diff --git a/primedev/server/auth/serverauthentication.cpp b/primedev/server/auth/serverauthentication.cpp index d0d4c698f..58268bcfa 100644 --- a/primedev/server/auth/serverauthentication.cpp +++ b/primedev/server/auth/serverauthentication.cpp @@ -19,8 +19,6 @@ #include #include -AUTOHOOK_INIT() - // global vars ServerAuthenticationManager* g_pServerAuthentication; CBaseServer__RejectConnectionType CBaseServer__RejectConnection; @@ -207,9 +205,25 @@ void ServerAuthenticationManager::WritePersistentData(CBaseClient* pPlayer) char* pNextPlayerToken; uint64_t iNextPlayerUid; -// clang-format off -AUTOHOOK(CBaseServer__ConnectClient, engine.dll + 0x114430, -void*,, ( +static void* (*o_pCBaseServer__ConnectClient)( + void* self, + void* addr, + void* a3, + uint32_t a4, + uint32_t a5, + int32_t a6, + void* a7, + char* playerName, + char* serverFilter, + void* a10, + char a11, + void* a12, + char a13, + char a14, + int64_t uid, + uint32_t a16, + uint32_t a17) = nullptr; +static void* h_CBaseServer__ConnectClient( void* self, void* addr, void* a3, @@ -226,22 +240,21 @@ void*,, ( char a14, int64_t uid, uint32_t a16, - uint32_t a17)) -// clang-format on + uint32_t a17) { // auth tokens are sent with serverfilter, can't be accessed from player struct to my knowledge, so have to do this here pNextPlayerToken = serverFilter; iNextPlayerUid = uid; - return CBaseServer__ConnectClient(self, addr, a3, a4, a5, a6, a7, playerName, serverFilter, a10, a11, a12, a13, a14, uid, a16, a17); + return o_pCBaseServer__ConnectClient(self, addr, a3, a4, a5, a6, a7, playerName, serverFilter, a10, a11, a12, a13, a14, uid, a16, a17); } ConVar* Cvar_ns_allowuserclantags; -// clang-format off -AUTOHOOK(CBaseClient__Connect, engine.dll + 0x101740, -bool,, (CBaseClient* self, char* pName, void* pNetChannel, char bFakePlayer, void* a5, char pDisconnectReason[256], void* a7)) -// clang-format on +static bool (*o_pCBaseClient__Connect)( + CBaseClient* self, char* pName, void* pNetChannel, char bFakePlayer, void* a5, char pDisconnectReason[256], void* a7) = nullptr; +static bool +h_CBaseClient__Connect(CBaseClient* self, char* pName, void* pNetChannel, char bFakePlayer, void* a5, char pDisconnectReason[256], void* a7) { const char* pAuthenticationFailure = nullptr; char pVerifiedName[64]; @@ -267,7 +280,7 @@ bool,, (CBaseClient* self, char* pName, void* pNetChannel, char bFakePlayer, voi } // try to actually connect the player - if (!CBaseClient__Connect(self, pVerifiedName, pNetChannel, bFakePlayer, a5, pDisconnectReason, a7)) + if (!o_pCBaseClient__Connect(self, pVerifiedName, pNetChannel, bFakePlayer, a5, pDisconnectReason, a7)) return false; // we already know this player's authentication data is legit, actually write it to them now @@ -279,10 +292,8 @@ bool,, (CBaseClient* self, char* pName, void* pNetChannel, char bFakePlayer, voi return true; } -// clang-format off -AUTOHOOK(CBaseClient__ActivatePlayer, engine.dll + 0x100F80, -void,, (CBaseClient* self)) -// clang-format on +static void (*o_pCBaseClient__ActivatePlayer)(CBaseClient* self) = nullptr; +static void h_CBaseClient__ActivatePlayer(CBaseClient* self) { // if we're authed, write our persistent data // RemovePlayerAuthData returns true if it removed successfully, i.e. on first call only, and we only want to write on >= second call @@ -294,13 +305,11 @@ void,, (CBaseClient* self)) g_pServerPresence->SetPlayerCount((int)g_pServerAuthentication->m_PlayerAuthenticationData.size()); } - CBaseClient__ActivatePlayer(self); + o_pCBaseClient__ActivatePlayer(self); } -// clang-format off -AUTOHOOK(_CBaseClient__Disconnect, engine.dll + 0x1012C0, -void,, (CBaseClient* self, uint32_t unknownButAlways1, const char* pReason, ...)) -// clang-format on +static void (*o_pCBaseClient__Disconnect)(CBaseClient* self, uint32_t unknownButAlways1, const char* pReason, ...) = nullptr; +static void h_CBaseClient__Disconnect(CBaseClient* self, uint32_t unknownButAlways1, const char* pReason, ...) { // have to manually format message because can't pass varargs to original func char buf[1024]; @@ -328,7 +337,7 @@ void,, (CBaseClient* self, uint32_t unknownButAlways1, const char* pReason, ...) g_pServerPresence->SetPlayerCount((int)g_pServerAuthentication->m_PlayerAuthenticationData.size()); - _CBaseClient__Disconnect(self, unknownButAlways1, buf); + o_pCBaseClient__Disconnect(self, unknownButAlways1, buf); } void ConCommand_ns_resetpersistence(const CCommand& args) @@ -346,7 +355,17 @@ void ConCommand_ns_resetpersistence(const CCommand& args) ON_DLL_LOAD_RELIESON("engine.dll", ServerAuthentication, (ConCommand, ConVar), (CModule module)) { - AUTOHOOK_DISPATCH() + o_pCBaseServer__ConnectClient = module.Offset(0x114430).RCast(); + HookAttach(&(PVOID&)o_pCBaseServer__ConnectClient, (PVOID)h_CBaseServer__ConnectClient); + + o_pCBaseClient__Connect = module.Offset(0x101740).RCast(); + HookAttach(&(PVOID&)o_pCBaseClient__Connect, (PVOID)h_CBaseClient__Connect); + + o_pCBaseClient__ActivatePlayer = module.Offset(0x100F80).RCast(); + HookAttach(&(PVOID&)o_pCBaseClient__ActivatePlayer, (PVOID)h_CBaseClient__ActivatePlayer); + + o_pCBaseClient__Disconnect = module.Offset(0x1012C0).RCast(); + HookAttach(&(PVOID&)o_pCBaseClient__Disconnect, (PVOID)h_CBaseClient__Disconnect); g_pServerAuthentication = new ServerAuthenticationManager;