CfgRemoteExec – Arma 3
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== Default Config == | == Default Config == | ||
<b>The default <tt>CfgRemoteExec</tt> in game's main config has outdated format and is left for backward compatibility only</b>. It was used by the old [[BIS_fnc_MP]] directly. The classes <tt>Client</tt> and <tt>Server</tt> are obsolete. The new <tt>RemoteExec</tt> mechanics ignores it and by default all functions and commands are allowed. This is default [[config.cpp]] entry: | |||
<syntaxhighlight lang=cpp> | <syntaxhighlight lang=cpp> |
Revision as of 07:11, 9 October 2019
Description
Class containing a list of all scripted functions and commands which can be remotely executed by BIS_fnc_MP / remoteExec / remoteExecCall on server or client machines. Can be defined in main config.cpp or in campaign or mission description.ext. Mission or campaign config overrides main config.
Format
class CfgRemoteExec
{
// List of script functions allowed to be sent from client via remoteExec
class Functions
{
// RemoteExec modes:
// 0- turned off
// 1- turned on, taking whitelist into account
// 2- turned on, ignoring whitelist (default, because of backward compatibility)
mode = 2;
// Ability to send jip messages: 0-disabled, 1-enabled (default)
jip = 1;
// your functions here
class BIS_fnc_aFunction
{
allowedTargets = 0; // can target anyone (default)
jip = 0; // sending JIP messages is disabled for this function (overrides settings in the Functions class)
};
class YourFunctionOne { allowedTargets = 1; }; // can target only clients
class YourFunctionTwo { allowedTargets = 2; }; // can target only the server
};
// List of script commands allowed to be sent from client via remoteExec
class Commands
{
// your commands here
class setDir
{
allowedTargets = 2; // can target only the server
jip = 0; // sending JIP is turned off (overrides settings in the Commands class)
};
};
};
Default Config
The default CfgRemoteExec in game's main config has outdated format and is left for backward compatibility only. It was used by the old BIS_fnc_MP directly. The classes Client and Server are obsolete. The new RemoteExec mechanics ignores it and by default all functions and commands are allowed. This is default config.cpp entry:
class CfgRemoteExec
{
class Server
{
class Functions
{
mode = 2;
};
class Commands
{
mode = 2;
};
};
class Client
{
class Functions
{
mode = 2;
};
class Commands
{
mode = 2;
};
};
};
Notes
- Posted on January 1, 2016
- AgentRev
-
- As BIS_fnc_MP now uses remoteExec, there are some functions spontaneously called by the game core that require whitelisting in order to work if class Functions is set to mode = 1;
class BIS_fnc_effectKilledAirDestruction {}; class BIS_fnc_effectKilledSecondaries {}; class BIS_fnc_objectVar {};
- For initPlayerServer.sqf to work, BIS_fnc_execVM would need to be whitelisted, but that should be avoided at all costs, as it allows hackers to bypass the whitelist.
- For the debug console to be able to execute anything (even locally), BIS_fnc_debugConsoleExec must be whitelisted. This function only works when its remoteExecutedOwner is admin, so it is safe to whitelist for everyone.
- remoteExec and remoteExecCall are filtered by BattlEye's remoteexec.txt, the string analyzed by BE is formatted the same way as the following example's output:
format ["%1 %2", functionName, str params]
The following remoteexec.txt exclusion can be used to safely allow all whitelisted *_fnc_* functions taking an array as parameter to go through:!="\w+?_fnc_\w+? \[[\S\s]*\]"
Any attempt to exploit this exclusion using other RE methods like createUnit will run into "Error Missing ;" without any malicious code being executed. Mod makers should refrain from remote-executing raw commands from clients, as they require individual exclusions, and instead use *_fnc_* functions taking an array as parameter, which are covered by the above exclusion.
- As BIS_fnc_MP now uses remoteExec, there are some functions spontaneously called by the game core that require whitelisting in order to work if class Functions is set to mode = 1;