Properly patch 'Forcejoin'#23
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I-Knight-I
marked this pull request as draft
July 11, 2026 00:34
I-Knight-I
marked this pull request as ready for review
July 13, 2026 10:11
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Ready for testing. Things to check (on both RPCS3 + PS3) for each game:
Additionally, the following features should also be checked:
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The bug where your invite is still shown as pending, even if it was cancelled, seems to also happen in LBP2. Also, in LBP2 specifically (maybe also LBP3, but not LBP1), trying to join a friend will make you auto-join them, regardless of their privacy settings and regardless of who else is in their lobby. |
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Patches the 'forcejoin' exploit by improving the way
REQUEST_JOINmessages are handled on the Host.The patch overwrites the game's existing code so that it does the following:
sourceparameter (NetworkClientId) of the eventCFriendDatafrom thesourceCFriendData->WeInvitedThisPlayerToJoinUsand checks it's > 0.0Some examples:
Knight has "Auto-Reject" set for the
Friendssetting.His friend Sackboy1 attempts to forcejoin without an invite.
Knight receives no connection, and the join attempt is auto-denied.
Knight has "Ask" set for the
Everyone elsesetting.SackboyNotFriend attempts to forcejoin without an invite.
Knight receives a prompt asking whether he wants SackboyNotFriend to join or not.
Knight has "Auto-Reject" set for the
Friendssetting.He invites Sackboy1.
Sackboy1 uses forcejoin... for some reason
Sackboy1 immediately joins Knight (this is identical behaviour to just accepting the invite)
Knight has "Auto-Accept" set for the
Friendssetting.His friend Sackboy1 uses forcejoin without an invite.
Sackboy1 immediately joins Knight (this is identical behaviour to using the in-game 'Join' feature)
As a result, 'forcejoin' becomes a redundant exercise as it will always be treated identically as any other attempt to join someone's lobby. It provides no greater or lesser access than the built-in features LBP offers.
Special thanks to these ppl for their help: