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// ==================================================================== // Class: XAdmin.AccessControlIni // Parent: Engine.AccessControl // // <Enter a description here> // ==================================================================== class AccessControlIni extends AccessControl; var GameConfigSet ConfigSet; var AdminBase CSEditor; event Destroyed() { if (CSEditor != None) { ConfigSet.EndEdit(false); AdminIni(CSEditor).ConfigSet = None; CSEditor = None; } Super.Destroyed(); } function InitPrivs() { local int i, cnt; local xPrivilegeBase xPriv; Super.InitPrivs(); cnt = 0; for (i = 0; i<PrivClasses.Length; i++) { xPriv = new PrivClasses[i]; if (xPriv != None) { PrivManagers.Length = cnt+1; PrivManagers[cnt] = xPriv; cnt++; if (xPriv.LoadMsg != "") Log(xPriv.LoadMsg); // Prepare an AllPrivs string if (AllPrivs != "") AllPrivs = AllPrivs $ "|"; AllPrivs = AllPrivs $ xPriv.MainPrivs $ "|" $xPriv.SubPrivs; } else Log("Invalid Privilege Class:"@PrivClasses[i]); } } event PreBeginPlay() { Users=new(Level.xLevel) class'xAdminUserList'; Groups=new(Level.xLevel) class'xAdminGroupList'; class'xAdminConfigIni'.static.Load(Users, Groups, bDontAddDefaultAdmin); ConfigSet = new(Level.xLevel) class'GameConfigSet'; ConfigSet.Level = Level; Super(Info).PreBeginPlay(); InitPrivs(); } function SaveAdmins() { class'xAdminConfigIni'.static.Save(Users, Groups); } function bool AdminLogin( PlayerController P, string Username, string Password ) { local xAdminUser User; local int index; if (P == None) return false; User = GetLoggedAdmin(P); if (User == None) { User = Users.FindByName(UserName); if (User != None) { // Check Password if (User.Password == Password) { index = LoggedAdmins.Length; LoggedAdmins.Length = index + 1; LoggedAdmins[index].User = User; LoggedAdmins[index].PRI = P.PlayerReplicationInfo; P.PlayerReplicationInfo.bAdmin = User.bMasterAdmin || User.HasPrivilege("Kp") || User.HasPrivilege("Bp"); } else User = None; } } return (User != None); } function bool AdminLogout( PlayerController P ) { local int i; for (i=0; i < LoggedAdmins.Length; i++) if (LoggedAdmins[i].PRI == P.PlayerReplicationInfo) { P.PlayerReplicationInfo.bAdmin = false; LoggedAdmins.Remove(i, 1); return true; } return false; } function SetAdminFromURL(string N, string P) { local xAdminGroup xGroup; local xAdminUser User; // Check that there is not a User by that name already // TODO: This check should happen MUCH earlier, like at GUI level. if (Users.FindByName(N) != None) { Log("User"@N@"already in user list, please choose another name"); return; } // Find an Admin Group .. and if none, add one called URL::Admin (cant be created manually) xGroup = Groups.FindByName("URL::Admin"); if (xGroup == None) { xGroup = Groups.CreateGroup("URL::Admin", "", 255); Groups.Add(xGroup); } if (xGroup != None) { xGroup.bMasterAdmin = true; xGroup.GameSecLevel = 255; // Then create a user to add to that group User = Users.Create(N, P, ""); User.AddGroup(xGroup); Users.Add(User); } } function bool ValidLogin(string UserName, string Password) { local xAdminUser User; User = Users.FindByName(UserName); return User != None && User.Password == Password; } function bool IsAdmin(PlayerController P) { local int i; for (i=0; i < LoggedAdmins.Length; i++) if (LoggedAdmins[i].PRI == P.PlayerReplicationInfo) return true; return false; } function bool IsLogged(xAdminUser User) { local int i; for (i=0; i < LoggedAdmins.Length; i++) if (LoggedAdmins[i].User == User) return true; return false; } // Each admin can change his own password function bool SetAdminPassword(string P) { // There is no single Admin Password // Todo : Find the master admin password and change it ? return false; } function bool AllowPriv(string priv) { return true; } function SetGamePassword(string P) { // TODO: Check privs b4 calling super Super.SetGamePassword(P); } function string GetAdminName(PlayerController PC) { local xAdminUser User; User = GetLoggedAdmin(PC); if (User != None) { return User.UserName; } return "Unknown"; } function AdminEntered( PlayerController P, string Username) { Log(P.PlayerReplicationInfo.PlayerName@"logged in as"@Username$"."); Level.Game.Broadcast( P, P.PlayerReplicationInfo.PlayerName@"logged in as a server administrator." ); } // Verify if an admin action can be performed by a player function bool CanPerform(PlayerController P, string Action) { local int i; for (i=0; i<LoggedAdmins.Length; i++) if (LoggedAdmins[i].PRI == P.PlayerReplicationInfo) return LoggedAdmins[i].User.HasPrivilege(Action); return false; } function bool ReportLoggedAdminsTo(PlayerController P) { return false; } function bool LockConfigSet(out GameConfigSet GCS, AdminBase Admin) { if (CSEditor == None) { CSEditor = Admin; GCS = ConfigSet; return true; } return false; } function bool ReleaseConfigSet(out GameConfigSet GCS, AdminBase Admin) { if (CSEditor == Admin && GCS == ConfigSet) { CSEditor = None; GCS = None; return true; } return false; } ///////////////////////////////////////////////////////////////////// // Local Functions Area // // function xAdminUser GetLoggedAdmin(PlayerController P) { local int i; for (i=0; i < LoggedAdmins.Length; i++) if (LoggedAdmins[i].PRI == P.PlayerReplicationInfo) return LoggedAdmins[i].User; return None; } function xAdminUser GetUser(string uname) { return Users.FindByName(uname); } static event bool AcceptPlayInfoProperty(string PropertyName) { if ( PropertyName ~= "AdminPassword" ) return false; return Super.AcceptPlayInfoProperty(PropertyName); } defaultproperties { PrivClasses(0)=Class'XAdmin.xKickPrivs' PrivClasses(1)=Class'XAdmin.xGamePrivs' PrivClasses(2)=Class'XAdmin.xUserGroupPrivs' PrivClasses(3)=Class'XAdmin.xExtraPrivs' AdminClass=Class'XAdmin.AdminIni' } |
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