bool CAccountManager::LogOut ( CClient* pClient, CClient* pEchoClient ) { // Is he logged in? if ( !pClient->IsRegistered () ) { if ( pEchoClient ) pEchoClient->SendEcho ( "logout: You were not logged in" ); return false; } if ( pClient->GetClientType () != CClient::CLIENT_PLAYER ) { if ( pEchoClient ) pEchoClient->SendEcho ( "logout: Only players can log out" ); return false; } CPlayer* pPlayer = static_cast < CPlayer* > ( pClient ); CAccount* pCurrentAccount = pClient->GetAccount (); pCurrentAccount->SetClient ( NULL ); CAccount* pAccount = g_pGame->GetAccountManager ()->AddGuestAccount( GUEST_ACCOUNT_NAME ); pClient->SetAccount ( pAccount ); // Call our script event CLuaArguments Arguments; Arguments.PushAccount ( pCurrentAccount ); Arguments.PushAccount ( pAccount ); if ( !pPlayer->CallEvent ( "onPlayerLogout", Arguments ) ) { // DENIED! pClient->SetAccount ( pCurrentAccount ); pCurrentAccount->SetClient ( pClient ); delete pAccount; return false; } // Tell the console CLogger::AuthPrintf ( "LOGOUT: %s logged out as '%s'\n", pClient->GetNick (), pCurrentAccount->GetName ().c_str () ); // Tell the player if ( pEchoClient ) pEchoClient->SendEcho ( "logout: You logged out" ); return true; }
bool CAccountManager::LogIn ( CClient* pClient, CClient* pEchoClient, const char* szAccountName, const char* szPassword ) { // Is he already logged in? if ( pClient->IsRegistered () ) { if ( pEchoClient ) pEchoClient->SendEcho ( "login: You are already logged in" ); return false; } if ( pClient->GetClientType () != CClient::CLIENT_PLAYER ) { if ( pEchoClient ) pEchoClient->SendEcho ( "login: Only players can log in" ); return false; } // Get the players details CPlayer* pPlayer = static_cast < CPlayer* > ( pClient ); SString strPlayerName = pPlayer->GetNick (); SString strPlayerIP = pPlayer->GetSourceIP (); SString strPlayerSerial = pPlayer->GetSerial (); if ( m_AccountProtect.IsFlooding ( strPlayerIP.c_str () ) ) { if ( pEchoClient ) pEchoClient->SendEcho ( SString( "login: Account locked", szAccountName ).c_str() ); CLogger::AuthPrintf ( "LOGIN: Ignoring %s trying to log in as '%s' (IP: %s Serial: %s)\n", strPlayerName.c_str (), szAccountName, strPlayerIP.c_str (), strPlayerSerial.c_str () ); return false; } // Grab the account on his nick if any CAccount* pAccount = g_pGame->GetAccountManager ()->Get ( szAccountName ); if ( !pAccount ) { if ( pEchoClient ) pEchoClient->SendEcho( SString( "login: No known account for '%s'", szAccountName ).c_str() ); CLogger::AuthPrintf ( "LOGIN: %s tried to log in as '%s' (Unknown account) (IP: %s Serial: %s)\n", strPlayerName.c_str (), szAccountName, strPlayerIP.c_str (), strPlayerSerial.c_str () ); return false; } if ( pAccount->GetClient () ) { if ( pEchoClient ) pEchoClient->SendEcho ( SString( "login: Account for '%s' is already in use", szAccountName ).c_str() ); return false; } if ( !IsValidPassword( szPassword ) || !pAccount->IsPassword ( szPassword ) ) { if ( pEchoClient ) pEchoClient->SendEcho ( SString( "login: Invalid password for account '%s'", szAccountName ).c_str() ); CLogger::AuthPrintf ( "LOGIN: %s tried to log in as '%s' with an invalid password (IP: %s Serial: %s)\n", strPlayerName.c_str (), szAccountName, strPlayerIP.c_str (), strPlayerSerial.c_str () ); m_AccountProtect.AddConnect ( strPlayerIP.c_str () ); return false; } // Check serial authorization if ( IsAuthorizedSerialRequired( pAccount ) ) { pAccount->AddSerialForAuthorization( strPlayerSerial, strPlayerIP ); if ( !pAccount->IsSerialAuthorized( strPlayerSerial ) ) { if ( pEchoClient ) pEchoClient->SendEcho( SString( "login: Serial pending authorization for account '%s' - See https:""//mtasa.com/authserial", szAccountName ) ); CLogger::AuthPrintf( "LOGIN: %s tried to log in as '%s' with an unauthorized serial (IP: %s Serial: %s)\n", *strPlayerName, szAccountName, *strPlayerIP, *strPlayerSerial ); CLogger::AuthPrintf( "LOGIN: See https:""//mtasa.com/authserial\n" ); return false; } } // Log him in CAccount* pCurrentAccount = pClient->GetAccount (); pClient->SetAccount ( pAccount ); pAccount->SetClient ( pClient ); // Call the onPlayerLogin script event CLuaArguments Arguments; Arguments.PushAccount ( pCurrentAccount ); Arguments.PushAccount ( pAccount ); Arguments.PushBoolean ( false ); // was bAutoLogin if ( !pPlayer->CallEvent ( "onPlayerLogin", Arguments ) ) { // DENIED! pClient->SetAccount ( pCurrentAccount ); pAccount->SetClient ( NULL ); return false; } // Success is here pAccount->OnLoginSuccess ( strPlayerSerial, strPlayerIP ); SString strGroupList = SString::Join ( ", ", g_pGame->GetACLManager ()->GetObjectGroupNames ( pAccount->GetName (), CAccessControlListGroupObject::OBJECT_TYPE_USER ) ); CLogger::AuthPrintf ( "LOGIN: (%s) %s successfully logged in as '%s' (IP: %s Serial: %s)\n", strGroupList.c_str (), pClient->GetNick (), pAccount->GetName ().c_str (), strPlayerIP.c_str (), strPlayerSerial.c_str () ); // Tell the player if ( pEchoClient ) { pEchoClient->SendEcho ( "login: You successfully logged in" ); } // Update who was info if ( pClient->GetClientType () == CClient::CLIENT_PLAYER ) g_pGame->GetConsole ()->GetWhoWas ()->OnPlayerLogin ( static_cast < CPlayer* > ( pClient ) ); // Delete the old account if it was a guest account if ( !pCurrentAccount->IsRegistered () ) delete pCurrentAccount; return true; }
bool CAccountManager::LogOut ( CClient* pClient, CClient* pEchoClient ) { // Is he logged in? if ( !pClient->IsRegistered () ) { if ( pEchoClient ) pEchoClient->SendEcho ( "logout: You were not logged in" ); return false; } if ( pClient->GetClientType () == CClient::CLIENT_CONSOLE ) { if ( pEchoClient ) pEchoClient->SendEcho ( "logout: Console may not log out" ); return false; } CAccount* pCurrentAccount = pClient->GetAccount (); pCurrentAccount->SetClient ( NULL ); CAccount* pAccount = new CAccount ( g_pGame->GetAccountManager (), false, GUEST_ACCOUNT_NAME ); pClient->SetAccount ( pAccount ); // Call the onClientLogout event CElement* pClientElement = NULL; switch ( pClient->GetClientType () ) { case CClient::CLIENT_PLAYER: { CPlayer* pPlayer = static_cast < CPlayer* > ( pClient ); pClientElement = static_cast < CElement* > ( pPlayer ); break; } case CClient::CLIENT_CONSOLE: { CConsoleClient* pConsoleClient = static_cast < CConsoleClient* > ( pClient ); pClientElement = static_cast < CElement* > ( pConsoleClient ); break; } } if ( pClientElement ) { // Call our script event CLuaArguments Arguments; Arguments.PushAccount ( pCurrentAccount ); Arguments.PushAccount ( pAccount ); if ( !pClientElement->CallEvent ( "onPlayerLogout", Arguments ) ) { // DENIED! pClient->SetAccount ( pCurrentAccount ); pCurrentAccount->SetClient ( pClient ); delete pAccount; return false; } } // Tell the console CLogger::AuthPrintf ( "LOGOUT: %s logged out as '%s'\n", pClient->GetNick (), pCurrentAccount->GetName ().c_str () ); // Tell the player if ( pEchoClient ) pEchoClient->SendEcho ( "logout: You logged out" ); return true; }