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/**
* Copyright (C) 2014 Justin James.
*
* This license must be preserved.
* Any applications, libraries, or code which make any use of any
* component of this program must not be commercial, unless explicit
* permission is granted from the original author. The use of this
* program for non-profit purposes is permitted.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
*
* In the event that this license restricts you from making desired use of this program, contact the original author.
* Written by Justin James <justin.aj@hotmail.com>
*/
#if !defined _RENX_MODSYSTEM_H_HEADER
#define _RENX_MODSYSTEM_H_HEADER
#include "Jupiter/Plugin.h"
#include "Jupiter/Reference_String.h"
#include "Jupiter/String.h"
#include "Jupiter/INIFile.h"
#include "Jupiter/DLList.h"
#include "IRC_Command.h"
#include "RenX_Plugin.h"
#include "RenX_GameCommand.h"
class RenX_ModSystemPlugin : public RenX::Plugin
{
public:
struct ModGroup
{
bool lockSteam;
bool lockIP;
bool kickLockMismatch;
bool autoAuthSteam;
bool autoAuthIP;
int access;
Jupiter::StringS prefix;
Jupiter::StringS gamePrefix;
Jupiter::StringS name;
};
Jupiter::DLList<ModGroup> groups;
/**
* @brief Calls resetAccess() on all players in a server.
*
* @param server Server with players to logout
* @return Number of players effected.
*/
unsigned int logoutAllMods(const RenX::Server *server);
/**
* @brief Resets a player's access level to their administrative tag's assosciated access.
* This means that a player not logged in as an in-game administrator/moderator will lose all access.
*
* @param player Player to reset access
* @return True if the player's access level was modified, false otherwise.
*/
bool resetAccess(RenX::PlayerInfo *player);
/**
* @brief Authenticates a player with their configured administrative group.
*
* @param server Server the player is in
* @param player Player to authenticate
* @param checkAuto (optional) True to require that the user meet auto-authentication requirements, false otherwise
* @param forceauth (optional) True to bypass locks and authenticate the user based on UUID.
* @return New access of the user, -1 if the user is kicked.
*/
int auth(RenX::Server *server, const RenX::PlayerInfo *player, bool checkAuto = false, bool forceAuth = false);
int getConfigAccess(const Jupiter::ReadableString &uuid) const;
size_t getGroupCount() const;
ModGroup *getGroupByName(const Jupiter::ReadableString &name, ModGroup *defaultGroup = nullptr) const;
ModGroup *getGroupByAccess(int access, ModGroup *defaultGroup = nullptr) const;
ModGroup *getGroupByIndex(size_t index) const;
ModGroup *getDefaultGroup() const;
ModGroup *getModeratorGroup() const;
ModGroup *getAdministratorGroup() const;
RenX_ModSystemPlugin();
~RenX_ModSystemPlugin();
public: // RenX::Plugin
void RenX_OnPlayerCreate(RenX::Server *server, const RenX::PlayerInfo *player) override;
void RenX_OnPlayerDelete(RenX::Server *server, const RenX::PlayerInfo *player) override;
void RenX_OnAdminLogin(RenX::Server *server, const RenX::PlayerInfo *player) override;
void RenX_OnAdminGrant(RenX::Server *server, const RenX::PlayerInfo *player) override;
void RenX_OnAdminLogout(RenX::Server *server, const RenX::PlayerInfo *player) override;
public: // Jupiter::Plugin
int OnRehash();
const Jupiter::ReadableString &getName() override { return name; }
private:
void init();
STRING_LITERAL_AS_NAMED_REFERENCE(name, "RenX.ModSystem");
bool lockSteam;
bool lockIP;
bool kickLockMismatch;
bool autoAuthSteam;
bool autoAuthIP;
Jupiter::StringS atmDefault;
Jupiter::StringS moderatorGroup;
Jupiter::StringS administratorGroup;
Jupiter::INIFile modsFile;
};
GENERIC_IRC_COMMAND(AuthIRCCommand);
GENERIC_IRC_COMMAND(ForceAuthIRCCommand);
GENERIC_GAME_COMMAND(AuthGameCommand)
GENERIC_GAME_COMMAND(ForceAuthGameCommand)
#endif // _RENX_MODSYSTEM_H_HEADER