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# TribesAdmin.AccessControlIni

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    class AccessControlIni extends Engine.AccessControl;

    #if IG_TRIBES3 // dbeswick: for savegames
    var transient GameConfigSet	ConfigSet;
    #else
    var GameConfigSet	ConfigSet;
    #endif
    var AdminBase		CSEditor;

    event Destroyed()
    {
    	if (CSEditor != None)
    	{
    		ConfigSet.EndEdit(false);
    		AdminIni(CSEditor).ConfigSet = None;
    		CSEditor = None;
    	}
        Super.Destroyed();
    }

    function InitPrivs()
    {
    local int i, cnt;
    local TribesPrivilegeBase	privileges;

    	cnt = 0;
    	for (i = 0; i<PrivClasses.Length; i++)
    	{
    		privileges = new PrivClasses[i];
    		if (privileges != None)
    		{
    			PrivManagers.Length = cnt+1;
    			PrivManagers[cnt] = privileges;
    			cnt++;
    			if (privileges.LoadMsg != "")
    				Log(privileges.LoadMsg);

    			// Prepare an AllPrivs string
    			if (AllPrivs == "")
    				AllPrivs = privileges.MainPrivs$"|"$privileges.SubPrivs;
    			else
    				AllPrivs = AllPrivs$"|"$privileges.MainPrivs$"|"$privileges.SubPrivs;
    		}
    		else
    			Log("Invalid Privilege Class:"@PrivClasses[i]);
    	}
    }

    event PreBeginPlay()
    {
    	Users=new(None) class'Engine.TribesAdminUserList';
    	Groups=new(None) class'Engine.TribesAdminGroupList';

    	class'TribesAdminConfigIni'.static.Load(Users, Groups, bDontAddDefaultAdmin);
    	ConfigSet = new(None) class'GameConfigSet';
    	ConfigSet.Level = Level;
    	Super(Info).PreBeginPlay();
    	InitPrivs();
    }

    function SaveAdmins()
    {
    	class'TribesAdminConfigIni'.static.Save(Users, Groups);
    }

    function bool AdminLogin( PlayerController P, string Username, string Password )
    {
    local Engine.TribesAdminUser	User;
    local int index;

    	if (P == None)
    		return false;

    	User = GetLoggedAdmin(P);

    	if (User == None)
    	{
    	 	User = Users.FindByName(UserName);
    		if (User != None)
    		{
    			// Check Password
    			if (User.Password == Password)
    			{
    				index = LoggedAdmins.Length;
    				LoggedAdmins.Length = index + 1;
    				LoggedAdmins[index].User = User;
    				LoggedAdmins[index].PRI = P.PlayerReplicationInfo;
    				P.PlayerReplicationInfo.bAdmin = User.bMasterAdmin || User.HasPrivilege("Kp") || User.HasPrivilege("Bp");
    				if (P.AdminManager == None)
    					P.MakeAdmin();
    				P.AdminManager.bAdmin = P.PlayerReplicationInfo.bAdmin;
    			}
    			else
    				User = None;
    		}
    	}
    	return (User != None);
    }

    function bool AdminPromote( PlayerController Promoter, PlayerController P )
    {
    	return Promoter != None && Promoter.AdminManager != None;
    }

    function bool AdminLogout( PlayerController P )
    {
    local int i;

    	for (i=0; i < LoggedAdmins.Length; i++)
    		if (LoggedAdmins[i].PRI == P.PlayerReplicationInfo)
    		{
    			P.PlayerReplicationInfo.bAdmin = false;
    			LoggedAdmins.Remove(i, 1);
    			return true;
    		}
    	return false;
    }

    function SetAdminFromURL(string N, string P)
    {
    local Engine.TribesAdminGroup Group;
    local Engine.TribesAdminUser User;

    	// Check that there is not a User by that name already
    	// TODO: This check should happen MUCH earlier, like at GUI level.
    	if (Users.FindByName(N) != None)
    	{
    		Log("User"@N@"already in user list, please choose another name");
    		return;
    	}

    	// Find an Admin Group .. and if none, add one called URL::Admin (cant be created manually)
    	Group = Groups.FindByName("URL::Admin");
    	if (Group == None)
    	{
    		Group = Groups.CreateGroup("URL::Admin", "", 255);
    		Groups.Add(Group);
    	}
    	if (Group != None)
    	{
    		Group.bMasterAdmin = true;
    		Group.GameSecLevel = 255;

    		// Then create a user to add to that group
    		User = Users.Create(N, P, "");
    		User.AddGroup(Group);
    		Users.Add(User);
    	}
    }

    function bool ValidLogin(string UserName, string Password)
    {
    local Engine.TribesAdminUser  User;

    	User = Users.FindByName(UserName);
    	return User != None && User.Password == Password;
    }

    function bool IsAdmin(PlayerController P)
    {
    local int i;

    	for (i=0; i < LoggedAdmins.Length; i++)
    		if (LoggedAdmins[i].PRI == P.PlayerReplicationInfo)
    			return true;

    	return false;
    }

    function bool IsLogged(Engine.TribesAdminUser User)
    {
    local int i;

    	for (i=0; i < LoggedAdmins.Length; i++)
    		if (LoggedAdmins[i].User == User)
    			return true;

    	return false;
    }
    // Each admin can change his own password
    function bool SetAdminPassword(string P)
    {
    	// There is no single Admin Password
    	// Todo : Find the master admin password and change it ?
    	return false;
    }

    function bool AllowPriv(string priv)
    {
    	return true;
    }

    function SetGamePassword(string P)
    {
    	// TODO: Check privs b4 calling super
    	Super.SetGamePassword(P);
    }

    function string GetAdminName(PlayerController PC)
    {
    local Engine.TribesAdminUser User;

    	User = GetLoggedAdmin(PC);
    	if (User != None)
    	{
    		return User.UserName;
    	}
    	return "Unknown";
    }

    function AdminEntered( PlayerController P, string Username)
    {
    	Log(P.PlayerReplicationInfo.PlayerName@"logged in as"@Username$".");
    	Level.Game.Broadcast( P, P.PlayerReplicationInfo.PlayerName@"logged in as a server administrator." );
    }

    function AdminPromoted( PlayerController Promoter, PlayerController P, bool bSuccess )
    {
    	if (bSuccess)
    	{
    		Log(P.PlayerReplicationInfo.PlayerName@"was promoted to administrator.");
    		Level.Game.Broadcast( Promoter, P.PlayerReplicationInfo.PlayerName@"was promoted to a server administrator." );
    	}
    	else
    	{
    		Log("Could not promote"@P.PlayerReplicationInfo.PlayerName@"to server administrator.");
    		Level.Game.BroadcastHandler.BroadcastText( Promoter.PlayerReplicationInfo, Promoter, "Could not promote"@P.PlayerReplicationInfo.PlayerName@"to server administrator." );
    	}
    }

    // Verify if an admin action can be performed by a player
    function bool CanPerform(PlayerController P, string Action)
    {
    local int i;

    	for (i=0; i<LoggedAdmins.Length; i++)
    		if (LoggedAdmins[i].PRI == P.PlayerReplicationInfo)
    			return LoggedAdmins[i].User.HasPrivilege(Action);

    	return false;
    }

    function bool ReportLoggedAdminsTo(PlayerController P)
    {
        return false;
    }

    function bool LockConfigSet(out GameConfigSet GCS, AdminBase Admin)
    {
    	if (CSEditor == None)
    	{
    		CSEditor = Admin;
    		GCS = ConfigSet;
    		return true;
    	}
    	return false;
    }

    function bool ReleaseConfigSet(out GameConfigSet GCS, AdminBase Admin)
    {
    	if (CSEditor == Admin && GCS == ConfigSet)
    	{
    		CSEditor = None;
    		GCS = None;
    		return true;
    	}
    	return false;
    }

    /////////////////////////////////////////////////////////////////////
    // Local Functions Area
    //
    //

    function Engine.TribesAdminUser GetLoggedAdmin(PlayerController P)
    {
    local int i;

    	for (i=0; i < LoggedAdmins.Length; i++)
    		if (LoggedAdmins[i].PRI == P.PlayerReplicationInfo)
    			return LoggedAdmins[i].User;

    	return None;
    }

    function Engine.TribesAdminUser GetUser(string uname)
    {
    	return Users.FindByName(uname);
    }

    defaultproperties
    {
    	AdminClass=class'TribesAdmin.AdminIni'
    	PrivClasses(0)=class'TribesAdmin.TribesKickPrivs'
    	PrivClasses(1)=class'TribesAdmin.TribesGamePrivs'
    	PrivClasses(2)=class'TribesAdmin.TribesUserGroupPrivs'
    	PrivClasses(3)=class'TribesAdmin.TribesExtraPrivs'
    }

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Class file time: ne 5.9.2004 15:53:46.000 - Creation time: st 23.5.2018 00:10:39.977 - Created with UnCodeX