Kawe Mazidjatari 7804241376 CClient: add rate limit logic for 'ProcessStringCmd'
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.
2022-09-20 22:48:55 +02:00

161 lines
7.9 KiB
C++

#pragma once
#include "vpc/keyvalues.h"
#include "common/protocol.h"
#include "engine/net_chan.h"
//-----------------------------------------------------------------------------
// Enumerations
//-----------------------------------------------------------------------------
enum Reputation_t
{
REP_NONE = 0,
REP_REMOVE_ONLY,
REP_MARK_BAD
};
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
class CServer;
class CClient;
///////////////////////////////////////////////////////////////////////////////
extern CClient* g_pClient;
class CClient : IClientMessageHandler, INetChannelHandler
{
public:
CClient* GetClient(int nIndex) const;
uint16_t GetHandle(void) const;
uint32_t GetUserID(void) const;
uint64_t GetNucleusID(void) const;
SIGNONSTATE GetSignonState(void) const;
PERSISTENCE GetPersistenceState(void) const;
CNetChan* GetNetChan(void) const;
const char* GetServerName(void) const;
const char* GetClientName(void) const;
void SetHandle(uint16_t nHandle);
void SetUserID(uint32_t nUserID);
void SetNucleusID(uint64_t nNucleusID);
void SetSignonState(SIGNONSTATE nSignonState);
void SetPersistenceState(PERSISTENCE nPersistenceState);
void SetNetChan(CNetChan* pNetChan);
bool IsConnected(void) const;
bool IsSpawned(void) const;
bool IsActive(void) const;
bool IsPersistenceAvailable(void) const;
bool IsPersistenceReady(void) const;
bool IsFakeClient(void) const;
bool IsHumanPlayer(void) const;
bool Connect(const char* szName, void* pNetChannel, bool bFakePlayer, void* a5, char* szMessage, int nMessageSize);
void Disconnect(const Reputation_t nRepLvl, const char* szReason, ...);
static bool VConnect(CClient* pClient, const char* szName, void* pNetChannel, bool bFakePlayer, void* a5, char* szMessage, int nMessageSize);
void Clear(void);
static void VClear(CClient* pClient);
static bool VProcessStringCmd(CClient* pClient, NET_StringCmd* pMsg);
private:
uint32_t m_nUserID; //0x0010
uint16_t m_nHandle; //0x0014
char m_szServerName[64]; //0x0016
int64_t m_nReputation; //0x0058
char pad_0014[182]; //0x0060
char m_szClientName[64]; //0x0116
char pad_0015[522]; //0x0156
KeyValues* m_ConVars; //0x0360
char pad_0368[8]; //0x0368
CServer* m_pServer; //0x0370
char pad_0378[40]; //0x0378
CNetChan* m_NetChannel; //0x03A0
char pad_03A8[8]; //0x03A8
SIGNONSTATE m_nSignonState; //0x03B0
int32_t m_nDeltaTick; //0x03B4
uint64_t m_nNucleusID; //0x03B8
int32_t m_nStringTableAckTick; //0x03BC
int32_t m_nSignonTick; //0x03C0
char pad_03C0[464]; //0x03C4
#if defined (GAMEDLL_S2) || defined (GAMEDLL_S3)
char pad_0598[8]; //0x0598
#endif
bool m_bFakePlayer; //0x05A0
bool m_bReceivedPacket; //0x05A1
bool m_bLowViolence; //0x05A2
bool m_bFullyAuthenticated; //0x05A3
char pad_05A4[24]; //0x05A4
PERSISTENCE m_nPersistenceState; //0x05BC
char pad_05C0[302676]; //0x05C0
int32_t m_LastMovementTick; //0x4A414
#if defined (GAMEDLL_S2) || defined (GAMEDLL_S3)
char pad_4A418[120]; //0x4A418
#endif
char pad_4A440[48]; //0x4A440
};
#if defined (GAMEDLL_S0) || defined (GAMEDLL_S1)
static_assert(sizeof(CClient) == 0x4A440);
#else
static_assert(sizeof(CClient) == 0x4A4C0);
#endif
/* ==== CBASECLIENT ===================================================================================================================================================== */
inline CMemory p_CClient_Connect;
inline auto v_CClient_Connect = p_CClient_Connect.RCast<bool (*)(CClient* pClient, const char* szName, void* pNetChannel, bool bFakePlayer, void* a5, char* szMessage, int nMessageSize)>();
inline CMemory p_CClient_Disconnect;
inline auto v_CClient_Disconnect = p_CClient_Disconnect.RCast<bool (*)(CClient* pClient, const Reputation_t nRepLvl, const char* szReason, ...)>();
inline CMemory p_CClient_Clear;
inline auto v_CClient_Clear = p_CClient_Clear.RCast<void (*)(CClient* pClient)>();
inline CMemory p_CClient_ProcessStringCmd;
inline auto v_CClient_ProcessStringCmd = p_CClient_ProcessStringCmd.RCast<bool (*)(CClient* pClient, NET_StringCmd* pMsg)>();
///////////////////////////////////////////////////////////////////////////////
void CBaseClient_Attach();
void CBaseClient_Detach();
///////////////////////////////////////////////////////////////////////////////
class VClient : public IDetour
{
virtual void GetAdr(void) const
{
spdlog::debug("| FUN: CClient::Connect : {:#18x} |\n", p_CClient_Connect.GetPtr());
spdlog::debug("| FUN: CClient::Disconnect : {:#18x} |\n", p_CClient_Disconnect.GetPtr());
spdlog::debug("| FUN: CClient::Clear : {:#18x} |\n", p_CClient_Clear.GetPtr());
spdlog::debug("| FUN: CClient::ProcessStringCmd : {:#18x} |\n", p_CClient_ProcessStringCmd.GetPtr());
spdlog::debug("| VAR: g_pClient[128] : {:#18x} |\n", reinterpret_cast<uintptr_t>(g_pClient));
spdlog::debug("+----------------------------------------------------------------+\n");
}
virtual void GetFun(void) const
{
p_CClient_Connect = g_GameDll.FindPatternSIMD(reinterpret_cast<rsig_t>("\x48\x89\x5C\x24\x00\x48\x89\x6C\x24\x00\x56\x57\x41\x56\x48\x83\xEC\x20\x41\x0F\xB6\xE9"), "xxxx?xxxx?xxxxxxxxxxxx");
#if defined (GAMEDLL_S0) || defined (GAMEDLL_S1) || defined (GAMEDLL_S2)
p_CClient_Disconnect = g_GameDll.FindPatternSIMD(reinterpret_cast<rsig_t>("\x48\x8B\xC4\x4C\x89\x40\x18\x4C\x89\x48\x20\x53\x56\x57\x48\x81\xEC\x00\x00\x00\x00\x83\xB9\x00\x00\x00\x00\x00\x49\x8B\xF8\x0F\xB6\xF2"), "xxxxxxxxxxxxxxxxx????xx?????xxxxxx");
#else // !GAMEDLL_S0 || !GAMEDLL_S1 || !GAMEDLL_S2
p_CClient_Disconnect = g_GameDll.FindPatternSIMD(reinterpret_cast<rsig_t>("\x48\x8B\xC4\x4C\x89\x40\x18\x4C\x89\x48\x20\x53\x56\x57\x48\x81\xEC\x00\x00\x00\x00\x83\xB9\x00\x00\x00\x00\x00\x49\x8B\xF8\x8B\xF2"), "xxxxxxxxxxxxxxxxx????xx?????xxxxx");
#endif
p_CClient_Clear = g_GameDll.FindPatternSIMD(reinterpret_cast<rsig_t>("\x40\x53\x41\x56\x41\x57\x48\x83\xEC\x20\x48\x8B\xD9\x48\x89\x74"), "xxxxxxxxxxxxxxxx");
#if defined (GAMEDLL_S0) || defined (GAMEDLL_S1)
p_CClient_ProcessStringCmd = g_GameDll.FindPatternSIMD(reinterpret_cast<rsig_t>("\x48\x83\xEC\x28\x4C\x8B\x42\x20"), "xxxxxxxx");
#elif defined (GAMEDLL_S2) || defined (GAMEDLL_S3)
p_CClient_ProcessStringCmd = g_GameDll.FindPatternSIMD(reinterpret_cast<rsig_t>("\x48\x89\x6C\x24\x00\x57\x48\x81\xEC\x00\x00\x00\x00\x48\x8B\x7A\x20"), "xxxx?xxxx????xxxx");
#endif // !GAMEDLL_S0 || !GAMEDLL_S1
v_CClient_Connect = p_CClient_Connect.RCast<bool (*)(CClient*, const char*, void*, bool, void*, char*, int)>(); /*48 89 5C 24 ?? 48 89 6C 24 ?? 56 57 41 56 48 83 EC 20 41 0F B6 E9*/
v_CClient_Disconnect = p_CClient_Disconnect.RCast<bool (*)(CClient*, const Reputation_t, const char*, ...)>(); /*48 8B C4 4C 89 40 18 4C 89 48 20 53 56 57 48 81 EC ?? ?? ?? ?? 83 B9 ?? ?? ?? ?? ?? 49 8B F8 8B F2*/
v_CClient_Clear = p_CClient_Clear.RCast<void (*)(CClient*)>(); /*40 53 41 56 41 57 48 83 EC 20 48 8B D9 48 89 74*/
v_CClient_ProcessStringCmd = p_CClient_ProcessStringCmd.RCast<bool (*)(CClient*, NET_StringCmd*)>(); /*48 89 6C 24 ?? 57 48 81 EC ?? ?? ?? ?? 48 8B 7A 20*/
}
virtual void GetVar(void) const
{
g_pClient = g_GameDll.FindPatternSIMD(reinterpret_cast<rsig_t>("\x3B\x15\x00\x00\x00\x00\x7D\x33"), "xx????xx")
.FindPatternSelf("48 8D 0D", CMemory::Direction::DOWN, 150).ResolveRelativeAddressSelf(0x3, 0x7).RCast<CClient*>();
}
virtual void GetCon(void) const { }
virtual void Attach(void) const { }
virtual void Detach(void) const { }
};
///////////////////////////////////////////////////////////////////////////////
REGISTER(VClient);