AdminStealth 0.1.0: make CS2-SimpleAdmin's css_hide look like leaving, block status for players

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Astra 2026-09-27 18:06:48 +01:00
commit ee511d741f
6 changed files with 304 additions and 0 deletions

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bin/
obj/
release-out/

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using CounterStrikeSharp.API;
using CounterStrikeSharp.API.Core;
using CounterStrikeSharp.API.Core.Attributes.Registration;
using CounterStrikeSharp.API.Core.Capabilities;
using CounterStrikeSharp.API.Modules.Commands;
using CounterStrikeSharp.API.Modules.Entities;
using CounterStrikeSharp.API.ValveConstants.Protobuf;
using CS2_SimpleAdminApi;
using Microsoft.Extensions.Logging;
namespace AdminStealth;
// Companion to CS2-SimpleAdmin's css_hide. When an admin hides, everyone else sees them leave the
// server, and nothing the hide does afterwards (the suicide, the team changes, their real
// disconnect later) is announced. Also blocks the status command for players, which would
// otherwise still list a hidden admin.
public class AdminStealth : BasePlugin
{
public override string ModuleName => "AdminStealth";
public override string ModuleVersion => "0.1.0";
public override string ModuleAuthor => "astra";
public override string ModuleDescription => "Makes CS2-SimpleAdmin's css_hide look like leaving the server";
private static readonly PluginCapability<ICS2_SimpleAdminApi> SimpleAdminCapability = new("simpleadmin:api");
private ICS2_SimpleAdminApi? _simpleAdmin;
public override void Load(bool hotReload)
{
AddCommandListener("status", OnStatus);
}
public override void OnAllPluginsLoaded(bool hotReload)
{
try
{
_simpleAdmin = SimpleAdminCapability.Get();
}
catch (KeyNotFoundException)
{
}
if (_simpleAdmin == null)
{
Logger.LogError("CS2-SimpleAdmin's API isn't available, so hiding won't look like leaving");
return;
}
_simpleAdmin.OnAdminToggleSilent += OnAdminToggleSilent;
}
public override void Unload(bool hotReload)
{
if (_simpleAdmin != null)
_simpleAdmin.OnAdminToggleSilent -= OnAdminToggleSilent;
}
// Players get nothing back. The server console and RCON still work.
private HookResult OnStatus(CCSPlayerController? player, CommandInfo command)
{
return player == null ? HookResult.Continue : HookResult.Stop;
}
private void OnAdminToggleSilent(int slot, bool hidden)
{
if (!hidden)
return;
var admin = Utilities.GetPlayerFromSlot(slot);
if (admin is not { IsValid: true, IsBot: false })
return;
// A fake player_disconnect, sent to each client rather than fired on the server, so no
// plugin (SimpleAdmin included) treats the admin as really gone.
var leave = new EventPlayerDisconnect(true)
{
Userid = admin,
Playerid = admin.Slot,
Name = admin.PlayerName,
Networkid = new SteamID(admin.SteamID).SteamId3,
Xuid = admin.SteamID,
Reason = (int)NetworkDisconnectionReason.NETWORK_DISCONNECT_DISCONNECT_BY_USER,
EverFullyConnected = true,
};
foreach (var player in Utilities.GetPlayers())
{
if (player is { IsValid: true, IsBot: false, IsHLTV: false } && player.Slot != slot)
leave.FireEventToClient(player);
}
leave.Free();
}
[GameEventHandler(HookMode.Pre)]
public HookResult OnPlayerTeam(EventPlayerTeam @event, GameEventInfo info)
{
if (IsHidden(@event.Userid))
info.DontBroadcast = true;
return HookResult.Continue;
}
[GameEventHandler(HookMode.Pre)]
public HookResult OnPlayerDeath(EventPlayerDeath @event, GameEventInfo info)
{
if (IsHidden(@event.Userid))
info.DontBroadcast = true;
return HookResult.Continue;
}
// Pre runs before SimpleAdmin's own handler forgets the player was hidden.
[GameEventHandler(HookMode.Pre)]
public HookResult OnPlayerDisconnect(EventPlayerDisconnect @event, GameEventInfo info)
{
if (IsHidden(@event.Userid))
info.DontBroadcast = true;
return HookResult.Continue;
}
private bool IsHidden(CCSPlayerController? player)
{
return player is { IsValid: true, IsBot: false } && _simpleAdmin?.IsAdminSilent(player) == true;
}
}

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<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>net10.0</TargetFramework>
<ImplicitUsings>enable</ImplicitUsings>
<Nullable>enable</Nullable>
<AssemblyName>AdminStealth</AssemblyName>
<RootNamespace>AdminStealth</RootNamespace>
</PropertyGroup>
<ItemGroup>
<!-- Compile-time only: the server already has CounterStrikeSharp.API.dll -->
<PackageReference Include="CounterStrikeSharp.API" Version="1.0.375">
<PrivateAssets>none</PrivateAssets>
<ExcludeAssets>runtime</ExcludeAssets>
<IncludeAssets>compile; build; native; contentfiles; analyzers; buildtransitive</IncludeAssets>
</PackageReference>
<!-- Compile-time only: CS2-SimpleAdmin installs it in shared/, copied from the server's copy -->
<Reference Include="CS2-SimpleAdminApi">
<HintPath>lib/CS2-SimpleAdminApi.dll</HintPath>
<Private>false</Private>
</Reference>
</ItemGroup>
</Project>

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# AdminStealth
A companion to CS2-SimpleAdmin's `css_hide` (`!hide`, `@css/kick`). SimpleAdmin's hide moves the
admin off the scoreboard. This plugin makes it look like they left the server:
- When an admin hides, every other player gets a `player_disconnect` event for them, sent to each
client only. The server and other plugins never see it, so the admin stays connected.
- While an admin is hidden, their team changes, their death and their real disconnect are not
broadcast to clients.
- `status` from a player's console is blocked and prints nothing. It still works from the server
console and RCON.
WebPanelBridge leaves hidden admins out of `css_webpanel_status`, so simpleadmin-web doesn't show
them either.
Built for CounterStrikeSharp **1.0.375** (`net10.0`) on Metamod:Source 2.0.0.1469, and needs
CS2-SimpleAdmin 1.8.2b's shared API (`CS2-SimpleAdminApi`). `lib/CS2-SimpleAdminApi.dll` is a
compile-time copy of the server's `shared/` one and isn't shipped. Without SimpleAdmin loaded, only
the `status` block works.
## Limits
- Hiding still lasts only as long as SimpleAdmin remembers it: a map change or reconnect makes the
admin visible again, and joining a team unhides them.
- Unhiding doesn't announce the admin as joining again.
- The server browser and trackers get the player list from a separate server query, which this
doesn't touch, so they still list a hidden admin.
## Install
Build with `cd plugins/AdminStealth && ../../build.sh`. Then copy the contents of
`compiled/AdminStealth/` to `game/csgo/addons/counterstrikesharp/plugins/AdminStealth/` on the
server.
Or install a release, which unpacks into `game/csgo/`:
```
tar -xzf AdminStealth-<tag>.tar.gz -C /srv/cs2/game/csgo
```
To publish one, commit, bump `ModuleVersion`, then run
`FORGEJO_TOKEN=... ./release.sh v<ModuleVersion>`. It rebuilds the plugin from the committed
source in the SDK container, tags HEAD, and uploads `AdminStealth-<tag>.tar.gz` to the git.zio.sh
release. The plugin has no config.

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#!/usr/bin/env bash
# Build AdminStealth, package it as one tarball and publish it as a Forgejo release.
#
# ./release.sh <tag> e.g. ./release.sh v0.14.0
#
# Commit first: the plugin is rebuilt here from the committed source, so the release always matches
# the tag. The tag is created on HEAD and pushed to origin if it doesn't exist yet. Re-running with
# the same tag replaces that release's attachment.
#
# Asset: AdminStealth-<tag>.tar.gz, laid out like the server's game/csgo/ - extract it there:
# tar -xzf AdminStealth-<tag>.tar.gz -C /srv/cs2/game/csgo
#
# addons/counterstrikesharp/plugins/AdminStealth/ AdminStealth.dll, .pdb, .deps.json
#
# No configs/: the plugin has no settings. CS2-SimpleAdminApi.dll (lib/) is compile-only; the
# server has it in shared/ from CS2-SimpleAdmin.
set -euo pipefail
FORGEJO_URL="https://git.zio.sh"
OWNER="cs2"
REPO="AdminStealth"
# Placeholder - replace, or set FORGEJO_TOKEN in the environment instead. Needs write:repository.
# Only uploading needs it; downloading from the public repo doesn't. Don't commit a real token.
FORGEJO_TOKEN="${FORGEJO_TOKEN:-CHANGE_ME_FORGEJO_TOKEN}"
# Only these ship from the publish output. CounterStrikeSharp.API.dll is excluded by the csproj
# (ExcludeAssets=runtime); the server already provides it.
PLUGIN_FILES=(
AdminStealth.dll
AdminStealth.pdb
AdminStealth.deps.json
)
TAG="${1:-}"
if [[ -z "$TAG" ]]; then
echo "usage: $0 <tag> (e.g. v0.1.0)" >&2
exit 1
fi
if [[ "$FORGEJO_TOKEN" == "CHANGE_ME_FORGEJO_TOKEN" ]]; then
echo "Set FORGEJO_TOKEN (edit release.sh or export it) first." >&2
exit 1
fi
for tool in podman jq curl git; do
command -v "$tool" >/dev/null || { echo "'$tool' is required." >&2; exit 1; }
done
cd "$(dirname "$(readlink -f "${BASH_SOURCE[0]}")")"
if [[ -n "$(git status --porcelain --untracked-files=no)" ]]; then
echo "Tracked files have uncommitted changes; commit them so the tag matches the release." >&2
exit 1
fi
# The tag should name the version the plugin reports in `css_plugins list`.
version="$(sed -n 's/.*ModuleVersion => "\(.*\)";.*/\1/p' AdminStealth.cs)"
if [[ "${TAG#v}" != "$version" ]]; then
echo "Tag $TAG doesn't match ModuleVersion $version in AdminStealth.cs." >&2
exit 1
fi
# --- Build -----------------------------------------------------------------------
OUT="release-out"
PUBLISH="$OUT/publish"
rm -rf bin obj "$OUT"
podman run --rm -v "$(pwd)":/src:Z -w /src \
mcr.microsoft.com/dotnet/sdk:10.0 dotnet publish -c Release -o "/src/$PUBLISH"
# --- Stage (layout of game/csgo/) and package ----------------------------------------
STAGE="$OUT/stage"
PLUGIN_DIR="$STAGE/addons/counterstrikesharp/plugins/AdminStealth"
mkdir -p "$PLUGIN_DIR"
for file in "${PLUGIN_FILES[@]}"; do
cp "$PUBLISH/$file" "$PLUGIN_DIR/"
done
TARBALL="AdminStealth-${TAG}.tar.gz"
tar -czf "$OUT/$TARBALL" -C "$STAGE" addons
rm -rf "$STAGE" "$PUBLISH"
echo "Packaged:"
tar -tzf "$OUT/$TARBALL"
# --- Tag ---------------------------------------------------------------------------
if ! git rev-parse -q --verify "refs/tags/$TAG" >/dev/null; then
git tag -a "$TAG" -m "$TAG"
fi
git push origin "refs/tags/$TAG"
# --- Release -----------------------------------------------------------------------
API="$FORGEJO_URL/api/v1/repos/$OWNER/$REPO"
AUTH=(-H "Authorization: token $FORGEJO_TOKEN")
release_json="$(curl -fsS "${AUTH[@]}" "$API/releases/tags/$TAG" 2>/dev/null || true)"
if [[ -z "$release_json" ]]; then
body="$(git log -1 --format=%B "$TAG")"
release_json="$(jq -n --arg tag "$TAG" --arg body "$body" \
'{tag_name: $tag, name: $tag, body: $body, draft: false, prerelease: false}' |
curl -fsS "${AUTH[@]}" -H "Content-Type: application/json" -X POST --data @- "$API/releases")"
echo "Created release $TAG"
else
echo "Release $TAG already exists, replacing its attachment"
fi
release_id="$(jq -r '.id' <<<"$release_json")"
existing_id="$(jq -r --arg n "$TARBALL" '.assets[]? | select(.name == $n) | .id' <<<"$release_json")"
if [[ -n "$existing_id" ]]; then
curl -fsS "${AUTH[@]}" -X DELETE "$API/releases/$release_id/assets/$existing_id" >/dev/null
fi
curl -fsS "${AUTH[@]}" -X POST -F "attachment=@$OUT/$TARBALL" \
"$API/releases/$release_id/assets?name=$TARBALL" >/dev/null
echo "Uploaded $TARBALL"
echo
echo "Download URL:"
echo " $FORGEJO_URL/$OWNER/$REPO/releases/download/$TAG/$TARBALL"