Calling Host_Error at this stage will cause a dead lock. Removed the call after performing several test (i think the reason all error calls are removed as of Titanfall 2 and Apex Legends (compared to Titanfall 1) is for this reason). Returning false does the job and allows the client to recover as soon as a valid packet comes in.
Implement bounds check for non-sanitized value of u.m_nNewEntity.
Debug builds of the engine have an assertion, however in release these are stripped.
This fixes a full chain client RCE exploit, for more information, see: https://ctf.re/source-engine/exploitation/2021/05/01/source-engine-2/
Client's can run string commands on the server with no rate limit. This means when you run 50k+ commands that are unknown, or spam 30k 'status' commands, you will be able to hang the server for 800/1200ms (15k/30kms if script printing to console is enabled!). Although the netchan processing budget system will kick you, the damage has already been done at this point. This change effectively breaks the ability to DOS the server from the client using networked string commands.
In easier words; binding 'status' to your mousewheel will get you kicked from the server, without hitching the server.
* Check if m_MessageHandler is removed before running limit test.
* Add warning DevMsg if client exceeds value.
* Default 'net_processTimeBudget' value to '200'.
* Fixed bug where the in-game console could not color the line when no newline was found.
* Changed behavior to only newline when: '\n' has been found, or the context has changed (using a print without newline will continue to print on the same line in the console).
* Pass ImVec4 parameter in 'CTextLogger::InsertTextAt' by reference.
* Use 'CClient::Disconnect(..)' for all kicks and bans (this automatically clears the entire CClient slot, and removes the net channel).
* Only force disconnect when 'CNetChan::m_nSignonState' has a value that is not NULL.
* Clear the ServerPlayer slot on 'CClient::Disconnect(..)' and 'CClient::Connect(..)'.
* Only kick player for NetChannel overflow when value exceeds processing budget (not equals).
Implement net message process budget (channel gets removed if value is exceeded).
Use 'net_processLimit' to enable the implementation on the server. It will get enabled by default after testing and some cleanup. This helps against people trying to slow the server down by spamming net messages with a higher rate, e.g. using 'bind "mousewheel_up" "status"'.
Everything marked '( !slower! )' could potentially slow the process down through usage or abuse (script prints could be abused as conhost is slow and bottlenecks the thread, they are by default only logged using SpdLog, which is very fast and won't cause a hitch even when you dump 2 live netchannels).
Removed extraneous 'FCVAR_SERVER_CAN_EXECUTE' flag. We disconnect clients using 'CClient::Disconnect(..)', relying on the client is useless without an anti-cheat and anti-tamper. Client can still use this to disconnect on its own though.
'migrateme' seemed useless as well, removed 'FCVAR_SERVER_CAN_EXECUTE'.
This makes all 'FCVAR_SERVER_CAN_EXECUTE' require 'FCVAR_DEVELOPMENTONLY' to be stripped, in order to execute without the '-devsdk' parameter (development launch arg),
This should allow users to host dedicated servers without looking back, as you should reload/restart a server every 3 hours (a full process restart is the most recommended option, but a 'soft' reload works like a charm most of the time).
We reset the idle name in HS_GAME_SHUTDOWN, but the restart command callback uses the name field to 'map' into the same map (restarting), which causes issues when we reset it to 'server_idle'.
Changed behavior to only reset name (non recursive) if we are running but do not have an active game.
Check for SSE 3, SSSE 3 and POPCNT in CheckCPU(), and SSE, SSE2 in MathLib_Init().
This should fix all crash cases caused by launching the game on unsupported CPU's.
* Replaced the boolean 'fatal' parameter with a error code parameter, anything non-null will prompt a message (fatal) and terminate the process with given error code.
* Fixed bug where the global ostreamsink for spdlog did NOT get cleared in 'SQVM_PrintFunc' when cvar 'sq_showvmoutput' was < 3. Moved to global scope.
* Added error message for when detouring the process has failed, with the error code.
* Only call 'Plat_GetProcessUpTime()' once per log, (improves performance and fixes bug where the error message box would show a different time stamp than what is logged into the console or file).
* All TIER0 loggers only log to notify and console when the SDK engine has fully initialized and detoured all functions.
* Added more color coded flags to the console autocomplete window.
* Removed 'hidden' as FCVAR_HIDDEN is now enforced on the autocomplete window.
* force real-time CommandBase flags (previously compile-time).