479 lines
15 KiB
C
479 lines
15 KiB
C
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/**
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* vim: set ts=4 :
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* =============================================================================
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* SourceMod
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* Copyright (C) 2004-2008 AlliedModders LLC. All rights reserved.
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* =============================================================================
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*
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* This program is free software; you can redistribute it and/or modify it under
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* the terms of the GNU General Public License, version 3.0, as published by the
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* Free Software Foundation.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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* FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
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* details.
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*
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* You should have received a copy of the GNU General Public License along with
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* this program. If not, see <http://www.gnu.org/licenses/>.
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*
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* As a special exception, AlliedModders LLC gives you permission to link the
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* code of this program (as well as its derivative works) to "Half-Life 2," the
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* "Source Engine," the "SourcePawn JIT," and any Game MODs that run on software
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* by the Valve Corporation. You must obey the GNU General Public License in
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* all respects for all other code used. Additionally, AlliedModders LLC grants
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* this exception to all derivative works. AlliedModders LLC defines further
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* exceptions, found in LICENSE.txt (as of this writing, version JULY-31-2007),
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* or <http://www.sourcemod.net/license.php>.
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*
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* Version: $Id$
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*/
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#ifndef _INCLUDE_SOURCEMOD_INTERFACE_IPLAYERHELPERS_H_
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#define _INCLUDE_SOURCEMOD_INTERFACE_IPLAYERHELPERS_H_
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/**
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* @file IPlayerHelpers.h
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* @brief Defines basic helper functions for Half-Life 2 clients
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*/
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#include <IShareSys.h>
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#include <IAdminSystem.h>
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#define SMINTERFACE_PLAYERMANAGER_NAME "IPlayerManager"
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#define SMINTERFACE_PLAYERMANAGER_VERSION 7
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struct edict_t;
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class IPlayerInfo;
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#define SM_REPLY_CONSOLE 0 /**< Reply to console. */
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#define SM_REPLY_CHAT 1 /**< Reply to chat. */
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namespace SourceMod
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{
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/**
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* @brief Abstracts some Half-Life 2 and SourceMod properties about clients.
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*/
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class IGamePlayer
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{
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public:
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/**
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* @brief Returns the player's name.
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*
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* @return String containing the player's name,
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* or NULL if unavailable.
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*/
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virtual const char *GetName() =0;
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/**
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* @brief Returns the player's IP address.
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*
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* @return String containing the player's IP address,
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* or NULL if unavailable.
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*/
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virtual const char *GetIPAddress() =0;
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/**
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* @brief Returns the player's authentication string.
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*
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* @return String containing the player's auth string.
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* May be NULL if unavailable.
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*/
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virtual const char *GetAuthString() =0;
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/**
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* @brief Returns the player's edict_t structure.
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*
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* @return edict_t pointer, or NULL if unavailable.
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*/
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virtual edict_t *GetEdict() =0;
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/**
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* @brief Returns whether the player is in game (putinserver).
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*
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* @return True if in game, false otherwise.
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*/
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virtual bool IsInGame() =0;
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/**
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* @brief Returns whether the player is connected.
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*
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* Note: If this returns true, all above functions except for
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* GetAuthString() should return non-NULL results.
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*
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* @return True if connected, false otherwise.
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*/
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virtual bool IsConnected() =0;
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/**
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* @brief Returns whether the player is a fake client.
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*
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* @return True if a fake client, false otherwise.
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*/
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virtual bool IsFakeClient() =0;
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/**
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* @brief Returns the client's AdminId, if any.
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*
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* @return AdminId, or INVALID_ADMIN_ID if none.
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*/
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virtual AdminId GetAdminId() =0;
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/**
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* @brief Sets the client's AdminId.
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*
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* @param id AdminId to set.
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* @param temp If true, the id will be invalidated on disconnect.
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*/
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virtual void SetAdminId(AdminId id, bool temp) =0;
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/**
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* @brief Returns the client's userid.
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*
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* @return Userid.
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*/
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virtual int GetUserId() =0;
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/**
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* @brief Returns the client's language id.
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*
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* @return Language id.
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*/
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virtual unsigned int GetLanguageId() =0;
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/**
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* @brief Returns a player's IPlayerInfo object, if any.
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*
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* @return IPlayerInfo pointer, or NULL if none.
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*/
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virtual IPlayerInfo *GetPlayerInfo() =0;
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/**
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* @brief Runs through Core's admin authorization checks. If the
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* client is already an admin, no checks are performed.
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*
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* Note that this function operates solely against the in-memory admin
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* cache. It will check steamids, IPs, names, and verify a password
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* if one exists. To implement other authentication schemes, simply
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* don't call this function and use IGamePlayer::SetAdminId() instead.
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*
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* @return True if access changed, false otherwise.
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*/
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virtual bool RunAdminCacheChecks() =0;
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/**
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* @brief Notifies all listeners that the client has completed
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* all of your post-connection (in-game, auth, admin) checks.
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*
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* If you returned "false" from OnClientPreAdminCheck(), you must
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* ALWAYS manually invoke this function, even if RunAdminCacheChecks()
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* failed or you did not assign an AdminId. Failure to call this
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* function could result in plugins (such as reservedslots) not
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* working properly.
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*
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* If you are implementing asynchronous fetches, and the client
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* disconnects during your fetching process, you should make sure to
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* recognize that case and not call this function. That is, do not
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* call this function on mismatched PreCheck calls, or on disconnected
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* clients. A good way to check this is to pass userids around, which
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* are unique per client connection.
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*
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* Calling this has no effect if it has already been called on the
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* given client (thus it is safe for multiple asynchronous plugins to
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* call it at various times).
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*/
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virtual void NotifyPostAdminChecks() =0;
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};
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/**
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* @brief Provides callbacks for important client events.
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*/
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class IClientListener
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{
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public:
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/**
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* @brief Returns the current client listener version.
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*
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* @return Client listener version.
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*/
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virtual unsigned int GetClientListenerVersion()
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{
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return SMINTERFACE_PLAYERMANAGER_VERSION;
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}
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public:
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/**
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* @brief Called when a client requests connection.
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*
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* @param client Index of the client.
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* @param error Error buffer for a disconnect reason.
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* @param maxlength Maximum length of error buffer.
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* @return True to allow client, false to reject.
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*/
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virtual bool InterceptClientConnect(int client, char *error, size_t maxlength)
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{
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return true;
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}
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/**
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* @brief Called when a client has connected.
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*
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* @param client Index of the client.
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*/
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virtual void OnClientConnected(int client)
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{
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}
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/**
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* @brief Called when a client is put in server.
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*
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* @param client Index of the client.
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*/
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virtual void OnClientPutInServer(int client)
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{
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}
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/**
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* @brief Called when a client is disconnecting (not fully disconnected yet).
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*
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* @param client Index of the client.
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*/
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virtual void OnClientDisconnecting(int client)
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{
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}
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/**
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* @brief Called when a client has fully disconnected.
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*
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* @param client Index of the client.
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*/
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virtual void OnClientDisconnected(int client)
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{
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}
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/**
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* @brief Called when a client has received authorization.
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*
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* @param client Index of the client.
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* @param authstring Authorization string.
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*/
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virtual void OnClientAuthorized(int client, const char *authstring)
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{
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}
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/**
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* @brief Called when the server is activated.
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*/
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virtual void OnServerActivated(int max_clients)
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{
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}
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/**
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* @brief Called once a client is authorized and fully in-game, but
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* before admin checks are done. This can be used to override the
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* default admin checks for a client.
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*
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* By default, this function allows the authentication process to
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* continue as normal. If you need to delay the cache searching
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* process in order to get asynchronous data, then return false here.
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*
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* If you return false, you must call IPlayerManager::NotifyPostAdminCheck
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* for the same client, or else the OnClientPostAdminCheck callback will
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* never be called.
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*
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* @param client Client index.
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* @return True to continue normally, false to override
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* the authentication process.
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*/
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virtual bool OnClientPreAdminCheck(int client)
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{
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return true;
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}
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/**
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* @brief Called once a client is authorized and fully in-game, and
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* after all post-connection authorizations have been passed. If the
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* client does not have an AdminId by this stage, it means that no
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* admin entry was in the cache that matched, and the user could not
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* be authenticated as an admin.
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*
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* @param client Client index.
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*/
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virtual void OnClientPostAdminCheck(int client)
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{
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}
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};
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#define COMMAND_FILTER_ALIVE (1<<0) /**< Only allow alive players */
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#define COMMAND_FILTER_DEAD (1<<1) /**< Only filter dead players */
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#define COMMAND_FILTER_CONNECTED (1<<2) /**< Allow players not fully in-game */
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#define COMMAND_FILTER_NO_IMMUNITY (1<<3) /**< Ignore immunity rules */
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#define COMMAND_FILTER_NO_MULTI (1<<4) /**< Do not allow multiple target patterns */
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#define COMMAND_FILTER_NO_BOTS (1<<5) /**< Do not allow bots to be targetted */
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#define COMMAND_TARGET_VALID 1 /**< Client passed the filter */
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#define COMMAND_TARGET_NONE 0 /**< No target was found */
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#define COMMAND_TARGET_NOT_ALIVE -1 /**< Single client is not alive */
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#define COMMAND_TARGET_NOT_DEAD -2 /**< Single client is not dead */
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#define COMMAND_TARGET_NOT_IN_GAME -3 /**< Single client is not in game */
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#define COMMAND_TARGET_IMMUNE -4 /**< Single client is immune */
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#define COMMAND_TARGET_EMPTY_FILTER -5 /**< A multi-filter (such as @all) had no targets */
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#define COMMAND_TARGET_NOT_HUMAN -6 /**< Target was not human */
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#define COMMAND_TARGET_AMBIGUOUS -7 /**< Partial name had too many targets */
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#define COMMAND_TARGETNAME_RAW 0 /**< Target name is a raw string */
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#define COMMAND_TARGETNAME_ML 1 /**< Target name is a multi-lingual phrase */
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/**
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* @brief Holds the many command target info parameters.
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*/
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struct cmd_target_info_t
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{
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const char *pattern; /**< IN: Target pattern string. */
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int admin; /**< IN: Client admin index, or 0 if server .*/
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cell_t *targets; /**< IN: Array to store targets. */
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cell_t max_targets; /**< IN: Max targets (always >= 1) */
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int flags; /**< IN: COMMAND_FILTER flags. */
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char *target_name; /**< OUT: Buffer to store target name. */
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size_t target_name_maxlength; /**< IN: Maximum length of the target name buffer. */
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int target_name_style; /**< OUT: Target name style (COMMAND_TARGETNAME) */
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int reason; /**< OUT: COMMAND_TARGET reason. */
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unsigned int num_targets; /**< OUT: Number of targets. */
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};
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/**
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* @brief Intercepts a command target operation.
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*/
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class ICommandTargetProcessor
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{
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public:
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/**
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* @brief Must process the command target and return a COMMAND_TARGET value.
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*
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* @param info Struct containing command target information.
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* Any members labelled OUT must be filled if processing
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* is to be completed (i.e. true returned).
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* @return True to end processing, false to let Core continue.
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*/
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virtual bool ProcessCommandTarget(cmd_target_info_t *info) =0;
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};
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class IPlayerManager : public SMInterface
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{
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public:
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const char *GetInterfaceName()
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{
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return SMINTERFACE_PLAYERMANAGER_NAME;
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}
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unsigned int GetInterfaceVersion()
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{
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return SMINTERFACE_PLAYERMANAGER_VERSION;
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}
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public:
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/**
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* @brief Adds a client listener.
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*
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* @param listener Pointer to an IClientListener.
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*/
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virtual void AddClientListener(IClientListener *listener) =0;
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/**
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* @brief Removes a client listener.
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*
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* @param listener Pointer to an IClientListener.
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*/
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virtual void RemoveClientListener(IClientListener *listener) =0;
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/**
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* @brief Retrieves an IGamePlayer object by its client index.
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*
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* Note: This will return a valid object for any player, connected or not.
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* Note: Client indexes start at 1, not 0.
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*
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* @param client Index of the client.
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* @return An IGamePlayer pointer, or NULL if out of range.
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*/
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virtual IGamePlayer *GetGamePlayer(int client) =0;
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/**
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* @brief Retrieves an IGamePlayer object by its edict_t pointer.
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*
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* @param pEdict Index of the client
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* @return An IGamePlayer pointer, or NULL if out of range.
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*/
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virtual IGamePlayer *GetGamePlayer(edict_t *pEdict) =0;
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/**
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* @brief Returns the maximum number of clients.
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*
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* Note: this will not work until the server is activated.
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*
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* @return Maximum number of clients.
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*/
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virtual int GetMaxClients() =0;
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/**
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* @brief Returns the number of players currently connected.
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*
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* @return Current number of connected clients.
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*/
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virtual int GetNumPlayers() =0;
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/**
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* @brief Returns the client index by its userid.
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*
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* @param userid Userid of the client.
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* @return Client index, or 0 if invalid userid passed.
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*/
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virtual int GetClientOfUserId(int userid) =0;
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/**
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* @brief Returns whether or not the server is activated.
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*
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* @return True if ServerActivate() has been called
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* at least once, false otherwise.
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*/
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virtual bool IsServerActivated() =0;
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/**
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* @brief Gets SourceMod's reply source.
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*
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* @return ReplyTo source.
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*/
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virtual unsigned int GetReplyTo() =0;
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/**
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* @brief Sets SourceMod's reply source.
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*
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* @param reply Reply source.
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* @return Old reply source.
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*/
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virtual unsigned int SetReplyTo(unsigned int reply) =0;
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/**
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* @brief Tests if a player meets command filtering rules.
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*
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* @param pAdmin IGamePlayer of the admin, or NULL if the server.
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* @param pTarget IGamePlayer of the player being targeted.
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* @param flags COMMAND_FILTER flags.
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* @return COMMAND_TARGET value.
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*/
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virtual int FilterCommandTarget(IGamePlayer *pAdmin, IGamePlayer *pTarget, int flags) =0;
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/**
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* @brief Registers a command target processor.
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*
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* @param pHandler Pointer to an ICommandTargetProcessor instance.
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*/
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virtual void RegisterCommandTargetProcessor(ICommandTargetProcessor *pHandler) =0;
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/**
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* @brief Removes a command target processor.
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*
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* @param pHandler Pointer to an ICommandTargetProcessor instance.
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*/
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virtual void UnregisterCommandTargetProcessor(ICommandTargetProcessor *pHandler) =0;
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};
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}
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#endif //_INCLUDE_SOURCEMOD_INTERFACE_IPLAYERHELPERS_H_
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