const PlayerState * CGameInfoCallback::getPlayer(PlayerColor color, bool verbose) const { //funtion written from scratch since it's accessed A LOT by AI if(!color.isValidPlayer()) { return nullptr; } auto player = gs->players.find(color); if (player != gs->players.end()) { if (hasAccess(color)) return &player->second; else { if (verbose) logGlobal->error("Cannot access player %d info!", color); return nullptr; } } else { if (verbose) logGlobal->error("Cannot find player %d info!", color); return nullptr; } }
bool CGameInfoCallback::getHeroInfo( const CGObjectInstance *hero, InfoAboutHero &dest ) const { const CGHeroInstance *h = dynamic_cast<const CGHeroInstance *>(hero); ERROR_RET_VAL_IF(!h, "That's not a hero!", false); ERROR_RET_VAL_IF(!isVisible(h->getPosition(false)), "That hero is not visible!", false); //TODO vision support dest.initFromHero(h, hasAccess(h->tempOwner)); return true; }
bool CGameInfoCallback::getTownInfo( const CGObjectInstance *town, InfoAboutTown &dest ) const { ERROR_RET_VAL_IF(!isVisible(town, player), "Town is not visible!", false); //it's not a town or it's not visible for layer bool detailed = hasAccess(town->tempOwner); //TODO vision support if(town->ID == Obj::TOWN) dest.initFromTown(static_cast<const CGTownInstance *>(town), detailed); else if(town->ID == Obj::GARRISON || town->ID == Obj::GARRISON2) dest.initFromArmy(static_cast<const CArmedInstance *>(town), detailed); else return false; return true; }
bool CGameInfoCallback::getTownInfo(const CGObjectInstance * town, InfoAboutTown & dest, const CGObjectInstance * selectedObject/* = nullptr*/) const { ERROR_RET_VAL_IF(!isVisible(town, player), "Town is not visible!", false); //it's not a town or it's not visible for layer bool detailed = hasAccess(town->tempOwner); if(town->ID == Obj::TOWN) { if(!detailed && nullptr != selectedObject) { const CGHeroInstance * selectedHero = dynamic_cast<const CGHeroInstance *>(selectedObject); if(nullptr != selectedHero) detailed = selectedHero->hasVisions(town, 1); } dest.initFromTown(static_cast<const CGTownInstance *>(town), detailed); } else if(town->ID == Obj::GARRISON || town->ID == Obj::GARRISON2) dest.initFromArmy(static_cast<const CArmedInstance *>(town), detailed); else return false; return true; }
void AccountHandler::_handlePacket(Packet* packet, BuddyPtr buddy) { // packet and buddy must always be set UT_return_if_fail(packet); UT_return_if_fail(buddy); // as must the session manager AbiCollabSessionManager* pManager = AbiCollabSessionManager::getManager(); UT_return_if_fail(pManager); // manager didn't handle it, see what we can do switch (packet->getClassType()) { case PCT_JoinSessionRequestEvent: { JoinSessionRequestEvent* jse = static_cast<JoinSessionRequestEvent*>(packet); // lookup session AbiCollab* pSession = pManager->getSessionFromSessionId(jse->getSessionId()); UT_return_if_fail(pSession); // check if this buddy is allowed to access this document // TODO: this should be done for every session packet, not just join session packets if (!hasAccess(pSession->getAcl(), buddy)) { // we should only reach this point if someone is brute forcing trying // out session IDs while not being on the ACL. Ban this uses. UT_ASSERT_HARMLESS(UT_SHOULD_NOT_HAPPEN); return; } // lookup exporter ABI_Collab_Export* pExport = pSession->getExport(); UT_return_if_fail(pExport); // lookup adjusts const UT_GenericVector<ChangeAdjust *>* pExpAdjusts = pExport->getAdjusts(); UT_return_if_fail(pExpAdjusts); PD_Document* pDoc = pSession->getDocument(); // add this author to the document if we don't recognize him UT_sint32 iAuthorId = -1; UT_UTF8String buddyDescriptor = buddy->getDescriptor(); UT_GenericVector<pp_Author*> authors = pDoc->getAuthors(); UT_DEBUGMSG(("Scanning %d authors to see if we recognize this buddy\n", authors.getItemCount())); for (UT_sint32 i = 0; i < authors.getItemCount(); i++) { pp_Author* pAuthor = authors.getNthItem(i); UT_continue_if_fail(pAuthor); const gchar* szDescriptor = NULL; pAuthor->getProperty("abicollab-descriptor", szDescriptor); if (!szDescriptor) continue; if (buddyDescriptor != szDescriptor) continue; // yay, we know this author! iAuthorId = pAuthor->getAuthorInt(); UT_DEBUGMSG(("Found known author with descriptior %s, id %d!\n", buddyDescriptor.utf8_str(), iAuthorId)); break; } if (iAuthorId == -1) { // we don't know this author yet, create a new author object for him iAuthorId = pDoc->findFirstFreeAuthorInt(); pp_Author * pA = pDoc->addAuthor(iAuthorId); PP_AttrProp * pPA = pA->getAttrProp(); pPA->setProperty("abicollab-descriptor", buddyDescriptor.utf8_str()); pDoc->sendAddAuthorCR(pA); UT_DEBUGMSG(("Added a new author to the documument with descriptor %s, id %d\n", buddyDescriptor.utf8_str(), iAuthorId)); } // serialize entire document into string JoinSessionRequestResponseEvent jsre(jse->getSessionId(), iAuthorId); if (AbiCollabSessionManager::serializeDocument(pDoc, jsre.m_sZABW, false /* no base64 */) == UT_OK) { // set more document properties jsre.m_iRev = pDoc->getCRNumber(); jsre.m_sDocumentId = pDoc->getDocUUIDString(); if (pDoc->getFilename()) jsre.m_sDocumentName = UT_go_basename_from_uri(pDoc->getFilename()); // send to buddy! send(&jsre, buddy); // add this buddy to the collaboration session pSession->addCollaborator(buddy); } break; } case PCT_JoinSessionRequestResponseEvent: { JoinSessionRequestResponseEvent* jsre = static_cast<JoinSessionRequestResponseEvent*>( packet ); PD_Document* pDoc = 0; if (AbiCollabSessionManager::deserializeDocument(&pDoc, jsre->m_sZABW, false) == UT_OK) { if (pDoc) { // NOTE: we could adopt the same document name here, but i'd // rather not at the moment - MARCM pDoc->forceDirty(); if (jsre->m_sDocumentName.size() > 0) { gchar* fname = g_strdup(jsre->m_sDocumentName.utf8_str()); pDoc->setFilename(fname); } // The default ownership when joining is FALSE, as that seems // to make sense for the generic case. The person sharing the // document by default owns the document (and is thus allowed // to modify the ACL). pManager->joinSession(jsre->getSessionId(), pDoc, jsre->m_sDocumentId, jsre->m_iRev, jsre->getAuthorId(), buddy, this, false, NULL); } else { UT_DEBUGMSG(("AccountHandler::_handlePacket() - deserializing document failed!\n")); } } break; } case PCT_GetSessionsEvent: { GetSessionsResponseEvent gsre; const UT_GenericVector<AbiCollab *> sessions = pManager->getSessions(); for (UT_sint32 i = 0; i < sessions.getItemCount(); i++) { AbiCollab* pSession = sessions.getNthItem(i); if (pSession && pSession->isLocallyControlled()) { // check if the buddy has access to this session if (!hasAccess(pSession->getAcl(), buddy)) { UT_DEBUGMSG(("Buddy %s denied access to session %s by ALC\n", buddy->getDescriptor(true).utf8_str(), pSession->getSessionId().utf8_str())); continue; } const PD_Document * pDoc = pSession->getDocument(); UT_continue_if_fail(pDoc); // determine name UT_UTF8String documentBaseName; if (pDoc->getFilename()) documentBaseName = UT_go_basename_from_uri(pDoc->getFilename()); // set session info gsre.m_Sessions[ pSession->getSessionId() ] = documentBaseName; } } send(&gsre, buddy); break; } case PCT_GetSessionsResponseEvent: { GetSessionsResponseEvent* gsre = static_cast<GetSessionsResponseEvent*>( packet ); UT_GenericVector<DocHandle*> vDocHandles; for (std::map<UT_UTF8String,UT_UTF8String>::iterator it=gsre->m_Sessions.begin(); it!=gsre->m_Sessions.end(); ++it) { DocHandle* pDocHandle = new DocHandle((*it).first, (*it).second); vDocHandles.addItem(pDocHandle); } pManager->setDocumentHandles(buddy, vDocHandles); break; } default: { UT_DEBUGMSG(("Unhandled packet class: 0x%x\n", packet->getClassType())); UT_ASSERT_HARMLESS(UT_SHOULD_NOT_HAPPEN); break; } } }
int CGameInfoCallback::howManyTowns(TPlayerColor Player) const { ERROR_RET_VAL_IF(!hasAccess(Player), "Access forbidden!", -1); return gs->players[Player].towns.size(); }
const PlayerState * CGameInfoCallback::getPlayer(TPlayerColor color, bool verbose) const { ERROR_VERBOSE_OR_NOT_RET_VAL_IF(!hasAccess(color), verbose, "Cannot access player " << color << "info!", NULL); ERROR_VERBOSE_OR_NOT_RET_VAL_IF(!vstd::contains(gs->players,color), verbose, "Cannot find player " << color << "info!", NULL); return &gs->players[color]; }
bool AccessMap::canRemoveUser() const { return hasAccess(DELETE, getUserTableName()); }
bool AccessMap::canCreateUser() const { return hasAccess(CREATE, getUserTableName()); }
bool CGameInfoCallback::canGetFullInfo(const CGObjectInstance *obj) const { return !obj || hasAccess(obj->tempOwner); }
bool CGameInfoCallback::getHeroInfo(const CGObjectInstance * hero, InfoAboutHero & dest, const CGObjectInstance * selectedObject/* = nullptr*/) const { const CGHeroInstance *h = dynamic_cast<const CGHeroInstance *>(hero); ERROR_RET_VAL_IF(!h, "That's not a hero!", false); ERROR_RET_VAL_IF(!isVisible(h->getPosition(false)), "That hero is not visible!", false); InfoAboutHero::EInfoLevel infoLevel = InfoAboutHero::EInfoLevel::BASIC; if(hasAccess(h->tempOwner)) infoLevel = InfoAboutHero::EInfoLevel::DETAILED; if ( (infoLevel == InfoAboutHero::EInfoLevel::BASIC) && gs->curB) //if it's battle we can get enemy hero full data { if(gs->curB->playerHasAccessToHeroInfo(*player, h)) infoLevel = InfoAboutHero::EInfoLevel::INBATTLE; } if( (infoLevel == InfoAboutHero::EInfoLevel::BASIC) && nullptr != selectedObject) { const CGHeroInstance * selectedHero = dynamic_cast<const CGHeroInstance *>(selectedObject); if(nullptr != selectedHero) if(selectedHero->hasVisions(hero, 1)) infoLevel = InfoAboutHero::EInfoLevel::DETAILED; } dest.initFromHero(h, infoLevel); //DISGUISED bonus implementation bool disguiseFlag = (infoLevel == InfoAboutHero::EInfoLevel::DETAILED); if(getPlayerRelations(getLocalPlayer(), hero->tempOwner) == PlayerRelations::ENEMIES) { //todo: bonus cashing int disguiseLevel = h->valOfBonuses(Selector::typeSubtype(Bonus::DISGUISED, 0)); auto doBasicDisguise = [disguiseLevel](InfoAboutHero & info) { int maxAIValue = 0; const CCreature * mostStrong = nullptr; for(auto & elem : info.army) { if(elem.second.type->AIValue > maxAIValue) { maxAIValue = elem.second.type->AIValue; mostStrong = elem.second.type; } } if(nullptr == mostStrong)//just in case logGlobal->errorStream() << "CGameInfoCallback::getHeroInfo: Unable to select most strong stack" << disguiseLevel; else for(auto & elem : info.army) { elem.second.type = mostStrong; } }; auto doAdvancedDisguise = [disguiseFlag, &doBasicDisguise](InfoAboutHero & info) { doBasicDisguise(info); for(auto & elem : info.army) elem.second.count = 0; }; auto doExpertDisguise = [this,h](InfoAboutHero & info) { for(auto & elem : info.army) elem.second.count = 0; const auto factionIndex = getStartInfo(false)->playerInfos.at(h->tempOwner).castle; int maxAIValue = 0; const CCreature * mostStrong = nullptr; for(auto creature : VLC->creh->creatures) { if(creature->faction == factionIndex && creature->AIValue > maxAIValue) { maxAIValue = creature->AIValue; mostStrong = creature; } } if(nullptr != mostStrong) //possible, faction may have no creatures at all for(auto & elem : info.army) elem.second.type = mostStrong; }; switch (disguiseLevel) { case 0: //no bonus at all - do nothing break; case 1: doBasicDisguise(dest); break; case 2: doAdvancedDisguise(dest); break; case 3: doExpertDisguise(dest); break; default: //invalid value logGlobal->errorStream() << "CGameInfoCallback::getHeroInfo: Invalid DISGUISED bonus value " << disguiseLevel; break; } } return true; }
bool File::canWrite() const { return hasAccess(W_OK); }
bool File::canRead() const { return hasAccess(R_OK); }
bool File::canExecute() const { return hasAccess(X_OK); }