UserCmd: clamp ucmd's on the client as well

Prevent server -> client attacks, may one ever be found again after the server-side UserCmd exploit fix.
This commit is contained in:
Kawe Mazidjatari 2024-07-30 12:24:09 +02:00
parent 3c68b491e7
commit 65253b4f44
2 changed files with 72 additions and 50 deletions

View File

@ -16,6 +16,64 @@ ConVar usercmd_frametime_min("usercmd_frametime_min", "0.002857", FCVAR_REPLICAT
ConVar usercmd_dualwield_enable("usercmd_dualwield_enable", "0", FCVAR_REPLICATED | FCVAR_RELEASE, "Allows setting dual wield cycle slots, and activating multiple inventory weapons from UserCmd.");
//-----------------------------------------------------------------------------
// Purpose: Clamp untrusted usercommand.
// Input : *ucmd -
//-----------------------------------------------------------------------------
void ClampUserCmd(CUserCmd* ucmd)
{
// Initialize the camera position as <0,0,0>, this should at least avoid
// crash and meme behaviors.
if (!ucmd->camerapos.IsValid())
ucmd->camerapos.Init();
// Viewangles must be normalized; applying invalid angles on the client
// will result in undefined behavior.
ucmd->viewangles.Normalize();
ucmd->pitchangles.Normalize();
// Some players abused a feature of the engine which allows you to perform
// custom weapon activities. After some research, it appears that only the
// 'ACT_VM_WEAPON_INSPECT' was supposed to work for standard games, all the
// other activities appears to be for development or testing, therefore, we
// should only allow 'ACT_VM_WEAPON_INSPECT' if cheats are disabled.
if (!sv_cheats->GetBool() && ucmd->weaponactivity != ACT_VM_WEAPON_INSPECT)
ucmd->weaponactivity = ACT_NONE;
// On the client, the frame time must be within 'usercmd_frametime_min'
// and 'usercmd_frametime_max'. Testing revealed that speed hacking could
// be achieved by sending bogus frame times. Clamp the networked frame
// time to the exact values that the client should be using to make sure
// it couldn't be circumvented by busting out the client side clamps.
if (host_timescale->GetFloat() == 1.0f)
ucmd->frametime = Clamp(ucmd->frametime,
usercmd_frametime_min.GetFloat(),
usercmd_frametime_max.GetFloat());
// Checks are only required if cycleslot is valid; see 'CPlayer::UpdateWeaponSlots'.
if (ucmd->cycleslot != WEAPON_INVENTORY_SLOT_INVALID)
{
const bool dualWieldEnabled = usercmd_dualwield_enable.GetBool();
// Client could instruct the server to switch cycle slots for inventory
// weapons, however, the client could also cycle to the dual wield slots.
// dual wield weapons should be explicitly enabled to prevent exploitation.
if (!dualWieldEnabled && ucmd->cycleslot > WEAPON_INVENTORY_SLOT_ANTI_TITAN)
ucmd->cycleslot = WEAPON_INVENTORY_SLOT_ANTI_TITAN;
// Array member 'CPlayer::m_selectedWeapons' is of size 2, values
// (up to 254) result in arbitrary memory reads on the server.
// Clamp the value to make sure it never reads out of bounds. Also,
// if dual wield is disabled on the server, reset the weapon index
// value as it would otherwise allow the client to enable several
// equipped weapons at the same time.
if (ucmd->weaponindex >= WEAPON_INVENTORY_SLOT_PRIMARY_1)
dualWieldEnabled
? ucmd->weaponindex = WEAPON_INVENTORY_SLOT_PRIMARY_1
: ucmd->weaponindex = WEAPON_INVENTORY_SLOT_PRIMARY_0;
}
}
//-----------------------------------------------------------------------------
// Purpose: Read in a delta compressed usercommand.
// Input : *buf -
@ -26,57 +84,14 @@ ConVar usercmd_dualwield_enable("usercmd_dualwield_enable", "0", FCVAR_REPLICATE
int ReadUserCmd(bf_read* buf, CUserCmd* move, CUserCmd* from)
{
const int seed = v_ReadUserCmd(buf, move, from);
ClampUserCmd(move);
// Initialize the camera position as <0,0,0>, this should at least avoid
// crash and meme behaviors.
if (!move->camerapos.IsValid())
move->camerapos.Init();
// Viewangles must be normalized; applying invalid angles on the client
// will result in undefined behavior, or a crash.
move->viewangles.Normalize();
move->pitchangles.Normalize();
// Some players abused a feature of the engine which allows you to perform
// custom weapon activities. After some research, it appears that only the
// 'ACT_VM_WEAPON_INSPECT' was supposed to work for standard games, all the
// other activities appears to be for development or testing, therefore, we
// should only allow 'ACT_VM_WEAPON_INSPECT' if cheats are disabled.
if (!sv_cheats->GetBool() && move->weaponactivity != ACT_VM_WEAPON_INSPECT)
move->weaponactivity = ACT_NONE;
// On the client, the frame time must be within 'usercmd_frametime_min'
// and 'usercmd_frametime_max'. Testing revealed that speed hacking could
// be achieved by sending bogus frame times. Clamp the networked frame
// time to the exact values that the client should be using to make sure
// it couldn't be circumvented by busting out the client side clamps.
if (host_timescale->GetFloat() == 1.0f)
move->frametime = Clamp(move->frametime,
usercmd_frametime_min.GetFloat(),
usercmd_frametime_max.GetFloat());
// Checks are only required if cycleslot is valid; see 'CPlayer::UpdateWeaponSlots'.
if (move->cycleslot != WEAPON_INVENTORY_SLOT_INVALID)
{
const bool dualWieldEnabled = usercmd_dualwield_enable.GetBool();
// Client could instruct the server to switch cycle slots for inventory
// weapons, however, the client could also cycle to the dual wield slots.
// dual wield weapons should be explicitly enabled to prevent exploitation.
if (!dualWieldEnabled && move->cycleslot > WEAPON_INVENTORY_SLOT_ANTI_TITAN)
move->cycleslot = WEAPON_INVENTORY_SLOT_ANTI_TITAN;
// Array member 'CPlayer::m_selectedWeapons' is of size 2, values
// (up to 254) result in arbitrary memory reads on the server.
// Clamp the value to make sure it never reads out of bounds. Also,
// if dual wield is disabled on the server, reset the weapon index
// value as it would otherwise allow the client to enable several
// equipped weapons at the same time.
if (move->weaponindex >= WEAPON_INVENTORY_SLOT_PRIMARY_1)
dualWieldEnabled
? move->weaponindex = WEAPON_INVENTORY_SLOT_PRIMARY_1
: move->weaponindex = WEAPON_INVENTORY_SLOT_PRIMARY_0;
}
return seed;
}
int ReadUserCmdExtended(bf_read* buf, CUserCmdExtended* move, CUserCmdExtended* from)
{
const int seed = v_ReadUserCmdExtended(buf, move, from);
ClampUserCmd(move);
return seed;
}
@ -85,4 +100,5 @@ int ReadUserCmd(bf_read* buf, CUserCmd* move, CUserCmd* from)
void VUserCmd::Detour(const bool bAttach) const
{
DetourSetup(&v_ReadUserCmd, &ReadUserCmd, bAttach);
DetourSetup(&v_ReadUserCmdExtended, &ReadUserCmdExtended, bAttach);
}

View File

@ -27,11 +27,13 @@ extern ConVar usercmd_dualwield_enable;
// Forward declarations
//-------------------------------------------------------------------------------------
class CUserCmd;
class CUserCmdExtended;
inline CUserCmd*(*CUserCmd__CUserCmd)(CUserCmd* pUserCmd);
inline void(*CUserCmd__Reset)(CUserCmd* pUserCmd);
inline CUserCmd*(*CUserCmd__Copy)(CUserCmd* pDest, CUserCmd* pSource);
inline int(*v_ReadUserCmd)(bf_read* buf, CUserCmd* move, CUserCmd* from);
inline int(*v_ReadUserCmdExtended)(bf_read* buf, CUserCmdExtended* move, CUserCmdExtended* from);
//-------------------------------------------------------------------------------------
#pragma pack(push, 1)
@ -107,6 +109,7 @@ public:
static_assert(sizeof(CUserCmd) == 0x1DC);
// The client-side input version of the UserCmd class
class CUserCmdExtended : public CUserCmd
{
// todo: reverse engineer.
@ -114,6 +117,7 @@ class CUserCmdExtended : public CUserCmd
};
int ReadUserCmd(bf_read* buf, CUserCmd* move, CUserCmd* from);
int ReadUserCmdExtended(bf_read* buf, CUserCmdExtended* move, CUserCmdExtended* from);
///////////////////////////////////////////////////////////////////////////////
class VUserCmd : public IDetour
@ -124,6 +128,7 @@ class VUserCmd : public IDetour
LogFunAdr("CUserCmd::Reset", CUserCmd__Reset);
LogFunAdr("CUserCmd::Copy", CUserCmd__Copy);
LogFunAdr("ReadUserCmd", v_ReadUserCmd);
LogFunAdr("ReadUserCmdExtended", v_ReadUserCmdExtended);
}
virtual void GetFun(void) const
{
@ -131,6 +136,7 @@ class VUserCmd : public IDetour
g_GameDll.FindPatternSIMD("E8 ?? ?? ?? ?? 48 8B DF 66 83 FE FF").FollowNearCallSelf().GetPtr(CUserCmd__Reset);
g_GameDll.FindPatternSIMD("E8 ?? ?? ?? ?? 4C 8B 9B ?? ?? ?? ??").FollowNearCallSelf().GetPtr(CUserCmd__Copy);
g_GameDll.FindPatternSIMD("E8 ?? ?? ?? ?? 4C 8B C6 48 81 C6 ?? ?? ?? ??").FollowNearCallSelf().GetPtr(v_ReadUserCmd);
g_GameDll.FindPatternSIMD("E8 ?? ?? ?? ?? 8B 4B ?? 4C 8D 35 ?? ?? ?? ?? 8B 53").FollowNearCallSelf().GetPtr(v_ReadUserCmdExtended);
}
virtual void GetVar(void) const { }
virtual void GetCon(void) const { }