/**
* vim: set ts=4 :
* =============================================================================
* SourceMod SQL Admins Plugin (Threaded)
* Fetches admins from an SQL database dynamically.
*
* SourceMod (C)2004-2008 AlliedModders LLC. All rights reserved.
* =============================================================================
*
* This program is free software; you can redistribute it and/or modify it under
* the terms of the GNU General Public License, version 3.0, as published by the
* Free Software Foundation.
*
* 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. See the GNU General Public License for more
* details.
*
* You should have received a copy of the GNU General Public License along with
* this program. If not, see .
*
* As a special exception, AlliedModders LLC gives you permission to link the
* code of this program (as well as its derivative works) to "Half-Life 2," the
* "Source Engine," the "SourcePawn JIT," and any Game MODs that run on software
* by the Valve Corporation. You must obey the GNU General Public License in
* all respects for all other code used. Additionally, AlliedModders LLC grants
* this exception to all derivative works. AlliedModders LLC defines further
* exceptions, found in LICENSE.txt (as of this writing, version JULY-31-2007),
* or .
*
* Version: $Id$
*/
/* We like semicolons */
#pragma semicolon 1
#include
public Plugin:myinfo =
{
name = "SQL Admins (Threaded)",
author = "AlliedModders LLC",
description = "Reads admins from SQL dynamically",
version = SOURCEMOD_VERSION,
url = "http://www.sourcemod.net/"
};
/**
* Notes:
*
* 1) All queries in here are high priority. This is because the admin stuff
* is very important. Do not take this to mean that in your script,
* everything should be high priority.
*
* 2) All callbacks are locked with "sequence numbers." This is to make sure
* that multiple calls to sm_reloadadmins and the like do not make us
* store the results from two or more callbacks accidentally. Instead, we
* check the sequence number in each callback with the current "allowed"
* sequence number, and if it doesn't match, the callback is cancelled.
*
* 3) Sequence numbers for groups and overrides are not cleared unless there
* was a 100% success in the fetch. This is so we can potentially implement
* connection retries in the future.
*
* 4) Sequence numbers for the user cache are ignored except for being
* non-zero, which means players in-game should be re-checked for admin
* powers.
*/
new Handle:hDatabase = INVALID_HANDLE; /** Database connection */
new g_sequence = 0; /** Global unique sequence number */
new ConnectLock = 0; /** Connect sequence number */
new RebuildCachePart[3] = {0}; /** Cache part sequence numbers */
new PlayerSeq[MAXPLAYERS+1]; /** Player-specific sequence numbers */
new bool:PlayerAuth[MAXPLAYERS+1]; /** Whether a player has been "pre-authed" */
#define _DEBUG
public OnMapEnd()
{
/**
* Clean up on map end just so we can start a fresh connection when we need it later.
*/
if (hDatabase != INVALID_HANDLE)
{
CloseHandle(hDatabase);
hDatabase = INVALID_HANDLE;
}
}
public bool:OnClientConnect(client, String:rejectmsg[], maxlen)
{
PlayerSeq[client] = 0;
PlayerAuth[client] = false;
return true;
}
public OnClientDisconnect(client)
{
PlayerSeq[client] = 0;
PlayerAuth[client] = false;
}
public OnDatabaseConnect(Handle:owner, Handle:hndl, const String:error[], any:data)
{
#if defined _DEBUG
PrintToServer("OnDatabaseConnect(%x,%x,%d) ConnectLock=%d", owner, hndl, data, ConnectLock);
#endif
/**
* If this happens to be an old connection request, ignore it.
*/
if (data != ConnectLock || hDatabase != INVALID_HANDLE)
{
if (hndl != INVALID_HANDLE)
{
CloseHandle(hndl);
}
return;
}
ConnectLock = 0;
hDatabase = hndl;
/**
* See if the connection is valid. If not, don't un-mark the caches
* as needing rebuilding, in case the next connection request works.
*/
if (hDatabase == INVALID_HANDLE)
{
LogError("Failed to connect to database: %s", error);
return;
}
/**
* See if we need to get any of the cache stuff now.
*/
new sequence;
if ((sequence = RebuildCachePart[_:AdminCache_Overrides]) != 0)
{
FetchOverrides(hDatabase, sequence);
}
if ((sequence = RebuildCachePart[_:AdminCache_Groups]) != 0)
{
FetchGroups(hDatabase, sequence);
}
if ((sequence = RebuildCachePart[_:AdminCache_Admins]) != 0)
{
FetchUsersWeCan(hDatabase);
}
}
RequestDatabaseConnection()
{
ConnectLock = ++g_sequence;
if (SQL_CheckConfig("admins"))
{
SQL_TConnect(OnDatabaseConnect, "admins", ConnectLock);
} else {
SQL_TConnect(OnDatabaseConnect, "default", ConnectLock);
}
}
public OnRebuildAdminCache(AdminCachePart:part)
{
/**
* Mark this part of the cache as being rebuilt. This is used by the
* callback system to determine whether the results should still be
* used.
*/
new sequence = ++g_sequence;
RebuildCachePart[_:part] = sequence;
/**
* If we don't have a database connection, we can't do any lookups just yet.
*/
if (!hDatabase)
{
/**
* Ask for a new connection if we need it.
*/
if (!ConnectLock)
{
RequestDatabaseConnection();
}
return;
}
if (part == AdminCache_Overrides)
{
FetchOverrides(hDatabase, sequence);
} else if (part == AdminCache_Groups) {
FetchGroups(hDatabase, sequence);
} else if (part == AdminCache_Admins) {
FetchUsersWeCan(hDatabase);
}
}
public Action:OnClientPreAdminCheck(client)
{
PlayerAuth[client] = true;
/**
* Play nice with other plugins. If there's no database, don't delay the
* connection process. Unfortunately, we can't attempt anything else and
* we just have to hope either the database is waiting or someone will type
* sm_reloadadmins.
*/
if (hDatabase == INVALID_HANDLE)
{
return Plugin_Continue;
}
/**
* Similarly, if the cache is in the process of being rebuilt, don't delay
* the user's normal connection flow. The database will soon auth the user
* normally.
*/
if (RebuildCachePart[_:AdminCache_Admins] != 0)
{
return Plugin_Continue;
}
/**
* If someone has already assigned an admin ID (bad bad bad), don't
* bother waiting.
*/
if (GetUserAdmin(client) != INVALID_ADMIN_ID)
{
return Plugin_Continue;
}
FetchUser(hDatabase, client);
return Plugin_Handled;
}
public OnReceiveUserGroups(Handle:owner, Handle:hndl, const String:error[], any:data)
{
new Handle:pk = Handle:data;
ResetPack(pk);
new client = ReadPackCell(pk);
new sequence = ReadPackCell(pk);
/**
* Make sure it's the same client.
*/
if (PlayerSeq[client] != sequence)
{
CloseHandle(pk);
return;
}
new AdminId:adm = AdminId:ReadPackCell(pk);
/**
* Someone could have sneakily changed the admin id while we waited.
*/
if (GetUserAdmin(client) != adm)
{
NotifyPostAdminCheck(client);
CloseHandle(pk);
return;
}
/**
* See if we got results.
*/
if (hndl == INVALID_HANDLE)
{
decl String:query[255];
ReadPackString(pk, query, sizeof(query));
LogError("SQL error receiving user: %s", error);
LogError("Query dump: %s", query);
NotifyPostAdminCheck(client);
CloseHandle(pk);
return;
}
decl String:name[80];
new GroupId:gid;
while (SQL_FetchRow(hndl))
{
SQL_FetchString(hndl, 0, name, sizeof(name));
if ((gid = FindAdmGroup(name)) == INVALID_GROUP_ID)
{
continue;
}
#if defined _DEBUG
PrintToServer("Binding user group (%d, %d, %d, %s, %d)", client, sequence, adm, name, gid);
#endif
AdminInheritGroup(adm, gid);
}
/**
* We're DONE! Omg.
*/
NotifyPostAdminCheck(client);
CloseHandle(pk);
}
public OnReceiveUser(Handle:owner, Handle:hndl, const String:error[], any:data)
{
new Handle:pk = Handle:data;
ResetPack(pk);
new client = ReadPackCell(pk);
/**
* Check if this is the latest result request.
*/
new sequence = ReadPackCell(pk);
if (PlayerSeq[client] != sequence)
{
/* Discard everything, since we're out of sequence. */
CloseHandle(pk);
return;
}
/**
* If we need to use the results, make sure they succeeded.
*/
if (hndl == INVALID_HANDLE)
{
decl String:query[255];
ReadPackString(pk, query, sizeof(query));
LogError("SQL error receiving user: %s", error);
LogError("Query dump: %s", query);
RunAdminCacheChecks(client);
NotifyPostAdminCheck(client);
CloseHandle(pk);
return;
}
new num_accounts = SQL_GetRowCount(hndl);
if (num_accounts == 0)
{
RunAdminCacheChecks(client);
NotifyPostAdminCheck(client);
CloseHandle(pk);
return;
}
decl String:authtype[16];
decl String:identity[80];
decl String:password[80];
decl String:flags[32];
decl String:name[80];
new AdminId:adm, id;
new immunity;
/**
* Cache user info -- [0] = db id, [1] = cache id, [2] = groups
*/
decl user_lookup[num_accounts][3];
new total_users = 0;
while (SQL_FetchRow(hndl))
{
id = SQL_FetchInt(hndl, 0);
SQL_FetchString(hndl, 1, authtype, sizeof(authtype));
SQL_FetchString(hndl, 2, identity, sizeof(identity));
SQL_FetchString(hndl, 3, password, sizeof(password));
SQL_FetchString(hndl, 4, flags, sizeof(flags));
SQL_FetchString(hndl, 5, name, sizeof(name));
immunity = SQL_FetchInt(hndl, 7);
/* For dynamic admins we clear anything already in the cache. */
if ((adm = FindAdminByIdentity(authtype, identity)) != INVALID_ADMIN_ID)
{
RemoveAdmin(adm);
}
adm = CreateAdmin(name);
if (!BindAdminIdentity(adm, authtype, identity))
{
LogError("Could not bind prefetched SQL admin (authtype \"%s\") (identity \"%s\")", authtype, identity);
continue;
}
user_lookup[total_users][0] = id;
user_lookup[total_users][1] = _:adm;
user_lookup[total_users][2] = SQL_FetchInt(hndl, 6);
total_users++;
#if defined _DEBUG
PrintToServer("Found SQL admin (%d,%s,%s,%s,%s,%s,%d):%d:%d", id, authtype, identity, password, flags, name, immunity, adm, user_lookup[total_users-1][2]);
#endif
/* See if this admin wants a password */
if (password[0] != '\0')
{
SetAdminPassword(adm, password);
}
SetAdminImmunityLevel(adm, immunity);
/* Apply each flag */
new len = strlen(flags);
new AdminFlag:flag;
for (new i=0; i