r5sdk/r5dev/engine/net_chan.cpp
Amos d5b2e58dae Code base refactor + major performance and readability improvement. Read description for details.
* Codebase restructured to SourceSDK codebase style and .cpp/.h assertion paths in the game executable.
* Document most functions with valve style 'Purpose' blocks.
* Rename variables to match the rest of the codebase and Valve's naming convention.
* Dedicated DLL and the SDKLauncher now share the same codebase as the DevSDK.

* Obtain globals or pointers directly instead of waiting for runtime initialized data.
* Dynamically search for all functions and globals (this doesn't count for dedicated yet!).
* Initialize most in-SDK variables.

* Move certain prints and other utilities under ConVars to reduce verbosity and increase performance.
* Print all pattern scan results through a virtual function to make it easier to add and debug new patterns in the future.
* Type global var pointers appropriately if class or type is known and implemented.
* Forward declare 'CClient' class to avoid having 2 'g_pClient' copies.
* Add IDA's pseudo definitions for easier prototyping with decompiled assembly code.

* RPAK decompress Command callback implementation.
* Load decompressed RPaks from 'paks\Win32\' overriding the ones in 'paks\Win64\' (the decompress callback will automatically fix the header and write it to 'paks\Win32\').

* VPK decompress Command callback implementation.
* Move CRC32 ands Adler32 to implementation files.

* Server will print out more details about the connecting client.

* Upgrade ImGui lib to v1.86.
* Don't compile id3dx.h for dedicated.
* Don't compile id3dx.cpp for dedicated
* Implement DevMsg print function allowing to print information to the in-game VGUI/RUI console overlay, ImGui console overlay and the external windows console

* Fixed bug where the Error function would not properly terminate the process when an error is called. This caused access violations for critical/non-recoverable errors.
* Fixed bug where the game would crash if the console or server browser was enabled while the game was still starting up.
* Several bug fixes for the dedicated server (warning: dedicated is still considered work-in-progress!).
2021-12-25 22:36:38 +01:00

177 lines
5.8 KiB
C++

//=============================================================================//
//
// Purpose: Netchannel system utilities
//
//=============================================================================//
#include "core/stdafx.h"
#include "core/logdef.h"
#include "tier0/cvar.h"
#include "tier0/completion.h"
#include "engine/sys_utils.h"
#include "engine/net_chan.h"
#include "engine/baseclient.h"
#include "server/IVEngineServer.h"
#ifndef DEDICATED
#include "gameui/IConsole.h"
#endif // !DEDICATED
//-----------------------------------------------------------------------------
// Purpose: shutdown netchannel
//-----------------------------------------------------------------------------
void NET_ShutDown(void* thisptr, const char* szReason, std::uint8_t a1, char a2)
{
DownloadPlaylists_Callback(); // Re-load playlist from disk after getting disconnected from the server.
NET_ShutDown(thisptr, szReason, a1, a2);
}
//-----------------------------------------------------------------------------
// Purpose: hook and log the receive datagram
//-----------------------------------------------------------------------------
bool HNET_ReceiveDatagram(int iSocket, netpacket_s* pInpacket, bool bRaw)
{
bool result = NET_ReceiveDatagram(iSocket, pInpacket, bRaw);
if (result)
{
// Log received packet data
HexDump("[+] NET_ReceiveDatagram", 0, &pInpacket->data[NULL], pInpacket->wiresize);
}
return result;
}
//-----------------------------------------------------------------------------
// Purpose: hook and log the send datagram
//-----------------------------------------------------------------------------
void* HNET_SendDatagram(SOCKET s, const char* szPayload, int iLenght, int nFlags)
{
void* result = NET_SendDatagram(s, szPayload, iLenght, nFlags);
if (result)
{
// Log transmitted packet data
HexDump("[+] NET_SendDatagram", 0, szPayload, iLenght);
}
return result;
}
//-----------------------------------------------------------------------------
// Purpose: sets the user specified encryption key
//-----------------------------------------------------------------------------
void HNET_SetKey(std::string svNetKey)
{
g_szNetKey.clear();
g_szNetKey = svNetKey;
DevMsg(eDLL_T::ENGINE, "______________________________________________________________\n");
DevMsg(eDLL_T::ENGINE, "] NET_KEY ----------------------------------------------------\n");
DevMsg(eDLL_T::ENGINE, "] BASE64: '%s'\n", g_szNetKey.c_str());
DevMsg(eDLL_T::ENGINE, "--------------------------------------------------------------\n");
NET_SetKey(g_pNetKey, g_szNetKey.c_str());
}
//-----------------------------------------------------------------------------
// Purpose: calculates and sets the encryption key
//-----------------------------------------------------------------------------
void HNET_GenerateKey()
{
g_szNetKey.clear();
net_userandomkey->m_pParent->m_iValue = 1;
BCRYPT_ALG_HANDLE hAlgorithm;
if (BCryptOpenAlgorithmProvider(&hAlgorithm, L"RNG", 0, 0) < 0)
{
DevMsg(eDLL_T::ENGINE, "Failed to open rng algorithm\n");
return;
}
unsigned char pBuffer[0x10u];
if (BCryptGenRandom(hAlgorithm, pBuffer, 0x10u, 0) < 0)
{
DevMsg(eDLL_T::ENGINE, "Failed to generate random data\n");
return;
}
for (int i = 0; i < 0x10u; i++)
{
g_szNetKey += pBuffer[i];
}
g_szNetKey = Base64Encode(g_szNetKey);
DevMsg(eDLL_T::ENGINE, "______________________________________________________________\n");
DevMsg(eDLL_T::ENGINE, "] NET_KEY ----------------------------------------------------\n");
DevMsg(eDLL_T::ENGINE, "] BASE64: '%s'\n", g_szNetKey.c_str());
DevMsg(eDLL_T::ENGINE, "--------------------------------------------------------------\n");
NET_SetKey(g_pNetKey, g_szNetKey.c_str());
}
//-----------------------------------------------------------------------------
// Purpose: hook and log the client's signonstate to the console
//-----------------------------------------------------------------------------
void HNET_PrintFunc(const char* fmt, ...)
{
static char buf[1024];
va_list args;
va_start(args, fmt);
vsnprintf(buf, sizeof(buf), fmt, args);
buf[sizeof(buf) -1] = 0;
va_end(args);
DevMsg(eDLL_T::CLIENT, "%s\n", buf);
}
//-----------------------------------------------------------------------------
// Purpose: disconnect the client and shutdown netchannel
//-----------------------------------------------------------------------------
void NET_DisconnectClient(CClient* pClient, int nIndex, const char* szReason, uint8_t unk1, char unk2)
{
if (!pClient) // Client valid?
{
return;
}
if (std::strlen(szReason) == NULL) // Is reason null?
{
return;
}
if (!pClient->GetNetChan())
{
return;
}
NET_Shutdown(pClient->GetNetChan(), szReason, unk1, unk2); // Shutdown netchan.
pClient->GetNetChan() = nullptr; // Null netchan.
CBaseClient_Clear((std::int64_t)pClient); // Reset CClient instance for client.
g_bIsPersistenceVarSet[nIndex] = false; // Reset Persistence var.
}
///////////////////////////////////////////////////////////////////////////////
void CNetChan_Attach()
{
DetourAttach((LPVOID*)&NET_PrintFunc, &HNET_PrintFunc);
}
void CNetChan_Detach()
{
DetourDetach((LPVOID*)&NET_PrintFunc, &HNET_PrintFunc);
}
void CNetChan_Trace_Attach()
{
DetourAttach((LPVOID*)&NET_ReceiveDatagram, &HNET_ReceiveDatagram);
DetourAttach((LPVOID*)&NET_SendDatagram, &HNET_SendDatagram);
}
void CNetChan_Trace_Detach()
{
DetourDetach((LPVOID*)&NET_ReceiveDatagram, &HNET_ReceiveDatagram);
DetourDetach((LPVOID*)&NET_SendDatagram, &HNET_SendDatagram);
}
///////////////////////////////////////////////////////////////////////////////
std::string g_szNetKey = "WDNWLmJYQ2ZlM0VoTid3Yg==";
std::uintptr_t g_pNetKey = g_mGameDll.StringSearch("client:NetEncryption_NewKey").FindPatternSelf("48 8D ? ? ? ? ? 48 3B", ADDRESS::Direction::UP, 150).ResolveRelativeAddressSelf(0x3, 0x7).GetPtr();