Files
DorkNet/DorkNet.ClientMod/attic/AuthValuesInjector.cs.attic
Alexa cd9d10586c Park Photon CustomAuth injector
- Photon dashboard has CustomAuth disabled on the AppId now, so the
  watch never needs to attach userid/LoginLock to its Authenticate
  ops. Removed the harmony hook on NetworkingPeer.CallAuthenticate,
  the AuthValuesInjector_Prefix method, the GetCurrentLockToken
  helper, and the InjectAuthValues Cfg field + config load. Bumped
  the [config] log line to drop the InjectAuthValues field.
- Both dorknet-clientmod.json.template copies (source +
  local-releases) lose the "InjectAuthValues" key.
- Code moved verbatim to DorkNet.ClientMod/attic/AuthValuesInjector.cs.attic
  with a header explaining why it was parked and how to restore it.
  The .cs.attic suffix keeps the SDK's auto-globber from compiling it.
2026-05-28 13:21:34 +03:00

165 lines
7.9 KiB
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// ─────────────────────────────────────────────────────────────────────
// AuthValuesInjector — PARKED 2026-05-28
// ─────────────────────────────────────────────────────────────────────
//
// Filename suffix is .cs.attic on purpose so the .NET SDK's globber
// doesn't pick it up. Don't rename to .cs unless you're putting the
// feature back.
//
// What this used to do
// --------------------
// Prefix-patched NetworkingPeer.CallAuthenticate so the 2020 watch
// would attach a Photon Custom-Auth payload (`userid` +
// `LoginLock`) to every Photon Authenticate op. The server's
// /photon/customauth controller (PhotonCustomAuthController.cs) read
// those parameters and validated them against the player's
// /player/login lock.
//
// Why it's parked
// ---------------
// Photon Cloud's Custom Auth probe was getting 403'd at the WAF in
// front of `auth.<apex>/photon/customauth` for hosts behind
// Cloudflare or Tunnelto's proxy. The Photon NameServer then returned
// `CustomAuthenticationFailed (ReturnCode 32755)` and the watch
// bounced back to the dorm before a session could start.
//
// The cleaner fix turned out to be:
// 1. Turn off Custom Authentication on the Photon AppId in the
// dashboard (or flip "Anonymous connect" to Allow), so Photon
// never calls our URL.
// 2. Stop sending custom-auth params from the client — that's the
// InjectAuthValues=false flag we shipped first. With the
// dashboard side off too, the injector code below has nothing
// to gate on, so it's removed from the live patch.
//
// How to put it back
// ------------------
// 1. Rename this file to AuthValuesInjector.cs (drop the .attic
// suffix). It compiles as part of DorkNet.ClientMod.
// 2. Reinstate the `InjectAuthValues` field on Mod.Cfg + the
// config-load line in LoadConfig.
// 3. Re-add the harmony patch hook in OnLateInitializeMelon:
// TryPatchByName("NetworkingPeer", "CallAuthenticate",
// prefix: nameof(PhotonPatches.AuthValuesInjector_Prefix));
// 4. Flip `"InjectAuthValues": true` in
// DorkNet.ClientMod/dorknet-clientmod.json.template (and the
// copy under local-releases/).
// 5. If you also want the server to enforce the lock, set
// Photon:RequireCustomAuth=true on the server (env
// Photon__RequireCustomAuth=true).
//
// The body below is verbatim what lived in Mod.cs's PhotonPatches
// class. `FindGameType` is the same helper still in Mod.cs.
using System.Reflection;
namespace DorkNet.ClientMod.Attic;
internal static class AuthValuesInjector
{
public static void AuthValuesInjector_Prefix(object __instance)
{
if (!Mod.Cfg.InjectAuthValues) return;
try
{
// Photon's AuthValues live on PhotonNetwork.AuthValues. The 2020
// watch never sets them itself, so we set them right before
// NetworkingPeer.CallAuthenticate forwards to the wire op. The
// userid is RecNet.Core.LocalAccountId, the LoginLock comes
// from PlayerPrefs key LoginLockTokenV2.
// RecNet.Core.LocalAccountId is declared `int` in the game
// build (dump.cs:573622 → 0x30 backing field). Convert via
// Convert.ToInt64 so boxing as int still gives us the long we
// need below; a direct (long) cast on boxed int would throw.
var coreType = FindGameType("RecNet.Core");
var accountIdObj = coreType?.GetProperty("LocalAccountId", BindingFlags.Public | BindingFlags.Static)?.GetValue(null);
var accountId = accountIdObj is null ? 0L : Convert.ToInt64(accountIdObj);
if (accountId <= 0)
{
Mod.Log.Msg("[auth-injector] skip — no LocalAccountId yet (pre-login Photon ping)");
return;
}
var photonNetwork = FindGameType("PhotonNetwork");
var avProp = photonNetwork?.GetProperty("AuthValues", BindingFlags.Public | BindingFlags.Static);
var existing = avProp?.GetValue(null);
if (existing is not null)
{
var userIdProp = existing.GetType().GetProperty("UserId");
var existingUserId = userIdProp?.GetValue(existing) as string;
if (!string.IsNullOrEmpty(existingUserId)) return;
}
var token = GetCurrentLockToken();
// Build a new AuthenticationValues. The type lives in the
// ExitGames.Client.Photon.LoadBalancing namespace (game-side).
// CustomAuthenticationType.Custom = 0 in this build.
var authValuesType = FindGameType("ExitGames.Client.Photon.LoadBalancing.AuthenticationValues");
if (authValuesType is null) { Mod.Log.Warning("[auth-injector] AuthenticationValues type not found"); return; }
var av = Activator.CreateInstance(authValuesType);
var authTypeProp = authValuesType.GetProperty("AuthType");
if (authTypeProp is not null)
{
var customAuthValue = authTypeProp.PropertyType.IsEnum
? Enum.ToObject(authTypeProp.PropertyType, 0)
: Convert.ChangeType(0, authTypeProp.PropertyType);
authTypeProp.SetValue(av, customAuthValue);
}
authValuesType.GetProperty("UserId")?.SetValue(av, accountId.ToString());
var addParam = authValuesType.GetMethod("AddAuthParameter", new[] { typeof(string), typeof(string) });
addParam?.Invoke(av, new object[] { "userid", accountId.ToString() });
addParam?.Invoke(av, new object[] { "LoginLock", token ?? string.Empty });
avProp?.SetValue(null, av);
Mod.Log.Msg($"[auth-injector] set AuthValues userid={accountId} LoginLock={(string.IsNullOrEmpty(token) ? "<missing>" : "<set>")}");
}
catch (Exception ex) { Mod.Log.Warning($"[auth-injector] failed: {ex.Message}"); }
}
private static string? GetCurrentLockToken()
{
try
{
var playerPrefs = FindGameType("UnityEngine.PlayerPrefs");
var getString = playerPrefs?.GetMethod("GetString", new[] { typeof(string), typeof(string) });
var raw = (string?)getString?.Invoke(null, new object[] { "LoginLockTokenV2", string.Empty });
if (string.IsNullOrEmpty(raw)) return null;
const string key = "\"LockToken\":\"";
var ix = raw.IndexOf(key, StringComparison.Ordinal);
if (ix < 0) return null;
ix += key.Length;
var end = raw.IndexOf('"', ix);
return end < 0 ? null : raw[ix..end];
}
catch { return null; }
}
// FindGameType is already defined inside Mod.cs's PhotonPatches
// class (private static) — when re-instating, either drop this
// private copy and inline the lookup, or move the helper to a
// shared internal class. The current shape preserves the original
// behaviour for an isolated paste-back.
private static Type? FindGameType(string name)
{
foreach (var asm in AppDomain.CurrentDomain.GetAssemblies())
{
try
{
var t = asm.GetType(name, throwOnError: false);
if (t is not null) return t;
var prefixed = asm.GetType("Il2Cpp" + name, throwOnError: false);
if (prefixed is not null) return prefixed;
var dot = name.IndexOf('.');
if (dot > 0)
{
var nsPrefixed = asm.GetType("Il2Cpp" + name.Substring(0, dot) + name.Substring(dot), throwOnError: false);
if (nsPrefixed is not null) return nsPrefixed;
}
}
catch { }
}
return null;
}
}