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6 Commits
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02c1c681dd
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02c1c681dd | |||
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225515ec21 | ||
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f436108d24 | ||
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47dbc6d35e | ||
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b780f5ee60 | ||
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003186d97a |
@ -83,7 +83,77 @@ 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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std::string msg = "Changed access level for " + playerName + " from " + std::to_string(currentAccess) + " to " + std::to_string(newAccess);
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if (newAccess <= 50 && currentAccess > 50)
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msg += " (they must log out and back in for some commands to be enabled)";
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Chat::sendServerMessage(sock, msg);
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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 +1270,7 @@ 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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@ -325,6 +325,13 @@ static void emailSend(CNSocket* sock, CNPacketData* data) {
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std::string logEmail = "[Email] " + PlayerManager::getPlayerName(plr, true) + " (to " + PlayerManager::getPlayerName(&otherPlr, true) + "): <" + email.SubjectLine + ">\n" + email.MsgBody;
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std::cout << logEmail << std::endl;
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dump.push_back(logEmail);
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// notification to recipient if online
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CNSocket* recipient = PlayerManager::getSockFromID(pkt->iTo_PCUID);
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if (recipient != nullptr)
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{
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emailUpdateCheck(recipient, nullptr);
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}
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}
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void Email::init() {
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@ -155,7 +155,7 @@ void PlayerManager::sendPlayerTo(CNSocket* sock, int X, int Y, int Z) {
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* Nanos the player hasn't unlocked will (and should) be greyed out. Thus, all nanos should be accounted
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* for in these packets, even if the player hasn't unlocked them.
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*/
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static void sendNanoBookSubset(CNSocket *sock, Player *plr) {
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static void sendNanoBook(CNSocket *sock, Player *plr, bool resizeOnly) {
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#ifdef ACADEMY
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int16_t id = 0;
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INITSTRUCT(sP_FE2CL_REP_NANO_BOOK_SUBSET, pkt);
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@ -163,6 +163,13 @@ static void sendNanoBookSubset(CNSocket *sock, Player *plr) {
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pkt.PCUID = plr->iID;
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pkt.bookSize = NANO_COUNT;
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if (resizeOnly) {
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// triggers nano array resizing without
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// actually sending nanos
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sock->sendPacket(pkt, P_FE2CL_REP_NANO_BOOK_SUBSET);
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return;
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}
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while (id < NANO_COUNT) {
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pkt.elementOffset = id;
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@ -210,6 +217,7 @@ 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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response.PCLoadData2CL.iHP = plr->HP;
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response.PCLoadData2CL.iLevel = plr->level;
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@ -292,14 +300,14 @@ static void enterPlayer(CNSocket* sock, CNPacketData* data) {
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sock->setFEKey(lm->FEKey);
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sock->setActiveKey(SOCKETKEY_FE); // send all packets using the FE key from now on
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// Academy builds receive nanos in a separate packet. These need to be sent
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// before P_FE2CL_REP_PC_ENTER_SUCC as well as after
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// due to a race condition in the client :(
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sendNanoBookSubset(sock, plr);
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// Academy builds receive nanos in a separate packet. An initial one with the size of the
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// nano book needs to be sent before PC_ENTER_SUCC so the client can resize its nano arrays,
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// and then proper packets with the nanos included must be sent after, while the game is loading.
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sendNanoBook(sock, plr, true);
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sock->sendPacket(response, P_FE2CL_REP_PC_ENTER_SUCC);
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sendNanoBookSubset(sock, plr);
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sendNanoBook(sock, plr, false);
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// transfer ownership of Player object into the shard (still valid in this function though)
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addPlayer(sock, plr);
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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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