core/PlayerManager.h
author Michael McKoy <ferret99gt@gmail.com>
Wed Aug 08 23:45:24 2007 +0000 (2007-08-08)
changeset 1284 ac293d8351a3
parent 1273 9afc766f8e9c
child 1330 ab94316bb52b
permissions -rw-r--r--
Import of baseplugins.sp
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/**
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 * vim: set ts=4 :
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 * ================================================================
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 * SourceMod
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 * Copyright (C) 2004-2007 AlliedModders LLC.  All rights reserved.
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 * ================================================================
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 *
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 * This program is free software; you can redistribute it and/or 
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 * modify it under the terms of the GNU General Public License, 
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 * version 3.0, as published by the Free Software Foundation.
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 * 
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program.  If not, see <http://www.gnu.org/licenses/>.
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 *
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 * As a special exception, AlliedModders LLC gives you permission to 
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 * link the code of this program (as well as its derivative works) to 
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 * "Half-Life 2," the "Source Engine," the "SourcePawn JIT," and any 
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 * Game MODs that run on software by the Valve Corporation.  You must 
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 * obey the GNU General Public License in all respects for all other 
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 * code used. Additionally, AlliedModders LLC grants this exception 
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 * to all derivative works. AlliedModders LLC defines further 
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 * exceptions, found in LICENSE.txt (as of this writing, version 
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 * JULY-31-2007), or <http://www.sourcemod.net/license.php>.
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 *
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 * Version: $Id$
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 */
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#ifndef _INCLUDE_SOURCEMOD_CPLAYERMANAGER_H_
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#define _INCLUDE_SOURCEMOD_CPLAYERMANAGER_H_
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#include "sm_globals.h"
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#include <eiface.h>
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#include "sourcemm_api.h"
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#include <IForwardSys.h>
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#include <IPlayerHelpers.h>
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#include <IAdminSystem.h>
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#include <sh_string.h>
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#include <sh_list.h>
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#include <sh_vector.h>
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using namespace SourceHook;
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class CPlayer : public IGamePlayer
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{
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	friend class PlayerManager;
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public:
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	CPlayer();
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public:
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	const char *GetName();
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	const char *GetIPAddress();
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	const char *GetAuthString();
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	edict_t *GetEdict();
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	bool IsInGame();
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	bool IsConnected();
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	bool IsAuthorized();
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	bool IsFakeClient();
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	void SetAdminId(AdminId id, bool temporary);
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	AdminId GetAdminId();
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	void Kick(const char *str);
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	IPlayerInfo *GetPlayerInfo();
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public:
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	void NotifyPostAdminChecks();
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	void DoBasicAdminChecks();
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private:
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	void Initialize(const char *name, const char *ip, edict_t *pEntity);
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	void Connect();
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	void Disconnect();
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	void SetName(const char *name);
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	void DumpAdmin(bool deleting);
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	void Authorize(const char *auth);
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	void Authorize_Post();
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	void DoPostConnectAuthorization();
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private:
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	bool m_IsConnected;
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	bool m_IsInGame;
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	bool m_IsAuthorized;
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	String m_Name;
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	String m_Ip;
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	String m_IpNoPort;
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	String m_AuthID;
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	AdminId m_Admin;
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	bool m_TempAdmin;
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	edict_t *m_pEdict;
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	IPlayerInfo *m_Info;
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	String m_LastPassword;
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	bool m_bAdminCheckSignalled;
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	int m_iIndex;
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};
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class PlayerManager : 
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	public SMGlobalClass,
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	public IPlayerManager
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{
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public:
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	PlayerManager();
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	~PlayerManager();
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public: //SMGlobalClass
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	void OnSourceModAllInitialized();
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	void OnSourceModShutdown();
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	void OnSourceModLevelEnd();
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	ConfigResult OnSourceModConfigChanged(const char *key, const char *value, ConfigSource source, char *error, size_t maxlength);
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public:
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	CPlayer *GetPlayerByIndex(int client) const;
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	void RunAuthChecks();
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	void ClearAdminId(AdminId id);
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	void ClearAllAdmins();
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public:
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	bool OnClientConnect(edict_t *pEntity, const char *pszName, const char *pszAddress, char *reject, int maxrejectlen);
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	bool OnClientConnect_Post(edict_t *pEntity, const char *pszName, const char *pszAddress, char *reject, int maxrejectlen);
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	void OnClientPutInServer(edict_t *pEntity, char const *playername);
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	void OnClientDisconnect(edict_t *pEntity);
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	void OnClientDisconnect_Post(edict_t *pEntity);
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	void OnClientCommand(edict_t *pEntity);
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	void OnClientSettingsChanged(edict_t *pEntity);
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	//void OnClientSettingsChanged_Pre(edict_t *pEntity);
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public: //IPlayerManager
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	void AddClientListener(IClientListener *listener);
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	void RemoveClientListener(IClientListener *listener);
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	IGamePlayer *GetGamePlayer(int client);
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	IGamePlayer *GetGamePlayer(edict_t *pEdict);
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	int GetMaxClients();
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	int GetNumPlayers();
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	int GetClientOfUserId(int userid);
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public:
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	inline int MaxClients()
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	{
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		return m_maxClients;
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	}
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	inline int NumPlayers()
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	{
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		return m_PlayerCount;
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	}
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	bool CheckSetAdmin(int index, CPlayer *pPlayer, AdminId id);
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	bool CheckSetAdminName(int index, CPlayer *pPlayer, AdminId id);
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	const char *GetPassInfoVar();
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	void RecheckAnyAdmins();
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private:
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	void OnServerActivate(edict_t *pEdictList, int edictCount, int clientMax);
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private:
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	List<IClientListener *> m_hooks;
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	IForward *m_clconnect;
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	IForward *m_cldisconnect;
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	IForward *m_cldisconnect_post;
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	IForward *m_clputinserver;
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	IForward *m_clcommand;
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	IForward *m_clinfochanged;
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	IForward *m_clauth;
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	IForward *m_onActivate;
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	IForward *m_onActivate2;
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	CPlayer *m_Players;
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	int *m_UserIdLookUp;
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	int m_maxClients;
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	int m_PlayerCount;
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	bool m_FirstPass;
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	unsigned int *m_AuthQueue;
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	String m_PassInfoVar;
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};
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extern PlayerManager g_Players;
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extern bool g_OnMapStarted;
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#endif //_INCLUDE_SOURCEMOD_CPLAYERMANAGER_H_