sourcemod/core/PlayerManager.h
David Anderson 6da3335588 - added amb733 - running admin auth CheckSetAdmin
- fixed amb737 - reservedslots uses the new auth api
- fixed various FormatString() usage bugs in functions such as KickClient() and ServeRCommand()
- added API so sql admins will be fit into the whole system

--HG--
extra : convert_revision : svn%3A39bc706e-5318-0410-9160-8a85361fbb7c/trunk%401279
2007-08-08 16:22:51 +00:00

168 lines
5.2 KiB
C++

/**
* vim: set ts=4 :
* ================================================================
* SourceMod
* Copyright (C) 2004-2007 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_CPLAYERMANAGER_H_
#define _INCLUDE_SOURCEMOD_CPLAYERMANAGER_H_
#include "sm_globals.h"
#include <eiface.h>
#include "sourcemm_api.h"
#include <IForwardSys.h>
#include <IPlayerHelpers.h>
#include <IAdminSystem.h>
#include <sh_string.h>
#include <sh_list.h>
#include <sh_vector.h>
using namespace SourceHook;
class CPlayer : public IGamePlayer
{
friend class PlayerManager;
public:
CPlayer();
public:
const char *GetName();
const char *GetIPAddress();
const char *GetAuthString();
edict_t *GetEdict();
bool IsInGame();
bool IsConnected();
bool IsAuthorized();
bool IsFakeClient();
void SetAdminId(AdminId id, bool temporary);
AdminId GetAdminId();
void Kick(const char *str);
IPlayerInfo *GetPlayerInfo();
public:
void NotifyPostAdminChecks();
void DoBasicAdminChecks();
private:
void Initialize(const char *name, const char *ip, edict_t *pEntity);
void Connect();
void Disconnect();
void SetName(const char *name);
void DumpAdmin(bool deleting);
void Authorize(const char *auth);
void Authorize_Post();
void DoPostConnectAuthorization();
private:
bool m_IsConnected;
bool m_IsInGame;
bool m_IsAuthorized;
String m_Name;
String m_Ip;
String m_IpNoPort;
String m_AuthID;
AdminId m_Admin;
bool m_TempAdmin;
edict_t *m_pEdict;
IPlayerInfo *m_Info;
String m_LastPassword;
bool m_bAdminCheckSignalled;
int m_iIndex;
};
class PlayerManager :
public SMGlobalClass,
public IPlayerManager
{
public:
PlayerManager();
~PlayerManager();
public: //SMGlobalClass
void OnSourceModAllInitialized();
void OnSourceModShutdown();
void OnSourceModLevelEnd();
ConfigResult OnSourceModConfigChanged(const char *key, const char *value, ConfigSource source, char *error, size_t maxlength);
public:
CPlayer *GetPlayerByIndex(int client) const;
void RunAuthChecks();
void ClearAdminId(AdminId id);
void ClearAllAdmins();
public:
bool OnClientConnect(edict_t *pEntity, const char *pszName, const char *pszAddress, char *reject, int maxrejectlen);
bool OnClientConnect_Post(edict_t *pEntity, const char *pszName, const char *pszAddress, char *reject, int maxrejectlen);
void OnClientPutInServer(edict_t *pEntity, char const *playername);
void OnClientDisconnect(edict_t *pEntity);
void OnClientDisconnect_Post(edict_t *pEntity);
void OnClientCommand(edict_t *pEntity);
void OnClientSettingsChanged(edict_t *pEntity);
//void OnClientSettingsChanged_Pre(edict_t *pEntity);
public: //IPlayerManager
void AddClientListener(IClientListener *listener);
void RemoveClientListener(IClientListener *listener);
IGamePlayer *GetGamePlayer(int client);
IGamePlayer *GetGamePlayer(edict_t *pEdict);
int GetMaxClients();
int GetNumPlayers();
int GetClientOfUserId(int userid);
public:
inline int MaxClients()
{
return m_maxClients;
}
inline int NumPlayers()
{
return m_PlayerCount;
}
bool CheckSetAdmin(int index, CPlayer *pPlayer, AdminId id);
bool CheckSetAdminName(int index, CPlayer *pPlayer, AdminId id);
const char *GetPassInfoVar();
void RecheckAnyAdmins();
private:
void OnServerActivate(edict_t *pEdictList, int edictCount, int clientMax);
private:
List<IClientListener *> m_hooks;
IForward *m_clconnect;
IForward *m_cldisconnect;
IForward *m_cldisconnect_post;
IForward *m_clputinserver;
IForward *m_clcommand;
IForward *m_clinfochanged;
IForward *m_clauth;
IForward *m_onActivate;
IForward *m_onActivate2;
CPlayer *m_Players;
int *m_UserIdLookUp;
int m_maxClients;
int m_PlayerCount;
bool m_FirstPass;
unsigned int *m_AuthQueue;
String m_PassInfoVar;
};
extern PlayerManager g_Players;
extern bool g_OnMapStarted;
#endif //_INCLUDE_SOURCEMOD_CPLAYERMANAGER_H_