lastSayTextLimitStart = Tier0::Plat_FloatTime();
m_PlayerLimitData[player].sayTextLimitCount = 0;
}
if (m_PlayerLimitData[player].sayTextLimitCount >= Cvar_sv_max_chat_messages_per_sec->GetInt())
return false;
m_PlayerLimitData[player].sayTextLimitCount++;
return true;
}
// clang-format off
AUTOHOOK(CNetChan__ProcessMessages, engine.dll + 0x2140A0,
char, __fastcall, (void* self, void* buf))
// clang-format on
{
enum eNetChanLimitMode
{
NETCHANLIMIT_WARN,
NETCHANLIMIT_KICK
};
double startTime = Tier0::Plat_FloatTime();
char ret = CNetChan__ProcessMessages(self, buf);
// check processing limits, unless we're in a level transition
if (R2::g_pHostState->m_iCurrentState == R2::HostState_t::HS_RUN && Tier0::ThreadInServerFrameThread())
{
// player that sent the message
R2::CBaseClient* sender = *(R2::CBaseClient**)((char*)self + 368);
// if no sender, return
// relatively certain this is fine?
if (!sender || !g_pServerLimits->m_PlayerLimitData.count(sender))
return ret;
// reset every second
if (startTime - g_pServerLimits->m_PlayerLimitData[sender].lastNetChanProcessingLimitStart >= 1.0 ||
g_pServerLimits->m_PlayerLimitData[sender].lastNetChanProcessingLimitStart == -1.0)
{
g_pServerLimits->m_PlayerLimitData[sender].lastNetChanProcessingLimitStart = startTime;
g_pServerLimits->m_PlayerLimitData[sender].netChanProcessingLimitTime = 0.0;
}
g_pServerLimits->m_PlayerLimitData[sender].netChanProcessingLimitTime += (Tier0::Plat_FloatTime() * 1000) - (startTime * 1000);
if (g_pServerLimits->m_PlayerLimitData[sender].netChanProcessingLimitTime >=
g_pServerLimits->Cvar_net_chan_limit_msec_per_sec->GetInt())
{
spdlog::warn(
"Client {} hit netchan processing limit with {}ms of processing time this second (max is {})",
(char*)sender + 0x16,
g_pServerLimits->m_PlayerLimitData[sender].netChanProcessingLimitTime,
g_pServerLimits->Cvar_net_chan_limit_msec_per_sec->GetInt());
// never kick local player
if (g_pServerLimits->Cvar_net_chan_limit_mode->GetInt() != NETCHANLIMIT_WARN && strcmp(R2::g_pLocalPlayerUserID, sender->m_UID))
{
R2::CBaseClient__Disconnect(sender, 1, "Exceeded net channel processing limit");
return false;
}
}
}
return ret;
}
// clang-format off
AUTOHOOK(ProcessConnectionlessPacket, engine.dll + 0x117800,
bool, , (void* a1, R2::netpacket_t* packet))
// clang-format on
{
if (packet->adr.type == R2::NA_IP &&
(!(packet->data[4] == 'N' && Cvar_net_datablock_enabled->GetBool()) || !Cvar_net_datablock_enabled->GetBool()))
{
// bad lookup: optimise later tm
UnconnectedPlayerLimitData* sendData = nullptr;
for (UnconnectedPlayerLimitData& foundSendData : g_pServerLimits->m_UnconnectedPlayerLimitData)
{
if (!memcmp(packet->adr.ip, foundSendData.ip, 16))
{
sendData = &foundSendData;
break;
}
}
if (!sendData)
{
sendData = &g_pServerLimits->m_UnconnectedPlayerLimitData.emplace_back();
memcpy(sendData->ip, packet->adr.ip, 16);
}
if (Tier0::Plat_FloatTime() < sendData->timeoutEnd)
return false;
if (Tier0::Plat_FloatTime() - sendData->lastQuotaStart >= 1.0)
{
sendData->lastQuotaStart = Tier0::Plat_FloatTime();
sendData->packetCount = 0;
}
sendData->packetCount++;
if (sendData->packetCount >= g_pServerLimits->Cvar_sv_querylimit_per_sec->GetInt())
{
spdlog::warn(
"Client went over connectionless ratelimit of {} per sec with packet of type {}",
g_pServerLimits->Cvar_sv_querylimit_per_sec->GetInt(),
packet->data[4]);
// timeout for a minute
sendData->timeoutEnd = Tier0::Plat_FloatTime() + 60.0;
return false;
}
}
return ProcessConnectionlessPacket(a1, packet);
}
// this is weird and i'm not sure if it's correct, so not using for now
/*AUTOHOOK(CBasePlayer__PhysicsSimulate, server.dll + 0x5A6E50, bool, __fastcall, (void* self, int a2, char a3))
{
spdlog::info("CBasePlayer::PhysicsSimulate");
return CBasePlayer__PhysicsSimulate(self, a2, a3);
}*/
struct alignas(4) SV_CUserCmd
{
DWORD command_number;
DWORD tick_count;
float command_time;
Vector3 worldViewAngles;
BYTE gap18[4];
Vector3 localViewAngles;
Vector3 attackangles;
Vector3 move;
DWORD buttons;
BYTE impulse;
short weaponselect;
DWORD meleetarget;
BYTE gap4C[24];
char headoffset;
BYTE gap65[11];
Vector3 cameraPos;
Vector3 cameraAngles;
BYTE gap88[4];
int tickSomething;
DWORD dword90;
DWORD predictedServerEventAck;
DWORD dword98;
float frameTime;
};
// clang-format off
AUTOHOOK(CPlayerMove__RunCommand, server.dll + 0x5B8100,
void, __fastcall, (void* self, R2::CBasePlayer* player, SV_CUserCmd* pUserCmd, uint64_t a4))
// clang-format on
{
if (g_pServerLimits->Cvar_sv_antispeedhack_enable->GetBool())
{
R2::CBaseClient* pClient = &R2::g_pClientArray[player->m_nPlayerIndex - 1];
if (g_pServerLimits->m_PlayerLimitData.find(pClient) != g_pServerLimits->m_PlayerLimitData.end())
{
PlayerLimitData* pLimitData = &g_pServerLimits->m_PlayerLimitData[pClient];
pLimitData->flFrameUserCmdBudget = fmax(0.0, pLimitData->flFrameUserCmdBudget - pUserCmd->frameTime);
if (pLimitData->flFrameUserCmdBudget <= 0.0)
{
spdlog::warn("player {} went over usercmd budget ({})", pClient->m_Name, pLimitData->flFrameUserCmdBudget);
return;
}
// else
// spdlog::info("{}: {}", pClient->m_Name, pLimitData->flFrameUserCmdBudget);
}
}
CPlayerMove__RunCommand(self, player, pUserCmd, a4);
}
ON_DLL_LOAD_RELIESON("engine.dll", ServerLimits, ConVar, (CModule module))
{
AUTOHOOK_DISPATCH_MODULE(engine.dll)
g_pServerLimits = new ServerLimitsManager;
g_pServerLimits->CVar_sv_quota_stringcmdspersecond = new ConVar(
"sv_quota_stringcmdspersecond",
"60",
FCVAR_GAMEDLL,
"How many string commands per second clients are allowed to submit, 0 to disallow all string commands, -1 to disable");
g_pServerLimits->Cvar_net_chan_limit_mode =
new ConVar("net_chan_limit_mode", "0", FCVAR_GAMEDLL, "The mode for netchan processing limits: 0 = warn, 1 = kick");
g_pServerLimits->Cvar_net_chan_limit_msec_per_sec = new ConVar(
"net_chan_limit_msec_per_sec",
"100",
FCVAR_GAMEDLL,
"Netchannel processing is limited to so many milliseconds, abort connection if exceeding budget");
g_pServerLimits->Cvar_sv_querylimit_per_sec = new ConVar("sv_querylimit_per_sec", "15", FCVAR_GAMEDLL, "");
g_pServerLimits->Cvar_sv_max_chat_messages_per_sec = new ConVar("sv_max_chat_messages_per_sec", "5", FCVAR_GAMEDLL, "");
g_pServerLimits->Cvar_sv_antispeedhack_enable =
new ConVar("sv_antispeedhack_enable", "0", FCVAR_NONE, "whether to enable antispeedhack protections");
g_pServerLimits->Cvar_sv_antispeedhack_maxtickbudget = new ConVar(
"sv_antispeedhack_maxtickbudget",
"64",
FCVAR_GAMEDLL,
"Maximum number of client-issued usercmd ticks that can be replayed in packet loss conditions, 0 to allow no restrictions");
g_pServerLimits->Cvar_sv_antispeedhack_budgetincreasemultiplier = new ConVar(
"sv_antispeedhack_budgetincreasemultiplier",
"1.2",
FCVAR_GAMEDLL,
"Increase usercmd processing budget by tickinterval * value per tick");
Cvar_net_datablock_enabled = R2::g_pCVar->FindVar("net_datablock_enabled");
}
ON_DLL_LOAD("server.dll", ServerLimitsServer, (CModule module))
{
AUTOHOOK_DISPATCH_MODULE(server.dll)
}