#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "GroupManager.h"
#include "Group.h"
#include "inifile/iniFile.h"
#include "ChatColor.h"
#include "Root.h"
typedef std::map< AString, cGroup* > GroupMap;
struct cGroupManager::sGroupManagerState
{
GroupMap Groups;
};
cGroupManager::~cGroupManager()
{
for( GroupMap::iterator itr = m_pState->Groups.begin(); itr != m_pState->Groups.end(); ++itr )
{
delete itr->second;
}
m_pState->Groups.clear();
delete m_pState;
}
cGroupManager::cGroupManager()
: m_pState( new sGroupManagerState )
{
LOGD("-- Loading Groups --");
if (!LoadGroups())
{
LOGWARNING("ERROR: Groups could not load!");
}
if (!CheckUsers())
{
LOGWARNING("ERROR: User file could not be found!");
}
LOGD("-- Groups Successfully Loaded --");
}
void cGroupManager::GenerateDefaultUsersIni(cIniFile & a_IniFile)
{
LOGWARN("Regenerating users.ini, all users will be reset");
a_IniFile.AddHeaderComment(" This file stores the players' groups.");
a_IniFile.AddHeaderComment(" The format is:");
a_IniFile.AddHeaderComment(" [PlayerName]");
a_IniFile.AddHeaderComment(" Groups = GroupName1, GroupName2, ...");
a_IniFile.WriteFile("users.ini");
}
bool cGroupManager::CheckUsers()
{
cIniFile IniFile;
if (!IniFile.ReadFile("users.ini"))
{
GenerateDefaultUsersIni(IniFile);
return true;
}
int NumKeys = IniFile.GetNumKeys();
for (int i = 0; i < NumKeys; i++)
{
AString Player = IniFile.GetKeyName(i);
AString Groups = IniFile.GetValue(Player, "Groups", "");
if (Groups.empty())
{
continue;
}
AStringVector Split = StringSplitAndTrim(Groups, ",");
for (AStringVector::const_iterator itr = Split.begin(), end = Split.end(); itr != end; ++itr)
{
if (!ExistsGroup(*itr))
{
LOGWARNING("The group %s for player %s was not found!", Split[i].c_str(), Player.c_str());
}
} // for itr - Split[]
} // for i - ini file keys
// Always return true for now, just but we can handle writefile fails later.
return true
}
bool cGroupManager::LoadGroups()
{
cIniFile IniFile;
if (!IniFile.ReadFile("groups.ini"))
{
LOGWARNING("Regenerating groups.ini, all groups will be reset");
IniFile.AddHeaderComment(" This is the MCServer permissions manager groups file");
IniFile.AddHeaderComment(" It stores all defined groups such as Administrators, Players, or Moderators");
IniFile.SetValue("Owner", "Permissions", "*", true);
IniFile.SetValue("Owner", "Color", "2", true);
IniFile.SetValue("Moderator", "Permissions", "core.time,core.item,core.teleport,core.ban,core.unban,core.save-all,core.toggledownfall");
IniFile.SetValue("Moderator", "Color", "2", true);
IniFile.SetValue("Moderator", "Inherits", "Player", true);
IniFile.SetValue("Player", "Permissions", "core.portal", true);
IniFile.SetValue("Player", "Color", "f", true);
IniFile.SetValue("Player", "Inherits", "Default", true);
IniFile.SetValue("Default", "Permissions", "core.help,core.plugins,core.spawn,core.worlds,core.back,core.motd,core.build,core.locate,core.viewdistance", true);
IniFile.SetValue("Default", "Color", "f", true);
IniFile.WriteFile("groups.ini");
}
int NumKeys = IniFile.GetNumKeys();
for (int i = 0; i < NumKeys; i++)
{
AString KeyName = IniFile.GetKeyName(i);
cGroup * Group = GetGroup(KeyName.c_str());
Group->ClearPermission(); // Needed in case the groups are reloaded.
LOGD("Loading group %s", KeyName.c_str());
Group->SetName(KeyName);
AString Color = IniFile.GetValue(KeyName, "Color", "-");
if ((Color != "-") && (Color.length() >= 1))
{
Group->SetColor(cChatColor::Color + Color[0]);
}
else
{
Group->SetColor(cChatColor::White);
}
AString Commands = IniFile.GetValue(KeyName, "Commands", "");
if (!Commands.empty())
{
AStringVector Split = StringSplitAndTrim(Commands, ",");
for (size_t i = 0; i < Split.size(); i++)
{
Group->AddCommand(Split[i]);
}
}
AString Permissions = IniFile.GetValue(KeyName, "Permissions", "");
if (!Permissions.empty())
{
AStringVector Split = StringSplitAndTrim(Permissions, ",");
for (size_t i = 0; i < Split.size(); i++)
{
Group->AddPermission(Split[i]);
}
}
AString Groups = IniFile.GetValue(KeyName, "Inherits", "");
if (!Groups.empty())
{
AStringVector Split = StringSplitAndTrim(Groups, ",");
for (size_t i = 0; i < Split.size(); i++)
{
Group->InheritFrom(GetGroup(Split[i].c_str()));
}
}
}
// Always return true, we can handle writefile fails later.
return true
}
bool cGroupManager::ExistsGroup( const AString & a_Name )
{
GroupMap::iterator itr = m_pState->Groups.find( a_Name );
return ( itr != m_pState->Groups.end() );
}
cGroup* cGroupManager::GetGroup( const AString & a_Name )
{
GroupMap::iterator itr = m_pState->Groups.find( a_Name );
if( itr != m_pState->Groups.end() )
{
return itr->second;
}
cGroup* Group = new cGroup();
m_pState->Groups[a_Name] = Group;
return Group;
}