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Enable account level changing at runtime (#282)
* Enable account level change at runtime * PR feedback
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@ -83,7 +83,74 @@ static void helpCommand(std::string full, std::vector<std::string>& args, CNSock
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}
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static void accessCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
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Chat::sendServerMessage(sock, "Your access level is " + std::to_string(PlayerManager::getPlayer(sock)->accountLevel));
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if (args.size() < 2) {
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Chat::sendServerMessage(sock, "Usage: /access <id> [new_level]");
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Chat::sendServerMessage(sock, "Use . for id to select yourself");
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return;
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}
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char *tmp;
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Player* self = PlayerManager::getPlayer(sock);
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int selfAccess = self->accountLevel;
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Player* player;
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if (args[1].compare(".") == 0) {
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player = self;
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} else {
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int id = std::strtol(args[1].c_str(), &tmp, 10);
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if (*tmp) {
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Chat::sendServerMessage(sock, "Invalid player ID " + args[1]);
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return;
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}
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player = PlayerManager::getPlayerFromID(id);
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if (player == nullptr) {
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Chat::sendServerMessage(sock, "Could not find player with ID " + std::to_string(id));
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return;
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}
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// Messing with other players requires a baseline access of 30
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if (player != self && selfAccess > 30) {
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Chat::sendServerMessage(sock, "Can't check or change other players access levels (insufficient privileges)");
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return;
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}
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}
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std::string playerName = PlayerManager::getPlayerName(player);
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int currentAccess = player->accountLevel;
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if (args.size() < 3) {
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// just check
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Chat::sendServerMessage(sock, playerName + " has access level " + std::to_string(currentAccess));
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return;
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}
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// Can't change the access level of someone with stronger privileges
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// N.B. lower value = stronger privileges
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if (currentAccess <= selfAccess) {
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Chat::sendServerMessage(sock, "Can't change this player's access level (insufficient privileges)");
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return;
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}
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int newAccess = std::strtol(args[2].c_str(), &tmp, 10);
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if (*tmp) {
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Chat::sendServerMessage(sock, "Invalid access level " + args[2]);
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return;
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}
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// Can only assign an access level weaker than yours
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if (newAccess <= selfAccess) {
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Chat::sendServerMessage(sock, "Can only assign privileges weaker than your own");
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return;
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}
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player->accountLevel = newAccess;
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// Save to database
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int accountId = Database::getAccountIdForPlayer(player->iID);
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Database::updateAccountLevel(accountId, newAccess);
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Chat::sendServerMessage(sock, "Changed access level for " + playerName + " from " + std::to_string(currentAccess) + " to " + std::to_string(newAccess));
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}
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static void populationCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
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@ -1200,7 +1267,7 @@ static void registerCommand(std::string cmd, int requiredLevel, CommandHandler h
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void CustomCommands::init() {
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registerCommand("help", 100, helpCommand, "list all unlocked server-side commands");
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registerCommand("access", 100, accessCommand, "print your access level");
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registerCommand("access", 100, accessCommand, "check or change access levels");
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registerCommand("instance", 30, instanceCommand, "print or change your current instance");
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registerCommand("mss", 30, mssCommand, "edit Monkey Skyway routes");
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registerCommand("npcr", 30, npcRotateCommand, "rotate NPCs");
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@ -212,7 +212,12 @@ static void enterPlayer(CNSocket* sock, CNPacketData* data) {
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response.iID = plr->iID;
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response.uiSvrTime = getTime();
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response.PCLoadData2CL.iUserLevel = plr->accountLevel;
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// The only client-side use of the account level is to block
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// the sending of GM packets. Since account level can be changed
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// at runtime and we validate it serverside, we can leave this at 0.
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response.PCLoadData2CL.iUserLevel = 0; // plr->accountLevel;
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response.PCLoadData2CL.iHP = plr->HP;
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response.PCLoadData2CL.iLevel = plr->level;
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response.PCLoadData2CL.iCandy = plr->money;
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@ -46,9 +46,13 @@ namespace Database {
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void close();
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void findAccount(Account* account, std::string login);
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// returns ID, 0 if something failed
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// return ID, 0 if something failed
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int getAccountIdForPlayer(int playerId);
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int addAccount(std::string login, std::string password);
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void updateAccountLevel(int accountId, int accountLevel);
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// interface for the /ban command
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bool banPlayer(int playerId, std::string& reason);
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bool unbanPlayer(int playerId);
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@ -27,6 +27,32 @@ void Database::findAccount(Account* account, std::string login) {
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sqlite3_finalize(stmt);
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}
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int Database::getAccountIdForPlayer(int playerId) {
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std::lock_guard<std::mutex> lock(dbCrit);
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const char* sql = R"(
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SELECT AccountID
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FROM Players
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WHERE PlayerID = ?
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LIMIT 1;
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)";
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sqlite3_stmt* stmt;
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sqlite3_prepare_v2(db, sql, -1, &stmt, NULL);
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sqlite3_bind_int(stmt, 1, playerId);
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int rc = sqlite3_step(stmt);
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if (rc != SQLITE_ROW) {
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std::cout << "[WARN] Database: couldn't get account id for player " << playerId << std::endl;
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sqlite3_finalize(stmt);
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return 0;
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}
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int accountId = sqlite3_column_int(stmt, 0);
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sqlite3_finalize(stmt);
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return accountId;
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}
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int Database::addAccount(std::string login, std::string password) {
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std::lock_guard<std::mutex> lock(dbCrit);
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@ -52,6 +78,26 @@ int Database::addAccount(std::string login, std::string password) {
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return sqlite3_last_insert_rowid(db);
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}
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void Database::updateAccountLevel(int accountId, int accountLevel) {
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std::lock_guard<std::mutex> lock(dbCrit);
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const char* sql = R"(
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UPDATE Accounts SET
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AccountLevel = ?
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WHERE AccountID = ?;
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)";
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sqlite3_stmt* stmt;
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sqlite3_prepare_v2(db, sql, -1, &stmt, NULL);
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sqlite3_bind_int(stmt, 1, accountLevel);
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sqlite3_bind_int(stmt, 2, accountId);
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int rc = sqlite3_step(stmt);
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if (rc != SQLITE_DONE)
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std::cout << "[WARN] Database fail on updateAccountLevel(): " << sqlite3_errmsg(db) << std::endl;
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sqlite3_finalize(stmt);
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}
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void Database::updateSelected(int accountId, int slot) {
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std::lock_guard<std::mutex> lock(dbCrit);
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