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# Engine.AccessControl

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    //=============================================================================
    // AccessControl.
    //
    // AccessControl is a helper class for GameInfo.
    // The AccessControl class determines whether or not the player is allowed to
    // login in the PreLogin() function, and also controls whether or not a player
    // can enter as a spectator or a game administrator.
    //
    //=============================================================================
    class AccessControl extends Info;

    #if IG_TRIBES3_ADMIN   // glenn: admin support

    struct AdminPlayer
    {
    	var TribesAdminUser	User;
    	var PlayerReplicationInfo PRI;
    };

    #if IG_TRIBES3 // dbeswick: for savegames
    var transient TribesAdminUserList		Users;
    var transient TribesAdminGroupList		Groups;
    #else
    var TribesAdminUserList		Users;
    var TribesAdminGroupList		Groups;
    #endif
    var protected array<AdminPlayer>	LoggedAdmins;
    var config array< class<TribesPrivilegeBase> >	PrivClasses;
    var array<TribesPrivilegeBase>		PrivManagers;
    var string AllPrivs;

    var globalconfig array<string>   IPPolicies;
    var	localized string          IPBanned;
    var	localized string	      WrongPassword;
    var	localized string          NeedPassword;
    var localized string          SessionBanned;
    var localized string		  KickedMsg;
    var class<AdminBase>		  AdminClass;

    var config string KickToMenu;		// The name of the menu to kick this player too

    var bool bReplyToGUI;
    var bool bDontAddDefaultAdmin;

    var private string AdminName;
    var private string AdminPassword;	    // Password to receive bAdmin privileges.
    var private globalconfig string GamePassword;		    // Password to enter game.
    #if IG_TRIBES3	// michaelj:  Integrated UT2004 admin login
    var globalconfig float          LoginDelaySeconds;  // Delay between login attempts
    #endif

    var transient Array<string> SessionIPPolicies; // sjs
    // MC: Have a GameAccess class eventually ?

    event PreBeginPlay()
    {
    local TribesAdminUser  NewUser;

    	Super.PreBeginPlay();

        // gam ---
        assert( Users == None );
    	Users = new(None) class'TribesAdminUserList';
        assert( Groups == None );
    	Groups = new(None) class'TribesAdminGroupList';
    	// --- gam

    	if (!bDontAddDefaultAdmin)
    	{
    		Groups.Add(Groups.CreateGroup("Admin", "", 255));
    		NewUser = Users.Create("Admin", "Admin", "");
    		NewUser.AddGroup(Groups.FindByName("Admin"));
    		Users.Add(NewUser);
    		AdminName = "Admin";
    	}
    	InitPrivs();
    }

    function SaveAdmins()
    {
    	AdminPassword = Users.Get(0).Password;
    }

    function InitPrivs();

    function bool AdminLogin( PlayerController P, string Username, string Password)
    {
    	if (ValidLogin(Username, Password))
    	{
    		P.PlayerReplicationInfo.bAdmin = true;
    		return true;
    	}
    	return false;
    }

    function bool AdminPromote( PlayerController Promoter, PlayerController P )
    {
    	return false;
    }

    function AdminPromoted( PlayerController Promoter, PlayerController P, bool bSuccess )
    {
    }

    function bool AdminLogout( PlayerController P )
    {
    	if (P.PlayerReplicationInfo.bAdmin)
    	{
    		P.PlayerReplicationInfo.bAdmin = false;
    		return true;
    	}
    	return false;
    }

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

    function AdminExited( PlayerController P )
    {
    	Log(P.PlayerReplicationInfo.PlayerName@"logged out.");
    	Level.Game.Broadcast( P, P.PlayerReplicationInfo.PlayerName@"gave up administrator abilities.");
    }

    function bool IsAdmin(PlayerController P)
    {
    	return P.PlayerReplicationInfo.bAdmin;
    }

    function SetAdminFromURL(string N, string P)
    {
    local TribesAdminUser NewUser;
    local TribesAdminGroup NewGroup;

    	Log("SetAdminFromURL called");
    	NewGroup = Groups.CreateGroup("URL::Admin", "", 255);
    	NewGroup.bMasterAdmin = true;
    	Groups.Add(NewGroup);
    	NewUser = Users.Create(N, P, "");
    	NewUser.AddGroup(NewGroup);
    	Users.Add(NewUser);
    	AdminName = N;
    	SetAdminPassword(P);
    }

    function bool SetAdminPassword(string P)
    {
    	AdminPassword = P;
    	return true;
    }

    function SetGamePassword(string P)
    {
    	GamePassword = P;
    }

    function bool RequiresPassword()
    {
    	return GamePassword != "";
    }

    function TribesAdminUser GetAdmin( PlayerController PC)
    {
    	return None;
    }

    function string GetAdminName( PlayerController PC)
    {
    	return AdminName;
    }

    function Kick( string S )
    {
    	local Controller C, NextC;

        for ( C=Level.ControllerList; C!=None; C=NextC )
        {
    		NextC = C.NextController;
            if ( C.PlayerReplicationInfo != None && C.PlayerReplicationInfo.PlayerName~=S )
            {
                if (PlayerController(C) != None)
    				KickPlayer(PlayerController(C));
    			else if ( C.PlayerReplicationInfo.bBot )
                {
    				if (C.Pawn != None)
    					C.Pawn.Destroy();
    				if (C != None)
    					C.Destroy();
                }
                break;
            }
        }
    }

    function SessionKickBan( string S ) // sjs
    {
    	local PlayerController P;

    	ForEach DynamicActors(class'PlayerController', P)
    		if ( P.PlayerReplicationInfo.PlayerName~=S
    			&&	(NetConnection(P.Player)!=None) )
    		{
    			BanPlayer(P, true);
    		}
    }

    function KickBan( string S )
    {
    	local PlayerController P;

    	ForEach DynamicActors(class'PlayerController', P)
    		if ( P.PlayerReplicationInfo.PlayerName~=S
    			&&	(NetConnection(P.Player)!=None) )
    		{
    			BanPlayer(P);
    			return;
    		}
    }

    function bool KickPlayer(PlayerController C)
    {
    	// Do not kick logged admins
    	if (C != None && !IsAdmin(C) && NetConnection(C.Player)!=None )
        {
    		if (C.Pawn != None)
    		{
    			C.Pawn.Died( None, class'DamageType', C.Pawn.Location );
    			C.Pawn.Destroy();
    		}
    		if (C != None)
    			C.Destroy();
    		return true;
        }
        else
        {
            log("cannot kick player: controller="$c$", admin="$IsAdmin(C)$", connection="$NetConnection(C.Player));
        }

    	return false;
    }

    function bool BanPlayer(PlayerController C, optional bool bSession)
    {
    local string IP;

        log("ban player: "$c$" session="$bSession);

    	if (IsAdmin(C))
    		return false;

    	IP = C.GetPlayerNetworkAddress();

    	if( CheckIPPolicy(IP) )
    	{
    		IP = Left(IP, InStr(IP, ":"));
    		if (bSession)
    		{
    			Log("Adding Session IP Ban for: "$IP);
                SessionIPPolicies[SessionIPPolicies.Length] = "DENY,"$IP;
    		}
    		else
    		{
    			Log("Adding IP Ban for: "$IP);
    			IPPolicies[IPPolicies.Length] = "DENY,"$IP;
    			SaveConfig();
    		}
    		KickPlayer(C);
    		return true;
    	}
    	return false;
    }

    function bool KickBanPlayer(PlayerController P)
    {
    local string IP;

    	if (!IsAdmin(P))
    	{
    		IP = P.GetPlayerNetworkAddress();
    		if( CheckIPPolicy(IP) )
    		{
    			IP = Left(IP, InStr(IP, ":"));
    			Log("Adding IP Ban for: "$IP);
    			IPPolicies[IPPolicies.Length] = "DENY,"$IP;
    			SaveConfig();
    		}
    		P.Destroy();
    		return true;
    	}
    	return false;
    }

    function bool CheckOptionsAdmin( string Options)
    {
    local string InAdminName, InPassword;

    	InPassword = Level.Game.ParseOption( Options, "Password" );
    	InAdminName= Level.Game.ParseOption( Options, "AdminName" );
    	return ValidLogin(InAdminName, InPassword);
    }

    function bool ValidLogin(string UserName, string Password)
    {
    	return (AdminPassword != "" && Password==AdminPassword);
    }

    function TribesAdminUser GetLoggedAdmin(PlayerController P)
    {
    	return Users.Get(0);
    }

    function TribesAdminUser GetUser(string uname)
    {
    	return None;
    }

    //
    // Accept or reject a player on the server.
    // Fails login if you set the Error to a non-empty string.
    //
    event PreLogin
    (
    	string Options,
    	string Address,
    	out string Error,
    	out string FailCode,
    	bool bSpectator
    )
    {
    	// Do any name or password or name validation here.
    	local string InPassword;
    	local bool   bAdmin;

    	Error="";
    #if IG_TRIBES3	// michaelj:  Fixed admin/join "Password" option clash
    	InPassword = Level.Game.ParseOption( Options, "JoinPassword" );
    #else
    	InPassword = Level.Game.ParseOption( Options, "Password" );
    #endif
    	bAdmin = CheckOptionsAdmin(Options);

    	if( (Level.NetMode != NM_Standalone) && !bAdmin && Level.Game.AtCapacity(bSpectator) )
    	{
    		// TODO: Check Login to make room for Master Admins if not enuff specs.
    		Error=Level.Game.GameMessageClass.Default.MaxedOutMessage;
    	}
    	else if	( GamePassword!="" && caps(InPassword)!=caps(GamePassword) && !bAdmin )
    	{
    		if( InPassword == "" )
    		{
    			Error = NeedPassword;
    			FailCode = "NEEDPW";
    		}
    		else
    		{
    			Error = WrongPassword;
    			FailCode = "WRONGPW";
    		}
    	}

    	if(!CheckIPPolicy(Address))
    		Error = IPBanned;
    }

    function bool CheckIPPolicy(string Address, optional bool bSilent)
    {
    	local int i, j, LastMatchingPolicy;
    	local string Policy, Mask;
    	local bool bAcceptAddress, bAcceptPolicy;

    	// strip port number
    	j = InStr(Address, ":");
    	if(j != -1)
    		Address = Left(Address, j);

    	bAcceptAddress = True;
    	for(i=0; i<IPPolicies.Length; i++)
    	{
    		j = InStr(IPPolicies[i], ",");
    		if(j==-1)
    			continue;
    		Policy = Left(IPPolicies[i], j);
    		Mask = Mid(IPPolicies[i], j+1);
    		if(Policy ~= "ACCEPT")
    			bAcceptPolicy = True;
    		else if(Policy ~= "DENY")
    			bAcceptPolicy = False;
    		else
    			continue;

    		j = InStr(Mask, "*");
    		if(j != -1)
    		{
    			if(Left(Mask, j) == Left(Address, j))
    			{
    				bAcceptAddress = bAcceptPolicy;
    				LastMatchingPolicy = i;
    			}
    		}
    		else
    		{
    			if(Mask == Address)
    			{
    				bAcceptAddress = bAcceptPolicy;
    				LastMatchingPolicy = i;
    			}
    		}
    	}

    	if(!bAcceptAddress && !bSilent)
    		Log("Denied connection for "$Address$" with IP policy "$IPPolicies[LastMatchingPolicy]);

        // check session polices
        if( bAcceptAddress )
        {
            for(i=0; i<SessionIPPolicies.Length && SessionIPPolicies[i] != ""; i++ )
            {
                j = InStr(SessionIPPolicies[i], ",");
    		    if(j==-1)
    			    continue;
    		    Policy = Left(SessionIPPolicies[i], j);
    		    Mask = Mid(SessionIPPolicies[i], j+1);
    		    if(Policy ~= "ACCEPT")
    			    bAcceptPolicy = True;
    		    else if(Policy ~= "DENY")
    			    bAcceptPolicy = False;
    		    else
    			    continue;

    		    j = InStr(Mask, "*");
    		    if(j != -1)
    		    {
    			    if(Left(Mask, j) == Left(Address, j))
    			    {
    				    bAcceptAddress = bAcceptPolicy;
    				    LastMatchingPolicy = i;
    			    }
    		    }
    		    else
    		    {
    			    if(Mask == Address)
    			    {
    				    bAcceptAddress = bAcceptPolicy;
    				    LastMatchingPolicy = i;
    			    }
    		    }
            }
            if(!bAcceptAddress && !bSilent)
    		    Log("Denied connection for "$Address$" with Session IP policy "$IPPolicies[LastMatchingPolicy]);
        }
    	return bAcceptAddress;
    }

    // Stubs in preparation of multi-admin system
    function bool CanPerform(PlayerController P, string Action)
    {
    	// Filter out any Admin Users/Group/commands
    	if (!AllowPriv(Action))
    		return false;

    	// Standard Admin actions only performed by Admin
    	return P.PlayerReplicationInfo.bAdmin;
    }

    function bool AllowPriv(string priv)
    {
    	if (Left(priv, 1) ~= "A" || Left(priv, 1) ~= "G")
    		return false;

    	return true;
    }

    static function FillPlayInfo(PlayInfo PlayInfo)
    {
    local int i;

    	Super.FillPlayInfo(PlayInfo);  // Always begin with calling parent

    	i=0;
    	PlayInfo.AddSetting("Server",  "GamePassword", "Game Password", 240,  85, "Text", "16");
    }

    defaultproperties
    {
    	WrongPassword="The password you entered is incorrect."
    	NeedPassword="You need to enter a password to join this game."
    	IPBanned="Your IP address has been banned on this server."
        SessionBanned="Your IP address has been banned from the current game session."
    	IPPolicies(0)="ACCEPT,*"
    	AdminClass=class'Engine.Admin'
    	KickedMsg="You have been forcably removed from the game."
    	//InvalidOptions="The options you specified are invalid"
    	LoginDelaySeconds=1
    }

    #else

    // old code for access control: superceded by TribesAdmin from UT

    var globalconfig string     IPPolicies[50];
    var	localized string          IPBanned;
    var	localized string	      WrongPassword;
    var	localized string          NeedPassword;
    #if IG_SHARED // ckline: Unprog security bugfid: https://udn.epicgames.com/lists/showpost.php?list=unprog&id=35587
    var	localized string          InvalidOptions;
    #endif
    var class<Admin> AdminClass;

    var private globalconfig string AdminPassword;	    // Password to receive bAdmin privileges.
    var private globalconfig string GamePassword;		    // Password to enter game.

    var bool bDontAddDefaultAdmin;

    function SetAdminPassword(string P)
    {
    	AdminPassword = P;
    }

    function SetGamePassword(string P)
    {
    	GamePassword = P;
    }

    function bool RequiresPassword()
    {
    	return GamePassword != "";
    }

    function Kick( string S )
    {
    	local PlayerController P;

    	ForEach DynamicActors(class'PlayerController', P)
    		if ( P.PlayerReplicationInfo.PlayerName~=S
    			&&	(NetConnection(P.Player)!=None) )
    		{
    			P.Destroy();
    			return;
    		}
    }

    function KickBan( string S )
    {
    	local PlayerController P;
    	local string IP;
    	local int j;

    	ForEach DynamicActors(class'PlayerController', P)
    		if ( P.PlayerReplicationInfo.PlayerName~=S
    			&&	(NetConnection(P.Player)!=None) )
    		{
    			IP = P.GetPlayerNetworkAddress();
    			if( CheckIPPolicy(IP) )
    			{
    				IP = Left(IP, InStr(IP, ":"));
    				Log("Adding IP Ban for: "$IP);
    				for(j=0;j<50;j++)
    					if( IPPolicies[j] == "" )
    						break;
    				if(j < 50)
    					IPPolicies[j] = "DENY,"$IP;
    				SaveConfig();
    			}
    			P.Destroy();
    			return;
    		}
    }

    function bool AdminLogin( PlayerController P, string Password )
    {
    	if (AdminPassword == "")
    		return false;

    	if (Password == AdminPassword)
    	{
    		Log("Administrator logged in.");
    		Level.Game.Broadcast( P, P.PlayerReplicationInfo.PlayerName$"logged in as a server administrator." );
    		return true;
    	}
    	return false;
    }

    //
    // Accept or reject a player on the server.
    // Fails login if you set the Error to a non-empty string.
    //
    event PreLogin
    (
    	string Options,
    	string Address,
    	out string Error,
    	out string FailCode,
    	bool bSpectator
    )

    {
    	// Do any name or password or name validation here.
    	local string InPassword;

    #if IG_SHARED // ckline: Unprog security bugfid: https://udn.epicgames.com/lists/showpost.php?list=unprog&id=35587
        // Restrict players with '%' symbols in their options
        if (InStr(Options, "%") >= 0)
        {
    		Error = InvalidOptions;
            return;
        }
    #endif

    	Error="";
    	InPassword = Level.Game.ParseOption( Options, "Password" );

    	if( (Level.NetMode != NM_Standalone) && Level.Game.AtCapacity(bSpectator) )
    	{
    		Error=Level.Game.GameMessageClass.Default.MaxedOutMessage;
    	}
    	else if
    	(	GamePassword!=""
    	&&	caps(InPassword)!=caps(GamePassword)
    	&&	(AdminPassword=="" || caps(InPassword)!=caps(AdminPassword)) )
    	{
    		if( InPassword == "" )
    		{
    			Error = NeedPassword;
    			FailCode = "NEEDPW";
    		}
    		else
    		{
    			Error = WrongPassword;
    			FailCode = "WRONGPW";
    		}
    	}

    	if(!CheckIPPolicy(Address))
    		Error = IPBanned;

    }

    function bool CheckIPPolicy(string Address)
    {
    	local int i, j, LastMatchingPolicy;
    	local string Policy, Mask;
    	local bool bAcceptAddress, bAcceptPolicy;

    	// strip port number
    	j = InStr(Address, ":");
    	if(j != -1)
    		Address = Left(Address, j);

    	bAcceptAddress = True;
    	for(i=0; i<50 && IPPolicies[i] != ""; i++)
    	{
    		j = InStr(IPPolicies[i], ",");
    		if(j==-1)
    			continue;
    		Policy = Left(IPPolicies[i], j);
    		Mask = Mid(IPPolicies[i], j+1);
    		if(Policy ~= "ACCEPT")
    			bAcceptPolicy = True;
    		else
    		if(Policy ~= "DENY")
    			bAcceptPolicy = False;
    		else
    			continue;

    		j = InStr(Mask, "*");
    		if(j != -1)
    		{
    			if(Left(Mask, j) == Left(Address, j))
    			{
    				bAcceptAddress = bAcceptPolicy;
    				LastMatchingPolicy = i;
    			}
    		}
    		else
    		{
    			if(Mask == Address)
    			{
    				bAcceptAddress = bAcceptPolicy;
    				LastMatchingPolicy = i;
    			}
    		}
    	}

    	if(!bAcceptAddress)
    		Log("Denied connection for "$Address$" with IP policy "$IPPolicies[LastMatchingPolicy]);

    	return bAcceptAddress;
    }

    // note: commented out to stop warning about redundant data
    // ucc parser for defaultproperties does not respect #if/#else/#endif !

    //defaultproperties
    //{
    //	WrongPassword="The password you entered is incorrect."
    //	NeedPassword="You need to enter a password to join this game."
    //	IPBanned="Your IP address has been banned on this server."
    //	IPPolicies(0)="ACCEPT,*"
    //	AdminClass=class'Engine.Admin'
    //#if IG_SHARED // ckline: Unprog security bugfid: https://udn.epicgames.com/lists/showpost.php?list=unprog&id=35587
    //	InvalidOptions="The options you specified are invalid"
    //#endif
    //}

    #endif

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Class file time: ne 5.9.2004 16:01:20.000 - Creation time: st 23.5.2018 00:10:39.964 - Created with UnCodeX