int CLuaFunctionDefs::RemoveAccount ( lua_State* luaVM )
{
    //  bool removeAccount ( account theAccount )
    CAccount* pAccount;

    CScriptArgReader argStream ( luaVM );
    argStream.ReadUserData ( pAccount );

    if ( !argStream.HasErrors () )
    {
        if ( CStaticFunctionDefinitions::RemoveAccount ( pAccount ) )
        {
            lua_pushboolean ( luaVM, true );
            return 1;
        }

        CClient* pClient = pAccount->GetClient ();
        if ( pClient )
            argStream.SetCustomError ( "Unable to remove account as unable to log out client. (Maybe onPlayerLogout is cancelled)" );
    }
    if ( argStream.HasErrors () )
        m_pScriptDebugging->LogCustom ( luaVM, argStream.GetFullErrorMessage () );

    lua_pushboolean ( luaVM, false );
    return 1;
}
bool CAccountManager::LogIn ( CClient* pClient, CClient* pEchoClient, const char* szNick, const char* szPassword )
{
    // Is he already logged in?
    if ( pClient->IsRegistered () )
    {
        if ( pEchoClient ) pEchoClient->SendEcho ( "login: You are already logged in" );
        return false;
    }

    // Get the players details if relevant
    string strPlayerName, strPlayerIP, strPlayerSerial;
    if ( pClient->GetClientType () == CClient::CLIENT_PLAYER )
    {
        CPlayer* pPlayer = static_cast < CPlayer* > ( pClient );
        strPlayerIP = pPlayer->GetSourceIP ();
        strPlayerName = pPlayer->GetNick ();
        strPlayerSerial = pPlayer->GetSerial ();
    }

    if ( m_AccountProtect.IsFlooding ( strPlayerIP.c_str () ) )
    {
        if ( pEchoClient ) pEchoClient->SendEcho ( SString( "login: Account locked", szNick ).c_str() );
        CLogger::AuthPrintf ( "LOGIN: Ignoring %s trying to log in as '%s' (IP: %s  Serial: %s)\n", strPlayerName.c_str (), szNick, strPlayerIP.c_str (), strPlayerSerial.c_str () );
        return false;
    }

    // Grab the account on his nick if any
    CAccount* pAccount = g_pGame->GetAccountManager ()->Get ( szNick );
    if ( !pAccount )
    {
        if ( pEchoClient ) pEchoClient->SendEcho( SString( "login: No known account for '%s'", szNick ).c_str() );
        CLogger::AuthPrintf ( "LOGIN: %s tried to log in as '%s' (Unknown account) (IP: %s  Serial: %s)\n", strPlayerName.c_str (), szNick, strPlayerIP.c_str (), strPlayerSerial.c_str () );
        return false;
    }

    if ( pAccount->GetClient () )
    {
        if ( pEchoClient ) pEchoClient->SendEcho ( SString( "login: Account for '%s' is already in use", szNick ).c_str() );
        return false;
    }
    if ( !IsValidPassword( szPassword ) || !pAccount->IsPassword ( szPassword ) )
    {
        if ( pEchoClient ) pEchoClient->SendEcho ( SString( "login: Invalid password for account '%s'", szNick ).c_str() );
        CLogger::AuthPrintf ( "LOGIN: %s tried to log in as '%s' with an invalid password (IP: %s  Serial: %s)\n", strPlayerName.c_str (), szNick, strPlayerIP.c_str (), strPlayerSerial.c_str () );
        m_AccountProtect.AddConnect ( strPlayerIP.c_str () );
        return false;
    }

    // Try to log him in
    return LogIn ( pClient, pEchoClient, pAccount );
}
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;
}