r5sdk/r5dev/game/server/gameinterface.h
Kawe Mazidjatari 42e02b4569 UserCmd: limit command backlog to prevent exploitation
Implement UserCmd command backlog limiting (the new convar 'sv_maxUserCmdProcessTicks' dictates how many ticks can be processed per second). Defaulted to 10, which is (default tick interval (0.05) * default cvar val (10) = 0.5ms window), which is equal to the default of cvar 'sv_maxunlag'.

Before this patch, you could stuff several seconds worth of usercmd's in one second and achieve speed hacking.
2024-06-01 11:29:29 +02:00

98 lines
4.1 KiB
C++

//=============================================================================//
//
// Purpose: Interface server dll virtual functions to the SDK.
//
// $NoKeywords: $
//=============================================================================//
#ifndef GAMEINTERFACE_H
#define GAMEINTERFACE_H
#include "public/eiface.h"
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
class ServerClass;
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
class CServerGameDLL
{
public:
bool GameInit(void);
void PrecompileScriptsJob(void);
void LevelShutdown(void);
void GameShutdown(void);
float GetTickInterval(void);
ServerClass* GetAllServerClasses(void);
static void __fastcall OnReceivedSayTextMessage(void* thisptr, int senderId, const char* text, bool isTeamChat);
};
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
class CServerGameClients : public IServerGameClients
{
public:
static void ProcessUserCmds(CServerGameClients* thisp, edict_t edict, bf_read* buf,
int numCmds, int totalCmds, int droppedPackets, bool ignore, bool paused);
private:
};
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
class CServerGameEnts : public IServerGameEnts
{
};
inline void(*CServerGameDLL__OnReceivedSayTextMessage)(void* thisptr, int senderId, const char* text, bool isTeamChat);
inline bool(*CServerGameDLL__GameInit)(void);
inline void(*CServerGameClients__ProcessUserCmds)(CServerGameClients* thisp, edict_t edict, bf_read* buf,
int numCmds, int totalCmds, int droppedPackets, bool ignore, bool paused);
inline void(*v_RunFrameServer)(double flFrameTime, bool bRunOverlays, bool bUniformUpdate);
inline float* g_pflServerFrameTimeBase = nullptr;
extern CServerGameDLL* g_pServerGameDLL;
extern CServerGameClients* g_pServerGameClients;
extern CServerGameEnts* g_pServerGameEntities;
extern CGlobalVars** g_pGlobals;
///////////////////////////////////////////////////////////////////////////////
class VServerGameDLL : public IDetour
{
virtual void GetAdr(void) const
{
LogFunAdr("CServerGameDLL::OnReceivedSayTextMessage", CServerGameDLL__OnReceivedSayTextMessage);
LogFunAdr("CServerGameDLL::GameInit", CServerGameDLL__GameInit);
LogFunAdr("CServerGameClients::ProcessUserCmds", CServerGameClients__ProcessUserCmds);
LogFunAdr("RunFrameServer", v_RunFrameServer);
LogVarAdr("g_flServerFrameTimeBase", g_pflServerFrameTimeBase);
LogVarAdr("g_pServerGameDLL", g_pServerGameDLL);
LogVarAdr("g_pServerGameClients", g_pServerGameClients);
LogVarAdr("g_pServerGameEntities", g_pServerGameEntities);
LogVarAdr("g_pGlobals", g_pGlobals);
}
virtual void GetFun(void) const
{
g_GameDll.FindPatternSIMD("85 D2 0F 8E ?? ?? ?? ?? 4C 8B DC").GetPtr(CServerGameDLL__OnReceivedSayTextMessage);
g_GameDll.FindPatternSIMD("48 83 EC 28 48 8B 0D ?? ?? ?? ?? 48 8D 15 ?? ?? ?? ?? 48 8B 01 FF 90 ?? ?? ?? ?? 48 8B 0D ?? ?? ?? ?? 48 8B 01").GetPtr(CServerGameDLL__GameInit);
g_GameDll.FindPatternSIMD("48 89 5C 24 ?? 48 89 74 24 ?? 48 89 7C 24 ?? 55 41 55 41 57").GetPtr(CServerGameClients__ProcessUserCmds);
g_GameDll.FindPatternSIMD("48 89 5C 24 ?? 57 48 83 EC 30 0F 29 74 24 ?? 48 8D 0D ?? ?? ?? ??").GetPtr(v_RunFrameServer);
}
virtual void GetVar(void) const
{
g_pGlobals = g_GameDll.FindPatternSIMD("4C 8B 0D ?? ?? ?? ?? 48 8B D1").ResolveRelativeAddressSelf(0x3, 0x7).RCast<CGlobalVars**>();
g_pflServerFrameTimeBase = CMemory(CServerGameDLL__GameInit).FindPatternSelf("F3 0F 11 0D").ResolveRelativeAddressSelf(0x4, 0x8).RCast<float*>();
}
virtual void GetCon(void) const { }
virtual void Detour(const bool bAttach) const;
};
///////////////////////////////////////////////////////////////////////////////
#endif // GAMEINTERFACE_H