r5sdk/r5dev/engine/client/client.cpp
Kawe Mazidjatari 909977452e Client token authentication implementation
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.
2024-04-05 16:24:45 +02:00

477 lines
16 KiB
C++

//===============================================================================//
//
// Purpose:
//
// $NoKeywords: $
//
//===============================================================================//
// client.cpp: implementation of the CClient class.
//
///////////////////////////////////////////////////////////////////////////////////
#include "core/stdafx.h"
#include "tier1/cvar.h"
#include "tier1/strtools.h"
#include "mathlib/sha256.h"
#include "engine/server/server.h"
#include "engine/client/client.h"
#ifndef CLIENT_DLL
#include "jwt/include/decode.h"
#endif
// Absolute max string cmd length, any character past this will be NULLED.
#define STRINGCMD_MAX_LEN 512
//---------------------------------------------------------------------------------
// Purpose: throw away any residual garbage in the channel
//---------------------------------------------------------------------------------
void CClient::Clear(void)
{
#ifndef CLIENT_DLL
g_ServerPlayer[GetUserID()].Reset(); // Reset ServerPlayer slot.
#endif // !CLIENT_DLL
v_CClient_Clear(this);
}
//---------------------------------------------------------------------------------
// Purpose: throw away any residual garbage in the channel
// Input : *pClient -
//---------------------------------------------------------------------------------
void CClient::VClear(CClient* pClient)
{
pClient->Clear();
}
static const char JWT_PUBLIC_KEY[] =
"-----BEGIN PUBLIC KEY-----\n"
"MIIBIjANBgkqhkiG9w0BAQEFAAOCAQ8AMIIBCgKCAQEA2/335exIZ6LE8pYi6e50\n"
"7tH19tXaeeEJVF5XXpTCXpndXIIWVimvg6xQ381eajySDw93wvG1DzW3U/6LHzyt\n"
"Q++N8w7N+FwnXyoDUD5Y8hheTZv6jjLoYT8ZtsMl20k9UosrbFBTMUhgmIT2dVth\n"
"LH+rT9ohpUNwQXHJvTOs9eY74GyfFw93+32LANBPZ8b+S8S3oZnKFVeCxRkYKsV0\n"
"b34POHVBbXNw6Kt163gR5zaiCfJJtRto9AA7MV2t9pfy8CChs3uJ+Xn7QVHD5cqt\n"
"Msg9MBac2Pvs2j+8wJ/igAVL5L81z3FXVt04id59TfPMUbYhRfY8pk7FB0MCigOH\n"
"dwIDAQAB\n"
"-----END PUBLIC KEY-----\n";
bool CClient::Authenticate(const char* const playerName, char* const reasonBuf, const size_t reasonBufLen)
{
#ifndef CLIENT_DLL
// don't bother checking origin auth on bots or local clients
if (IsFakeClient() || GetNetChan()->GetRemoteAddress().IsLoopback())
return true;
#define FORMAT_ERROR_REASON(fmt, ...) V_snprintf(reasonBuf, reasonBufLen, fmt, ##__VA_ARGS__);
KeyValues* cl_onlineAuthTokenKv = this->m_ConVars->FindKey("cl_onlineAuthToken");
KeyValues* cl_onlineAuthTokenSignature1Kv = this->m_ConVars->FindKey("cl_onlineAuthTokenSignature1");
KeyValues* cl_onlineAuthTokenSignature2Kv = this->m_ConVars->FindKey("cl_onlineAuthTokenSignature2");
if (!cl_onlineAuthTokenKv || !cl_onlineAuthTokenSignature1Kv)
{
FORMAT_ERROR_REASON("Missing token");
return false;
}
const char* onlineAuthToken = cl_onlineAuthTokenKv->GetString();
const char* onlineAuthTokenSignature1 = cl_onlineAuthTokenSignature1Kv->GetString();
const char* onlineAuthTokenSignature2 = cl_onlineAuthTokenSignature2Kv->GetString();
const std::string fullToken = Format("%s.%s%s", onlineAuthToken, onlineAuthTokenSignature1, onlineAuthTokenSignature2);
struct l8w8jwt_decoding_params params;
l8w8jwt_decoding_params_init(&params);
params.alg = L8W8JWT_ALG_RS256;
params.jwt = (char*)fullToken.c_str();
params.jwt_length = fullToken.length();
params.verification_key = (unsigned char*)JWT_PUBLIC_KEY;
params.verification_key_length = strlen(JWT_PUBLIC_KEY);
params.validate_exp = 1;
params.exp_tolerance_seconds = 1;
params.validate_iat = 1;
params.iat_tolerance_seconds = 30;
l8w8jwt_claim* claims = nullptr;
size_t numClaims = 0;
enum l8w8jwt_validation_result validation_result;
const int r = l8w8jwt_decode(&params, &validation_result, &claims, &numClaims);
if (r != L8W8JWT_SUCCESS)
{
FORMAT_ERROR_REASON("Code %i", r);
return false;
}
if (validation_result != L8W8JWT_VALID)
{
char reasonBuffer[256];
l8w8jwt_get_validation_result_desc(validation_result, reasonBuffer, sizeof(reasonBuffer));
FORMAT_ERROR_REASON("%s", reasonBuffer);
return false;
}
bool foundSessionId = false;
for (size_t i = 0; i < numClaims; ++i)
{
// session id
if (!strcmp(claims[i].key, "sessionId"))
{
const char* const sessionId = claims[i].value;
const std::string newId = Format(
"%lld-%s-%s",
this->m_DataBlock.userData,
playerName,
g_pMasterServer->GetHostIP().c_str()
);
DevMsg(eDLL_T::SERVER, "%s: newId=%s\n", __FUNCTION__, newId.c_str());
const std::string hashedNewId = sha256(newId);
if (hashedNewId.compare(sessionId) != 0)
{
FORMAT_ERROR_REASON("Token is not authorized for the connecting client");
return false;
}
foundSessionId = true;
}
}
if (!foundSessionId)
{
FORMAT_ERROR_REASON("No session ID");
return false;
}
#undef REJECT_CONNECTION
#endif // !CLIENT_DLL
return true;
}
//---------------------------------------------------------------------------------
// Purpose: connect new client
// Input : *szName -
// *pNetChannel -
// bFakePlayer -
// *conVars -
// *szMessage -
// nMessageSize -
// Output : true if connection was successful, false otherwise
//---------------------------------------------------------------------------------
bool CClient::Connect(const char* szName, void* pNetChannel, bool bFakePlayer,
CUtlVector<NET_SetConVar::cvar_t>* conVars, char* szMessage, int nMessageSize)
{
#ifndef CLIENT_DLL
g_ServerPlayer[GetUserID()].Reset(); // Reset ServerPlayer slot.
#endif
if (!v_CClient_Connect(this, szName, pNetChannel, bFakePlayer, conVars, szMessage, nMessageSize))
return false;
#ifndef CLIENT_DLL
#define REJECT_CONNECTION(fmt, ...) V_snprintf(szMessage, nMessageSize, fmt, ##__VA_ARGS__);
char authFailReason[512];
if (!Authenticate(szName, authFailReason, sizeof(authFailReason)))
{
REJECT_CONNECTION("Failed to verify authentication token [%s]", authFailReason);
return false;
}
#undef REJECT_CONNECTION
#endif // !CLIENT_DLL
return true;
}
//---------------------------------------------------------------------------------
// Purpose: connect new client
// Input : *pClient -
// *szName -
// *pNetChannel -
// bFakePlayer -
// *a5 -
// *szMessage -
// nMessageSize -
// Output : true if connection was successful, false otherwise
//---------------------------------------------------------------------------------
bool CClient::VConnect(CClient* pClient, const char* szName, void* pNetChannel, bool bFakePlayer,
CUtlVector<NET_SetConVar::cvar_t>* conVars, char* szMessage, int nMessageSize)
{
return pClient->Connect(szName, pNetChannel, bFakePlayer, conVars, szMessage, nMessageSize);;
}
//---------------------------------------------------------------------------------
// Purpose: disconnect client
// Input : nRepLvl -
// *szReason -
// ... -
//---------------------------------------------------------------------------------
void CClient::Disconnect(const Reputation_t nRepLvl, const char* szReason, ...)
{
if (m_nSignonState != SIGNONSTATE::SIGNONSTATE_NONE)
{
char szBuf[1024];
{/////////////////////////////
va_list vArgs;
va_start(vArgs, szReason);
vsnprintf(szBuf, sizeof(szBuf), szReason, vArgs);
szBuf[sizeof(szBuf) - 1] = '\0';
va_end(vArgs);
}/////////////////////////////
v_CClient_Disconnect(this, nRepLvl, szBuf);
}
}
//---------------------------------------------------------------------------------
// Purpose: activate player
// Input : *pClient -
//---------------------------------------------------------------------------------
void CClient::VActivatePlayer(CClient* pClient)
{
// Set the client instance to 'ready' before calling ActivatePlayer.
pClient->SetPersistenceState(PERSISTENCE::PERSISTENCE_READY);
v_CClient_ActivatePlayer(pClient);
#ifndef CLIENT_DLL
const CNetChan* pNetChan = pClient->GetNetChan();
if (pNetChan && sv_showconnecting->GetBool())
{
Msg(eDLL_T::SERVER, "Activated player #%d; channel %s(%s) ('%llu')\n",
pClient->GetUserID(), pNetChan->GetName(), pNetChan->GetAddress(), pClient->GetNucleusID());
}
#endif // !CLIENT_DLL
}
//---------------------------------------------------------------------------------
// Purpose: send a net message with replay.
// set 'CNetMessage::m_nGroup' to 'NoReplay' to disable replay.
// Input : *pMsg -
// bLocal -
// bForceReliable -
// bVoice -
//---------------------------------------------------------------------------------
bool CClient::SendNetMsgEx(CNetMessage* pMsg, char bLocal, bool bForceReliable, bool bVoice)
{
if (!ShouldReplayMessage(pMsg))
{
// Don't copy the message into the replay buffer.
pMsg->m_nGroup = NetMessageGroup::NoReplay;
}
return v_CClient_SendNetMsgEx(this, pMsg, bLocal, bForceReliable, bVoice);
}
//---------------------------------------------------------------------------------
// Purpose: send a snapshot
// Input : *pClient -
// *pFrame -
// nTick -
// nTickAck -
//---------------------------------------------------------------------------------
void* CClient::VSendSnapshot(CClient* pClient, CClientFrame* pFrame, int nTick, int nTickAck)
{
return v_CClient_SendSnapshot(pClient, pFrame, nTick, nTickAck);
}
//---------------------------------------------------------------------------------
// Purpose: internal hook to 'CClient::SendNetMsgEx'
// Input : *pClient -
// *pMsg -
// bLocal -
// bForceReliable -
// bVoice -
//---------------------------------------------------------------------------------
bool CClient::VSendNetMsgEx(CClient* pClient, CNetMessage* pMsg, char bLocal, bool bForceReliable, bool bVoice)
{
return pClient->SendNetMsgEx(pMsg, bLocal, bForceReliable, bVoice);
}
//---------------------------------------------------------------------------------
// Purpose: some versions of the binary have an optimization that shifts the 'this'
// pointer of the CClient structure by 8 bytes to avoid having to cache the vftable
// pointer if it never get used. Here we shift it back so it aligns again.
//---------------------------------------------------------------------------------
CClient* AdjustShiftedThisPointer(CClient* shiftedPointer)
{
#if defined (GAMEDLL_S0) || defined (GAMEDLL_S1)
return shiftedPointer;
#elif defined (GAMEDLL_S2) || defined (GAMEDLL_S3)
/* Original function called method "CClient::ExecuteStringCommand" with an optimization
* that shifted the 'this' pointer with 8 bytes.
* Since this has been inlined with "CClient::ProcessStringCmd" as of S2, the shifting
* happens directly to anything calling this function. */
char* pShifted = reinterpret_cast<char*>(shiftedPointer) - 8;
return reinterpret_cast<CClient*>(pShifted);
#endif // !GAMEDLL_S0 || !GAMEDLL_S1
}
//---------------------------------------------------------------------------------
// Purpose: process string commands (kicking anyone attempting to DOS)
// Input : *pClient - (ADJ)
// *pMsg -
// Output : false if cmd should be passed to CServerGameClients
//---------------------------------------------------------------------------------
bool CClient::VProcessStringCmd(CClient* pClient, NET_StringCmd* pMsg)
{
#ifndef CLIENT_DLL
CClient* const pClient_Adj = AdjustShiftedThisPointer(pClient);
// Jettison the cmd if the client isn't active.
if (!pClient_Adj->IsActive())
return true;
const int nUserID = pClient_Adj->GetUserID();
ServerPlayer_t* const pSlot = &g_ServerPlayer[nUserID];
const double flStartTime = Plat_FloatTime();
const int nCmdQuotaLimit = sv_quota_stringCmdsPerSecond->GetInt();
if (!nCmdQuotaLimit)
return true;
const char* pCmd = pMsg->cmd;
// Just skip if the cmd pointer is null, we still check if the
// client sent too many commands and take appropriate actions.
// The internal function discards the command if it's null.
if (pCmd)
{
// There is an issue in CUtlBuffer::ParseToken() that causes it to read
// past its buffer; mostly seems to happen on 32bit, but a carefully
// crafted string should work on 64bit too). The fix is to just null
// everything past the maximum allowed length. The second 'theoretical'
// fix would be to properly fix CUtlBuffer::ParseToken() by computing
// the UTF8 character size each iteration and check if it still doesn't
// exceed bounds.
memset(&pMsg->buffer[STRINGCMD_MAX_LEN],
'\0', sizeof(pMsg->buffer) - (STRINGCMD_MAX_LEN));
if (!V_IsValidUTF8(pCmd))
{
Warning(eDLL_T::SERVER, "Removing client '%s' from slot #%i ('%llu' sent invalid string command!)\n",
pClient_Adj->GetNetChan()->GetAddress(), pClient_Adj->GetUserID(), pClient_Adj->GetNucleusID());
pClient_Adj->Disconnect(Reputation_t::REP_MARK_BAD, "#DISCONNECT_INVALID_STRINGCMD");
return true;
}
}
if (flStartTime - pSlot->m_flStringCommandQuotaTimeStart >= 1.0)
{
pSlot->m_flStringCommandQuotaTimeStart = flStartTime;
pSlot->m_nStringCommandQuotaCount = 0;
}
++pSlot->m_nStringCommandQuotaCount;
if (pSlot->m_nStringCommandQuotaCount > nCmdQuotaLimit)
{
Warning(eDLL_T::SERVER, "Removing client '%s' from slot #%i ('%llu' exceeded string command quota!)\n",
pClient_Adj->GetNetChan()->GetAddress(), pClient_Adj->GetUserID(), pClient_Adj->GetNucleusID());
pClient_Adj->Disconnect(Reputation_t::REP_MARK_BAD, "#DISCONNECT_STRINGCMD_OVERFLOW");
return true;
}
#endif // !CLIENT_DLL
return v_CClient_ProcessStringCmd(pClient, pMsg);
}
//---------------------------------------------------------------------------------
// Purpose: process set convar
// Input : *pClient - (ADJ)
// *pMsg -
// Output :
//---------------------------------------------------------------------------------
bool CClient::VProcessSetConVar(CClient* pClient, NET_SetConVar* pMsg)
{
#ifndef CLIENT_DLL
CClient* const pAdj = AdjustShiftedThisPointer(pClient);
ServerPlayer_t* const pSlot = &g_ServerPlayer[pAdj->GetUserID()];
// This loop never exceeds 255 iterations, NET_SetConVar::ReadFromBuffer(...)
// reads and inserts up to 255 entries in the vector (reads a byte for size).
FOR_EACH_VEC(pMsg->m_ConVars, i)
{
const NET_SetConVar::cvar_t& entry = pMsg->m_ConVars[i];
const char* const name = entry.name;
const char* const value = entry.value;
// Discard any ConVar change request if it contains funky characters.
bool bFunky = false;
for (const char* s = name; *s != '\0'; ++s)
{
if (!isalnum(*s) && *s != '_')
{
bFunky = true;
break;
}
}
if (bFunky)
{
DevWarning(eDLL_T::SERVER, "Ignoring ConVar change request for variable '%s' from client '%s'; invalid characters in the variable name\n",
name, pAdj->GetClientName());
continue;
}
// The initial set of ConVars must contain all client ConVars that are
// flagged UserInfo. This is a simple fix to exploits that send bogus
// data later, and catches bugs, such as new UserInfo ConVars appearing
// later, which shouldn't happen.
if (pSlot->m_bInitialConVarsSet && !pAdj->m_ConVars->FindKey(name))
{
DevWarning(eDLL_T::SERVER, "UserInfo update from \"%s\" ignored: %s = %s\n",
pAdj->GetClientName(), name, value);
continue;
}
// Add ConVar to list and set string.
pAdj->m_ConVars->SetString(name, value);
DevMsg(eDLL_T::SERVER, "UserInfo update from \"%s\": %s = %s\n", pAdj->GetClientName(), name, value);
}
pSlot->m_bInitialConVarsSet = true;
pAdj->m_bConVarsChanged = true;
#endif // !CLIENT_DLL
return true;
}
void VClient::Attach(void) const
{
#ifndef CLIENT_DLL
DetourAttach((LPVOID*)&v_CClient_Clear, &CClient::VClear);
DetourAttach((LPVOID*)&v_CClient_Connect, &CClient::VConnect);
DetourAttach((LPVOID*)&v_CClient_ActivatePlayer, &CClient::VActivatePlayer);
DetourAttach((LPVOID*)&v_CClient_SendNetMsgEx, &CClient::VSendNetMsgEx);
//DetourAttach((LPVOID*)&p_CClient_SendSnapshot, &CClient::VSendSnapshot);
DetourAttach((LPVOID*)&v_CClient_ProcessStringCmd, &CClient::VProcessStringCmd);
DetourAttach((LPVOID*)&v_CClient_ProcessSetConVar, &CClient::VProcessSetConVar);
#endif // !CLIENT_DLL
}
void VClient::Detach(void) const
{
#ifndef CLIENT_DLL
DetourDetach((LPVOID*)&v_CClient_Clear, &CClient::VClear);
DetourDetach((LPVOID*)&v_CClient_Connect, &CClient::VConnect);
DetourDetach((LPVOID*)&v_CClient_ActivatePlayer, &CClient::VActivatePlayer);
DetourDetach((LPVOID*)&v_CClient_SendNetMsgEx, &CClient::VSendNetMsgEx);
//DetourDetach((LPVOID*)&p_CClient_SendSnapshot, &CClient::VSendSnapshot);
DetourDetach((LPVOID*)&v_CClient_ProcessStringCmd, &CClient::VProcessStringCmd);
DetourDetach((LPVOID*)&v_CClient_ProcessSetConVar, &CClient::VProcessSetConVar);
#endif // !CLIENT_DLL
}