sourcemod/public/IPlayerHelpers.h
2019-10-20 12:28:44 +02:00

642 lines
19 KiB
C++

/**
* vim: set ts=4 :
* =============================================================================
* SourceMod
* Copyright (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 <http://www.gnu.org/licenses/>.
*
* 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 <http://www.sourcemod.net/license.php>.
*
* Version: $Id$
*/
#ifndef _INCLUDE_SOURCEMOD_INTERFACE_IPLAYERHELPERS_H_
#define _INCLUDE_SOURCEMOD_INTERFACE_IPLAYERHELPERS_H_
/**
* @file IPlayerHelpers.h
* @brief Defines basic helper functions for Half-Life 2 clients
*/
#include <IShareSys.h>
#include <IAdminSystem.h>
#define SMINTERFACE_PLAYERMANAGER_NAME "IPlayerManager"
#define SMINTERFACE_PLAYERMANAGER_VERSION 22
struct edict_t;
class IPlayerInfo;
#define SM_REPLY_CONSOLE 0 /**< Reply to console. */
#define SM_REPLY_CHAT 1 /**< Reply to chat. */
#define SM_MAXPLAYERS 65 /**< Maxplayer Count */
namespace SourceMod
{
/**
* @brief Abstracts some Half-Life 2 and SourceMod properties about clients.
*/
class IGamePlayer
{
public:
/**
* @brief Returns the player's name.
*
* @return String containing the player's name,
* or NULL if unavailable.
*/
virtual const char *GetName() =0;
/**
* @brief Returns the player's IP address.
*
* @return String containing the player's IP address,
* or NULL if unavailable.
*/
virtual const char *GetIPAddress() =0;
/**
* @brief Returns the player's authentication string.
*
* @param validated Check backend validation status.
* @return String containing the player's auth string.
* May be NULL if unavailable.
*/
virtual const char *GetAuthString(bool validated = true) =0;
/**
* @brief Returns the player's edict_t structure.
*
* @return edict_t pointer, or NULL if unavailable.
*/
virtual edict_t *GetEdict() =0;
/**
* @brief Returns whether the player is in game (putinserver).
*
* @return True if in game, false otherwise.
*/
virtual bool IsInGame() =0;
/**
* @brief Returns whether the player is connected.
*
* Note: If this returns true, all above functions except for
* GetAuthString() should return non-NULL results.
*
* @return True if connected, false otherwise.
*/
virtual bool IsConnected() =0;
/**
* @brief Returns whether the player is a fake client.
*
* @return True if a fake client, false otherwise.
*/
virtual bool IsFakeClient() =0;
/**
* @brief Returns the client's AdminId, if any.
*
* @return AdminId, or INVALID_ADMIN_ID if none.
*/
virtual AdminId GetAdminId() =0;
/**
* @brief Sets the client's AdminId.
*
* @param id AdminId to set.
* @param temp If true, the id will be invalidated on disconnect.
*/
virtual void SetAdminId(AdminId id, bool temp) =0;
/**
* @brief Returns the client's userid.
*
* @return Userid.
*/
virtual int GetUserId() =0;
/**
* @brief Returns the client's language id.
*
* @return Language id.
*/
virtual unsigned int GetLanguageId() =0;
/**
* @brief Returns a player's IPlayerInfo object, if any.
*
* @return IPlayerInfo pointer, or NULL if none.
*/
virtual IPlayerInfo *GetPlayerInfo() =0;
/**
* @brief Runs through Core's admin authorization checks. If the
* client is already an admin, no checks are performed.
*
* Note that this function operates solely against the in-memory admin
* cache. It will check steamids, IPs, names, and verify a password
* if one exists. To implement other authentication schemes, simply
* don't call this function and use IGamePlayer::SetAdminId() instead.
*
* @return True if access changed, false otherwise.
*/
virtual bool RunAdminCacheChecks() =0;
/**
* @brief Notifies all listeners that the client has completed
* all of your post-connection (in-game, auth, admin) checks.
*
* If you returned "false" from OnClientPreAdminCheck(), you must
* ALWAYS manually invoke this function, even if RunAdminCacheChecks()
* failed or you did not assign an AdminId. Failure to call this
* function could result in plugins (such as reservedslots) not
* working properly.
*
* If you are implementing asynchronous fetches, and the client
* disconnects during your fetching process, you should make sure to
* recognize that case and not call this function. That is, do not
* call this function on mismatched PreCheck calls, or on disconnected
* clients. A good way to check this is to pass userids around, which
* are unique per client connection.
*
* Calling this has no effect if it has already been called on the
* given client (thus it is safe for multiple asynchronous plugins to
* call it at various times).
*/
virtual void NotifyPostAdminChecks() =0;
/**
* @brief Returns the clients unique serial identifier.
*
* @return Serial number.
*/
virtual unsigned int GetSerial() =0;
/**
* @brief Return whether the client is authorized.
*
* @return True if authorized, false otherwise.
*/
virtual bool IsAuthorized() =0;
/**
* @brief Kicks the client with a message
*
* @param message The message shown to the client when kicked
*/
virtual void Kick(const char *message) =0;
/**
* @brief Returns whether the client is marked as being in the kick
* queue. The client doesn't necessarily have to be in the actual kick
* queue for this function to return true.
*
* @return True if in the kick queue, false otherwise.
*/
virtual bool IsInKickQueue() =0;
/**
* @brief Marks the client as being in the kick queue. They are not
* actually added to the kick queue. Use IGameHelpers::AddDelayedKick()
* to actually add them to the queue.
*/
virtual void MarkAsBeingKicked() =0;
virtual void SetLanguageId(unsigned int id) =0;
/**
* @brief Returns whether the player is the SourceTV bot.
*
* @return True if the SourceTV bot, false otherwise.
*/
virtual bool IsSourceTV() const =0;
/**
* @brief Returns whether the player is the Replay bot.
*
* @return True if the Replay bot, false otherwise.
*/
virtual bool IsReplay() const =0;
/**
* @brief Returns the client's Steam account ID.
*
* @param validated Check backend validation status.
*
* @return Steam account ID or 0 if not available.
*/
virtual unsigned int GetSteamAccountID(bool validated = true) =0;
/**
* @brief Returns the client's edict/entity index.
*
* @return Client's index.
*/
virtual int GetIndex() const =0;
/**
* @brief Prints a string to the client console.
*
* @param pMsg String to print.
*/
virtual void PrintToConsole(const char *pMsg) =0;
/**
* @brief Removes admin access from the client.
*/
virtual void ClearAdmin() =0;
/**
* @brief Returns the client's Steam ID as a uint64.
*
* @param validated Check backend validation status.
*
* @return Steam Id or 0 if not available.
*/
virtual uint64_t GetSteamId64(bool validated = true) =0;
/**
* @brief Returns the client's Steam ID rendered in Steam2 format.
*
* @param validated Check backend validation status.
*
* @return Steam2 Id on success or NULL if not available.
*/
virtual const char *GetSteam2Id(bool validated = true) =0;
/**
* @brief Returns the client's Steam ID rendered in Steam3 format.
*
* @param validated Check backend validation status.
*
* @return Steam3 Id on success or NULL if not available.
*/
virtual const char *GetSteam3Id(bool validated = true) =0;
};
/**
* @brief Provides callbacks for important client events.
*/
class IClientListener
{
public:
/**
* @brief Returns the current client listener version.
*
* @return Client listener version.
*/
virtual unsigned int GetClientListenerVersion()
{
return SMINTERFACE_PLAYERMANAGER_VERSION;
}
public:
/**
* @brief Called when a client requests connection.
*
* @param client Index of the client.
* @param error Error buffer for a disconnect reason.
* @param maxlength Maximum length of error buffer.
* @return True to allow client, false to reject.
*/
virtual bool InterceptClientConnect(int client, char *error, size_t maxlength)
{
return true;
}
/**
* @brief Called when a client has connected.
*
* @param client Index of the client.
*/
virtual void OnClientConnected(int client)
{
}
/**
* @brief Called when a client is put in server.
*
* @param client Index of the client.
*/
virtual void OnClientPutInServer(int client)
{
}
/**
* @brief Called when a client is disconnecting (not fully disconnected yet).
*
* @param client Index of the client.
*/
virtual void OnClientDisconnecting(int client)
{
}
/**
* @brief Called when a client has fully disconnected.
*
* @param client Index of the client.
*/
virtual void OnClientDisconnected(int client)
{
}
/**
* @brief Called when a client has received authorization.
*
* @param client Index of the client.
* @param authstring Client Steam2 id, if available, else engine auth id.
*/
virtual void OnClientAuthorized(int client, const char *authstring)
{
}
/**
* @brief Called when the server is activated.
*/
virtual void OnServerActivated(int max_clients)
{
}
/**
* @brief Called once a client is authorized and fully in-game, but
* before admin checks are done. This can be used to override the
* default admin checks for a client.
*
* By default, this function allows the authentication process to
* continue as normal. If you need to delay the cache searching
* process in order to get asynchronous data, then return false here.
*
* If you return false, you must call IPlayerManager::NotifyPostAdminCheck
* for the same client, or else the OnClientPostAdminCheck callback will
* never be called.
*
* @param client Client index.
* @return True to continue normally, false to override
* the authentication process.
*/
virtual bool OnClientPreAdminCheck(int client)
{
return true;
}
/**
* @brief Called once a client is authorized and fully in-game, and
* after all post-connection authorizations have been passed. If the
* client does not have an AdminId by this stage, it means that no
* admin entry was in the cache that matched, and the user could not
* be authenticated as an admin.
*
* @param client Client index.
*/
virtual void OnClientPostAdminCheck(int client)
{
}
/**
* @brief Notifies the extension that the maxplayers value has changed
*
* @param newvalue New maxplayers value.
*/
virtual void OnMaxPlayersChanged(int newvalue)
{
}
/**
* @brief Notifies the extension that a clients settings changed
*
* @param client Client index.
*/
virtual void OnClientSettingsChanged(int client)
{
}
};
#define COMMAND_FILTER_ALIVE (1<<0) /**< Only allow alive players */
#define COMMAND_FILTER_DEAD (1<<1) /**< Only filter dead players */
#define COMMAND_FILTER_CONNECTED (1<<2) /**< Allow players not fully in-game */
#define COMMAND_FILTER_NO_IMMUNITY (1<<3) /**< Ignore immunity rules */
#define COMMAND_FILTER_NO_MULTI (1<<4) /**< Do not allow multiple target patterns */
#define COMMAND_FILTER_NO_BOTS (1<<5) /**< Do not allow bots to be targetted */
#define COMMAND_TARGET_VALID 1 /**< Client passed the filter */
#define COMMAND_TARGET_NONE 0 /**< No target was found */
#define COMMAND_TARGET_NOT_ALIVE -1 /**< Single client is not alive */
#define COMMAND_TARGET_NOT_DEAD -2 /**< Single client is not dead */
#define COMMAND_TARGET_NOT_IN_GAME -3 /**< Single client is not in game */
#define COMMAND_TARGET_IMMUNE -4 /**< Single client is immune */
#define COMMAND_TARGET_EMPTY_FILTER -5 /**< A multi-filter (such as @all) had no targets */
#define COMMAND_TARGET_NOT_HUMAN -6 /**< Target was not human */
#define COMMAND_TARGET_AMBIGUOUS -7 /**< Partial name had too many targets */
#define COMMAND_TARGETNAME_RAW 0 /**< Target name is a raw string */
#define COMMAND_TARGETNAME_ML 1 /**< Target name is a multi-lingual phrase */
/**
* @brief Holds the many command target info parameters.
*/
struct cmd_target_info_t
{
const char *pattern; /**< IN: Target pattern string. */
int admin; /**< IN: Client admin index, or 0 if server .*/
cell_t *targets; /**< IN: Array to store targets. */
cell_t max_targets; /**< IN: Max targets (always >= 1) */
int flags; /**< IN: COMMAND_FILTER flags. */
char *target_name; /**< OUT: Buffer to store target name. */
size_t target_name_maxlength; /**< IN: Maximum length of the target name buffer. */
int target_name_style; /**< OUT: Target name style (COMMAND_TARGETNAME) */
int reason; /**< OUT: COMMAND_TARGET reason. */
unsigned int num_targets; /**< OUT: Number of targets. */
};
/**
* @brief Intercepts a command target operation.
*/
class ICommandTargetProcessor
{
public:
/**
* @brief Must process the command target and return a COMMAND_TARGET value.
*
* @param info Struct containing command target information.
* Any members labelled OUT must be filled if processing
* is to be completed (i.e. true returned).
* @return True to end processing, false to let Core continue.
*/
virtual bool ProcessCommandTarget(cmd_target_info_t *info) =0;
};
class IPlayerManager : public SMInterface
{
public:
const char *GetInterfaceName()
{
return SMINTERFACE_PLAYERMANAGER_NAME;
}
unsigned int GetInterfaceVersion()
{
return SMINTERFACE_PLAYERMANAGER_VERSION;
}
public:
/**
* @brief Adds a client listener.
*
* @param listener Pointer to an IClientListener.
*/
virtual void AddClientListener(IClientListener *listener) =0;
/**
* @brief Removes a client listener.
*
* @param listener Pointer to an IClientListener.
*/
virtual void RemoveClientListener(IClientListener *listener) =0;
/**
* @brief Retrieves an IGamePlayer object by its client index.
*
* Note: This will return a valid object for any player, connected or not.
* Note: Client indexes start at 1, not 0.
*
* @param client Index of the client.
* @return An IGamePlayer pointer, or NULL if out of range.
*/
virtual IGamePlayer *GetGamePlayer(int client) =0;
/**
* @brief Retrieves an IGamePlayer object by its edict_t pointer.
*
* @param pEdict Index of the client
* @return An IGamePlayer pointer, or NULL if out of range.
*/
virtual IGamePlayer *GetGamePlayer(edict_t *pEdict) =0;
/**
* @brief Returns the maximum number of clients.
*
* Note: this will not work until the server is activated.
*
* @return Maximum number of clients.
*/
virtual int GetMaxClients() =0;
/**
* @brief Returns the number of players currently connected.
*
* @return Current number of connected players.
*/
virtual int GetNumPlayers() =0;
/**
* @brief Returns the number of clients currently connected.
*
* @return Current number of connected clients.
*/
virtual int GetNumClients() =0;
/**
* @brief Returns the client index by its userid.
*
* @param userid Userid of the client.
* @return Client index, or 0 if invalid userid passed.
*/
virtual int GetClientOfUserId(int userid) =0;
/**
* @brief Returns whether or not the server is activated.
*
* @return True if ServerActivate() has been called
* at least once, false otherwise.
*/
virtual bool IsServerActivated() =0;
/**
* @brief Gets SourceMod's reply source.
*
* @return ReplyTo source.
*/
virtual unsigned int GetReplyTo() =0;
/**
* @brief Sets SourceMod's reply source.
*
* @param reply Reply source.
* @return Old reply source.
*/
virtual unsigned int SetReplyTo(unsigned int reply) =0;
/**
* @brief Tests if a player meets command filtering rules.
*
* @param pAdmin IGamePlayer of the admin, or NULL if the server.
* @param pTarget IGamePlayer of the player being targeted.
* @param flags COMMAND_FILTER flags.
* @return COMMAND_TARGET value.
*/
virtual int FilterCommandTarget(IGamePlayer *pAdmin, IGamePlayer *pTarget, int flags) =0;
/**
* @brief Registers a command target processor.
*
* @param pHandler Pointer to an ICommandTargetProcessor instance.
*/
virtual void RegisterCommandTargetProcessor(ICommandTargetProcessor *pHandler) =0;
/**
* @brief Removes a command target processor.
*
* @param pHandler Pointer to an ICommandTargetProcessor instance.
*/
virtual void UnregisterCommandTargetProcessor(ICommandTargetProcessor *pHandler) =0;
/**
* @brief Returns the client index by its serial number.
*
* @return Client index, or 0 for invalid serial.
*/
virtual int GetClientFromSerial(unsigned int serial) =0;
/**
* @brief Processes the pattern inside a cmd_target_info_t structure
* and outputs the clients that match it.
*
* @param info Pointer to the cmd_target_info_t structure to process.
*/
virtual void ProcessCommandTarget(cmd_target_info_t *info) =0;
/**
* @brief Removes all access for the given admin id.
*
* @param id Admin id.
*/
virtual void ClearAdminId(AdminId id) =0;
/**
* @brief Reruns admin checks on all players.
*/
virtual void RecheckAnyAdmins() =0;
};
}
#endif //_INCLUDE_SOURCEMOD_INTERFACE_IPLAYERHELPERS_H_