RCON lacked encryption, added AES-CTR encryption on RCON frames. Slightly adjusted protocol to take this into account (sending nonces, encrypted data itself, etc).
This patch splits host logic from CServerListManager. CServerListManager is actually meant for the client to manage the server list to which the client could connect to. The hosting logic has been moved to the new CServerHostManager class.
Previously, we stored all the hosting details in CServerListManager, with connection criteria in CPylon, this data has been moved over to CServerHostManager as well.
Previously, we also needed a mutex to access the server host data, function HostState_KeepAlive() has been refactored to the point this mutex is no longer necessary as the only threaded process is the actual request, the rest is being applied in the main thread. We also now only construct a NetGameServer_t struct if we actually plan to host.
Access to CPylon::m_Language is now also protected by a mutex, as the change callback of cvar 'language' and the threaded method 'CPylon::QueryServer()' are competing for access.
Fully implemented ConVar class so we could statically construct all SDK convars, this avoids a level of indirection, and allows for creating ConVar's everywhere in the project.
This patch also removed the settings tab of the ImGui server browser, as it has threading issues, while it technically never caused a crash yet, it has been removed as there was no point keeping it vs the work required to make it thread save (it only managed 2 convars which are perfectly manageable through cfg's or the in-game console).
Also temporarily disabled the creation of ConVar's in the mod system due to a memory leak, we would allocate and register a convar based on details parsed out of a mod file definition, but never unregister and free it.
Properly implement the ConCommandBase and ConCommand classes so we could statically construct all ConCommand objects in the global scope of each translation unit, this way we don't need to put them in a global file and deal with preprocessor directives to compile then in/out for certain projects.
- Upgraded hashing algorithm to SHA-512, and store the raw hash instead of a string copy, which is way cheaper to compute and compare.
- Only ever close sockets once in CRConServer::SetPassword().
- Made the game server & game client RCON singletons static.
- Added calls to gracefully shutdown RCON server and RCON client on Engine/SDK shutdown.
- Added more prints so RCON user knows when its shutdown, or when their password change is in effect, etc.
- Fixed bug where we could tokenize an empty string when we dispatch a console command.
- Removed 2 std::string copy constructions
- Removed 32 sprintf calls per token auth request.
- Fixed a bug where we format the NucleusID as s64 instead of u64.
- Added additional hardening for when token/sessionId stitching fails, this will now always reject the connection.
- Improved the macro to make sure we always free the JWT claims if it has been allocated.
* Move member vars to correct place, to match it with the engine.
* Added out-of-band network message ID's for the R5 engine.
Also implemented 'ServerDataBlockSender::SendDataBlock()' and 'ClientDataBlockReceiver::AcknowledgeTransmission()'. NOTE that these are currently not tested, and also not in use! The code uses the version stored in the vftable which is what the engine itself provides. These have been implemented for reference only. If they need to be used, they need to be thoroughly tested first!
Rebuild CClientState::ProcessCreateStringTable() and add notes for multiple 'potential' exploit vectors that are currently in place. Also add wrappers for compressing/decompressing net packets.
This patch partially rebuilds the data block sender/receiver. The receiver leaks memory if the sender sends a bogus LZ4 packet, it would allocate memory to copy the encoded data into, from which it would decode it to the scratch buffer, but it would never deallocate this temporary buffer is the LZ4 decoder failed. This has been fixed. The second reason to rebuild these was to look into potential compression optimization. The data block rebuild now also features the latest LZ4 codec.
Mixed MAX_BACKUP_COMMANDS with MAX_NEW_COMMANDS, added proper (confirmed) defines. Also fixed MAX_BACKUP_COMMANDS_PROCESS, which was 60 but was supposed to be 64, so we were 4 backup commands short in CPlayer::ProcessUsercmds().
Only update statistics, this code was mainly added for testing, but testing revealed no additional performance or smoothness improvements, even during >6 hour sessions. The clock drift already gets corrected each frame from Host_RunFrame(). Only update statistics to update CPU and frame times on the client's debug panels if enabled.
Avoid heap memory allocation and a level of indirection. This allows the compiler to optimize the program even more. No logic has been changed in this patch.
The KeyValues class belongs here. Also reimplemented most loading methods for KeyValues, and adjusted the VPK building code to account for it. Pointers to the engine's implementation of KeyValues have been moved to a separate header ('keyvalues_iface.h'), as this allows external tools code to utilize the standalone KeyValues class implementation. Playlist utilities are completely separated from the KeyValues header; these have nothing to do with KeyValues other than manipulating a global KeyValues object for the playlists, and thus have been named as such and moved to rtech/playlists.
Originally, we store the search results in a CMemory instance which we then assign to the actual function pointer. CMemory is just a pointer class; we can assign the results directly to the actual function pointer. This commit reduces a lot of code verbosity, and also reduced roughly 2KiB worth of static pointers in the resulting executable. This commit also officially deprecates the support for any GameDLL's below S3 (Season 3), since it makes more sense to port the assets from earlier/later games back to the version this SDK supports.
Utilize the new IDetour::DetourSetup() code, IDetour::Attach and IDetour::Detach have been removed in favor of this (significantly reduces chance of user error). Since the template check happens in the idetour header, it is much more aggressive on type mismatches, such as a difference in parameter types, between the function and detour, will now raise a compile time error. As a result, some type mismatches have been fixed in this commit as well.
Make sure we always have enough room for new execution markers. Engine normally truncates the head of the vector if out of room; we want to avoid it as this will cause the cookies to shift, and thus cause them to misalign with their respective commands.
Display the error to the user without having to open the developer console or terminal window. This patch also adds printing to COM_ExplainDisconnection (which has been stripped out of the retail binary).
The game internally obtains a auth token from Origin. On connect to a gameserver, it will send it to the masterserver. The master server will create a JWT token and send this back to the client. The client stores this token in 3 userinfo cvars (token, sig1, sig2). the sig1 and sig2 cvars are there to compensate for the truncation caused by sending the cvar, as each cvar string length could be up to 255 (byte max). The server verifies this token (the signature, timestamp, expiry); if they are valid, the has successfully authenticated and will connect.
A mistake has been made, certain area's of the engine actually do allow strings larger than 128 bytes, just one routine that doesn't (console commands). Tokenizer only tokenizes it up to 512 bytes, so null all the other bytes past this. This still fixes the flaw mentioned in the comment at the place where the nulling happens.
Some parts of the engine have to be rebuild in order to implement this correctly, therefore, it has been removed for now to avoid potential performance problems.
fps_max_rt and fps_max_gfx have been limited to 295 to avoid a contest with the engine's hard limit causing huge performance hits.
Propagated latency markers in an attempt to further reduce input latency. Code is pending rigorous testing on several systems, including systems powered by an AMD GPU to make sure we are not impacting performance on systems that does NOT support NVIDIA Reflex.
Renamed to 'm_bUseLocalSendTableFile'. If set, the 'CClientState::ProcessSendTable()' method drops the SVC_SendTable message, and keeps using the local file instead.