#include "quakedef.h" #include #ifdef _WIN32 #ifndef WIN32_LEAN_AND_MEAN #define WIN32_LEAN_AND_MEAN #endif #include #endif typedef struct f_modified_s { char name[MAX_QPATH]; qboolean ismodified; struct f_modified_s *next; } f_modified_t; static f_modified_t *f_modified_list; qboolean care_f_modified; qboolean f_modified_particles; cvar_t allow_f_version = SCVAR("allow_f_version", "1"); cvar_t allow_f_server = SCVAR("allow_f_server", "1"); cvar_t allow_f_modified = SCVAR("allow_f_modified", "1"); cvar_t allow_f_skins = SCVAR("allow_f_skins", "1"); cvar_t allow_f_ruleset = SCVAR("allow_f_ruleset", "1"); cvar_t allow_f_scripts = SCVAR("allow_f_scripts", "1"); cvar_t allow_f_fakeshaft = SCVAR("allow_f_fakeshaft", "1"); cvar_t allow_f_system = SCVAR("allow_f_system", "0"); cvar_t allow_f_cmdline = SCVAR("allow_f_cmdline", "0"); cvar_t auth_validateclients = SCVAR("auth_validateclients", "1"); cvar_t ruleset = SCVAR("ruleset", "none"); #define SECURITY_INIT_BAD_CHECKSUM 1 #define SECURITY_INIT_BAD_VERSION 2 #define SECURITY_INIT_ERROR 3 #define SECURITY_INIT_NOPROC 4 typedef struct signed_buffer_s { qbyte *buf; unsigned long size; } signed_buffer_t; typedef signed_buffer_t *(*Security_Verify_Response_t) (int playernum, unsigned char *, char *userinfo, char *serverinfo); typedef int (*Security_Init_t) (char *); typedef signed_buffer_t *(*Security_Generate_Crc_t) (int playernum, char *userinfo, char *serverinfo); typedef signed_buffer_t *(*Security_IsModelModified_t) (char *, int, qbyte *, int); typedef void (*Security_Supported_Binaries_t) (void *); typedef void (*Security_Shutdown_t) (void); static Security_Verify_Response_t Security_Verify_Response; static Security_Init_t Security_Init; static Security_Generate_Crc_t Security_Generate_Crc; static Security_IsModelModified_t Security_IsModelModified; static Security_Supported_Binaries_t Security_Supported_Binaries; static Security_Shutdown_t Security_Shutdown; static void *secmodule; static void Validation_Version(void) { char sr[256]; char *s = sr; char *auth; char authbuf[256]; extern cvar_t r_shadow_realtime_world, r_drawflat; switch(qrenderer) { #ifdef RGLQUAKE case QR_OPENGL: s = sr; //print certain allowed 'cheat' options. //realtime lighting (shadows can show around corners) //drawflat is just lame //24bits can be considered eeeevil, by some. if (r_shadows.value) { if (r_shadow_realtime_world.value) *s++ = 'W'; else *s++ = 'S'; } if (r_drawflat.value) *s++ = 'F'; if (gl_load24bit.value) *s++ = 'H'; *s = *""; break; #endif #ifdef SWQUAKE case QR_SOFTWARE: if (r_pixbytes == 4) { *s++ = '3'; *s++ = '2'; } else if (r_pixbytes == 2) { *s++ = '1'; *s++ = '6'; } else *s++ = '8'; break; #endif default: *sr = *""; break; } *s = '\0'; if (!allow_f_version.value) return; //suppress it if (Security_Generate_Crc) { signed_buffer_t *resp; resp = Security_Generate_Crc(cl.playernum[0], cl.players[cl.playernum[0]].userinfo, cl.serverinfo); if (!resp || !resp->buf) auth = ""; else Q_snprintfz(auth, sizeof(authbuf), " crc: %s", resp->buf); } else auth = ""; if (*sr) Cbuf_AddText (va("say "DISTRIBUTION"Quake v%i "PLATFORM"/%s/%s%s\n", build_number(), q_renderername, sr, auth), RESTRICT_RCON); else Cbuf_AddText (va("say "DISTRIBUTION"Quake v%i "PLATFORM"/%s%s\n", build_number(), q_renderername, auth), RESTRICT_RCON); } void Validation_CheckIfResponse(char *text) { //client name, version type(os-renderer where it matters, os/renderer where renderer doesn't), 12 char hex crc int f_query_client; int i; char *crc; char *versionstring; if (!Security_Verify_Response) return; //valid or not, we can't check it. if (!auth_validateclients.value) return; //do the parsing. { char *comp; int namelen; for (crc = text + strlen(text) - 1; crc > text; crc--) if ((unsigned)*crc > ' ') break; //find the crc. for (i = 0; i < 29; i++) { if (crc <= text) return; //not enough chars. if ((unsigned)crc[-1] <= ' ') break; crc--; } //we now want 3 string seperated tokens, so the first starts at the fourth found ' ' + 1 i = 7; for (comp = crc-1; ; comp--) { if (comp < text) return; if (*comp == ' ') { i--; if (!i) break; } } versionstring = comp+1; if (comp <= text) return; //not enough space for the 'name:' if (*(comp-1) != ':') return; //whoops. not a say. namelen = comp - text-1; for (f_query_client = 0; f_query_client < MAX_CLIENTS; f_query_client++) { if (strlen(cl.players[f_query_client].name) == namelen) if (!strncmp(cl.players[f_query_client].name, text, namelen)) break; } if (f_query_client == MAX_CLIENTS) return; //looks like a validation, but it's not from a known client. } { char *match = DISTRIBUTION"Quake v"; if (strncmp(versionstring, match, strlen(match))) return; //this is not us } //now do the validation { signed_buffer_t *resp; resp = Security_Verify_Response(f_query_client, crc, cl.players[f_query_client].userinfo, cl.serverinfo); if (resp && resp->size && *resp->buf) Con_Printf(SP_NOTICE "Authentication Successful.\n"); else// if (!resp) Con_Printf(SP_ERROR "AUTHENTICATION FAILED.\n"); } } void InitValidation(void) { Cvar_Register(&allow_f_version, "Authentication"); Cvar_Register(&allow_f_server, "Authentication"); Cvar_Register(&allow_f_modified, "Authentication"); Cvar_Register(&allow_f_skins, "Authentication"); Cvar_Register(&allow_f_ruleset, "Authentication"); Cvar_Register(&allow_f_fakeshaft, "Authentication"); Cvar_Register(&allow_f_scripts, "Authentication"); Cvar_Register(&allow_f_system, "Authentication"); Cvar_Register(&allow_f_cmdline, "Authentication"); Cvar_Register(&ruleset, "Authentication"); #ifdef _WIN32 secmodule = LoadLibrary("fteqw-security.dll"); if (secmodule) { Security_Verify_Response = (void*)GetProcAddress(secmodule, "Security_Verify_Response"); Security_Init = (void*)GetProcAddress(secmodule, "Security_Init"); Security_Generate_Crc = (void*)GetProcAddress(secmodule, "Security_Generate_Crc"); Security_IsModelModified = (void*)GetProcAddress(secmodule, "Security_IsModelModified"); Security_Supported_Binaries = (void*)GetProcAddress(secmodule, "Security_Supported_Binaries"); Security_Shutdown = (void*)GetProcAddress(secmodule, "Security_Shutdown"); } #endif if (Security_Init) { switch(Security_Init(va("%s %.2f %i", DISTRIBUTION, 2.57, build_number()))) { case SECURITY_INIT_BAD_CHECKSUM: Con_Printf("Checksum failed. Security module does not support this build. Go upgrade it.\n"); break; case SECURITY_INIT_BAD_VERSION: Con_Printf("Version failed. Security module does not support this version. Go upgrade.\n"); break; case SECURITY_INIT_ERROR: Con_Printf("'Generic' security error. Stop hacking.\n"); break; case SECURITY_INIT_NOPROC: Con_Printf("/proc/* does not exist. You will need to upgrade/reconfigure your kernel.\n"); break; case 0: Cvar_Register(&auth_validateclients, "Authentication"); return; } #ifdef _WIN32 FreeLibrary(secmodule); #endif } Security_Verify_Response = NULL; Security_Init = NULL; Security_Generate_Crc = NULL; Security_IsModelModified = NULL; Security_Supported_Binaries = NULL; Security_Shutdown = NULL; } ////////////////////// //f_modified void Validation_IncludeFile(char *filename, char *file, int filelen) { } static void Validation_FilesModified (void) { Con_Printf ("Not implemented\n", RESTRICT_RCON); } void Validation_FlushFileList(void) { f_modified_t *fm; while(f_modified_list) { fm = f_modified_list->next; Z_Free(f_modified_list); f_modified_list = fm; } } ///////////////////////// //minor (codewise) responses static void Validation_Server(void) { #ifndef _MSC_VER #warning is allowing the user to turn this off practical?.. #endif if (!allow_f_server.value) return; Cbuf_AddText(va("say server is %s\n", NET_AdrToString(cls.netchan.remote_address)), RESTRICT_LOCAL); } static void Validation_Skins(void) { extern cvar_t r_fullbrightSkins, r_fb_models; int percent = r_fullbrightSkins.value*100; if (!allow_f_skins.value) return; RulesetLatch(&r_fb_models); RulesetLatch(&r_fullbrightSkins); if (percent < 0) percent = 0; if (percent > cls.allow_fbskins*100) percent = cls.allow_fbskins*100; if (percent) Cbuf_AddText(va("say all player skins %i%% fullbright%s\n", percent, r_fb_models.value?" (plus luma)":""), RESTRICT_LOCAL); else if (r_fb_models.value) Cbuf_AddText("say luma textures only\n", RESTRICT_LOCAL); else Cbuf_AddText("say Only cheaters use full bright skins\n", RESTRICT_LOCAL); } static void Validation_Scripts(void) { //subset of ruleset if (!allow_f_scripts.value) return; if (ruleset_allow_frj.value) Cbuf_AddText("say scripts are allowed\n", RESTRICT_LOCAL); else Cbuf_AddText("say scripts are capped\n", RESTRICT_LOCAL); } static void Validation_FakeShaft(void) { extern cvar_t cl_truelightning; if (!allow_f_fakeshaft.value) return; if (cl_truelightning.value > 0.999) Cbuf_AddText("say fakeshaft on\n", RESTRICT_LOCAL); else if (cl_truelightning.value > 0) Cbuf_AddText(va("say fakeshaft %.1f%%\n", cl_truelightning.value), RESTRICT_LOCAL); else Cbuf_AddText("say fakeshaft off\n", RESTRICT_LOCAL); } static void Validation_System(void) { //subset of ruleset if (!allow_f_system.value) return; Cbuf_AddText("say f_system not supported\n", RESTRICT_LOCAL); } static void Validation_CmdLine(void) { if (!allow_f_cmdline.value) return; Cbuf_AddText("say f_cmdline not supported\n", RESTRICT_LOCAL); } ////////////////////// //rulesets typedef struct { char *rulename; char *rulevalue; } rulesetrule_t; typedef struct { char *rulesetname; rulesetrule_t *rule; qboolean flagged; } ruleset_t; rulesetrule_t rulesetrules_strict[] = { {"gl_shadeq1", "0"}, {"gl_shadeq3", "0"}, //FIXME: there needs to be some other way to block these {"ruleset_allow_playercount", "0"}, {"ruleset_allow_frj", "0"}, {"ruleset_allow_packet", "0"}, {"ruleset_allow_particle_lightning", "0"}, {"ruleset_allow_overlongsounds", "0"}, {"ruleset_allow_larger_models", "0"}, {"tp_disputablemacros", "0"}, {"cl_instantrotate", "0"}, {NULL} }; rulesetrule_t rulesetrules_nnql[] = { {"ruleset_allow_larger_models", "0"}, {"ruleset_allow_overlong_sounds", "0"}, {"ruleset_allow_particle_lightning", "0"}, {"ruleset_allow_packet", "0"}, {"ruleset_allow_frj", "0"}, {"ruleset_allow_playercount", "0"}, {"gl_shadeq1", "0"}, {"gl_shadeq3", "0"}, {NULL} }; static ruleset_t rulesets[] = { {"strict", rulesetrules_strict}, {"nnql", rulesetrules_nnql}, {NULL} }; void RulesetLatch(cvar_t *cvar) { cvar->flags |= CVAR_RULESETLATCH; } void Validation_DelatchRulesets(void) { //game has come to an end, allow the ruleset to be changed Cvar_ApplyLatches(CVAR_RULESETLATCH); Con_DPrintf("Ruleset deactivated\n"); } void Validation_Ruleset(void) { //this code is more complex than it needs to be //this allows for the ruleset code to print a ruleset name that is applied via the cvars, but not directly named by the user cvar_t *var; ruleset_t *rs; int i; char rsnames[1024]; rs = rulesets; *rsnames = '\0'; #ifndef _MSC_VER #warning here's a question... Should we latch the ruleset unconditionally, or only when someone actually cares? #warning if we do it only when someone checks, we have a lot more checking, otherwise we have a freer tournament if the users choose to play that way #warning I'm going to do it the old-fashioned way #warning (yes, this is one for molgrum to resolve!) #endif for (rs = rulesets; rs->rulesetname; rs++) { rs->flagged = false; for (i = 0; rs->rule[i].rulename; i++) { var = Cvar_FindVar(rs->rule[i].rulename); if (!var) //sw rendering? continue; if (strcmp(var->string, rs->rule[i].rulevalue)) break; //current settings don't match } if (!rs->rule[i].rulename) { if (*rsnames) { Q_strncatz(rsnames, ", ", sizeof(rsnames)); } Q_strncatz(rsnames, rs->rulesetname, sizeof(rsnames)); rs->flagged = true; } } if (*rsnames) { Cbuf_AddText(va("say Ruleset: %s\n", rsnames), RESTRICT_LOCAL); //now we've told the other players what rules we're playing by, we'd best stick to them for (rs = rulesets; rs->rulesetname; rs++) { if (!rs->flagged) continue; for (i = 0; rs->rule[i].rulename; i++) { var = Cvar_FindVar(rs->rule[i].rulename); if (!var) continue; RulesetLatch(var); //set the latched flag } } } else Cbuf_AddText("say No specific ruleset\n", RESTRICT_LOCAL); } void Validation_Apply_Ruleset(void) { //rulesets are applied when the client first gets a connection to the server ruleset_t *rs; rulesetrule_t *rule; cvar_t *var; int i; #ifndef _MSC_VER #warning fixme: the following line should not be needed. ensure this is the case #endif Validation_DelatchRulesets(); //make sure there's no old one if (!*ruleset.string || !strcmp(ruleset.string, "none")) return; //no ruleset is set for (rs = rulesets; rs->rulesetname; rs++) { if (!stricmp(rs->rulesetname, ruleset.string)) break; } if (!rs->rulesetname) { Con_Printf("Cannot apply ruleset %s - not recognised\n", rs->rulesetname); return; } for (rule = rs->rule; rule->rulename; rule++) { for (i = 0; rs->rule[i].rulename; i++) { var = Cvar_FindVar(rs->rule[i].rulename); if (!var) continue; if (!Cvar_ApplyLatchFlag(var, rs->rule[i].rulevalue, CVAR_RULESETLATCH)) { Con_Printf("Failed to apply ruleset %s due to cvar %s\n", rs->rulesetname, var->name); break; } } } Con_DPrintf("Ruleset set to %s\n", rs->rulesetname); } ////////////////////// void Validation_Auto_Response(int playernum, char *s) { static float versionresponsetime; static float modifiedresponsetime; static float skinsresponsetime; static float serverresponsetime; static float rulesetresponsetime; static float systemresponsetime; static float fakeshaftresponsetime; static float cmdlineresponsetime; static float scriptsresponsetime; if (!strncmp(s, "f_version", 9) && versionresponsetime < Sys_DoubleTime()) //respond to it. { Validation_Version(); versionresponsetime = Sys_DoubleTime() + 5; } else if (cl.spectator) return; else if (!strncmp(s, "f_server", 8) && serverresponsetime < Sys_DoubleTime()) //respond to it. { Validation_Server(); serverresponsetime = Sys_DoubleTime() + 5; } else if (!strncmp(s, "f_system", 8) && systemresponsetime < Sys_DoubleTime()) { Validation_System(); systemresponsetime = Sys_DoubleTime() + 5; } else if (!strncmp(s, "f_cmdline", 9) && cmdlineresponsetime < Sys_DoubleTime()) { Validation_CmdLine(); cmdlineresponsetime = Sys_DoubleTime() + 5; } else if (!strncmp(s, "f_fakeshaft", 11) && fakeshaftresponsetime < Sys_DoubleTime()) { Validation_FakeShaft(); fakeshaftresponsetime = Sys_DoubleTime() + 5; } else if (!strncmp(s, "f_modified", 10) && modifiedresponsetime < Sys_DoubleTime()) //respond to it. { Validation_FilesModified(); modifiedresponsetime = Sys_DoubleTime() + 5; } else if (!strncmp(s, "f_scripts", 9) && scriptsresponsetime < Sys_DoubleTime()) { Validation_Scripts(); scriptsresponsetime = Sys_DoubleTime() + 5; } else if (!strncmp(s, "f_skins", 7) && skinsresponsetime < Sys_DoubleTime()) //respond to it. { Validation_Skins(); skinsresponsetime = Sys_DoubleTime() + 5; } else if (!strncmp(s, "f_ruleset", 9) && rulesetresponsetime < Sys_DoubleTime()) { Validation_Ruleset(); rulesetresponsetime = Sys_DoubleTime() + 5; } }