Fix and improve Server's privilege get/setters

This commit is contained in:
Perttu Ahola 2012-03-15 15:27:16 +02:00
parent 6298878bfa
commit 5957fed9a7
3 changed files with 40 additions and 37 deletions

@ -3551,10 +3551,7 @@ static int l_get_player_privs(lua_State *L)
// Do it
lua_newtable(L);
int table = lua_gettop(L);
u64 privs_i = server->getPlayerAuthPrivs(name);
// Special case for the "name" setting (local player / server owner)
if(name == g_settings->get("name"))
privs_i = PRIV_ALL;
u64 privs_i = server->getPlayerEffectivePrivs(name);
std::set<std::string> privs_s = privsToSet(privs_i);
for(std::set<std::string>::const_iterator
i = privs_s.begin(); i != privs_s.end(); i++){

@ -4182,6 +4182,40 @@ std::wstring Server::getStatusString()
return os.str();
}
u64 Server::getPlayerAuthPrivs(const std::string &name)
{
try{
return m_authmanager.getPrivs(name);
}
catch(AuthNotFoundException &e)
{
dstream<<"WARNING: Auth not found for "<<name<<std::endl;
return 0;
}
}
void Server::setPlayerAuthPrivs(const std::string &name, u64 privs)
{
try{
return m_authmanager.setPrivs(name, privs);
}
catch(AuthNotFoundException &e)
{
dstream<<"WARNING: Auth not found for "<<name<<std::endl;
}
}
u64 Server::getPlayerEffectivePrivs(const std::string &name)
{
// Local player gets all privileges regardless of
// what's set on their account.
if(m_simple_singleplayer_mode)
return PRIV_ALL;
if(name == g_settings->get("name"))
return PRIV_ALL;
return getPlayerAuthPrivs(name);
}
void Server::setPlayerPassword(const std::string &name, const std::wstring &password)
{
// Add player to auth manager
@ -4570,16 +4604,7 @@ u64 Server::getPlayerPrivs(Player *player)
if(player==NULL)
return 0;
std::string playername = player->getName();
// Local player gets all privileges regardless of
// what's set on their account.
if(g_settings->get("name") == playername)
{
return PRIV_ALL;
}
else
{
return getPlayerAuthPrivs(playername);
}
return getPlayerEffectivePrivs(playername);
}
void dedicated_server_loop(Server &server, bool &kill)

@ -465,32 +465,13 @@ public:
m_shutdown_requested = true;
}
// Envlock and conlock should be locked when calling this
void SendMovePlayer(Player *player);
u64 getPlayerAuthPrivs(const std::string &name)
{
try{
return m_authmanager.getPrivs(name);
}
catch(AuthNotFoundException &e)
{
dstream<<"WARNING: Auth not found for "<<name<<std::endl;
return 0;
}
}
void setPlayerAuthPrivs(const std::string &name, u64 privs)
{
try{
return m_authmanager.setPrivs(name, privs);
}
catch(AuthNotFoundException &e)
{
dstream<<"WARNING: Auth not found for "<<name<<std::endl;
}
}
// Thread-safe
u64 getPlayerAuthPrivs(const std::string &name);
void setPlayerAuthPrivs(const std::string &name, u64 privs);
u64 getPlayerEffectivePrivs(const std::string &name);
// Changes a player's password, password must be given as plaintext
// If the player doesn't exist, a new entry is added to the auth manager