diff -r c7b4237fff50 -r 03a67e41afbc plugins/admin-sql-threaded.sp
--- a/plugins/admin-sql-threaded.sp Fri Mar 28 06:21:34 2008 +0000
+++ /dev/null Thu Jan 01 00:00:00 1970 +0000
@@ -1,855 +0,0 @@
-/**
- * vim: set ts=4 :
- * =============================================================================
- * SourceMod SQL Admins Plugin (Threaded)
- * Fetches admins from an SQL database dynamically.
- *
- * SourceMod (C)2004-2007 AlliedModders LLC. All rights reserved.
- * =============================================================================
- *
- * This program is free software; you can redistribute it and/or modify it under
- * the terms of the GNU General Public License, version 3.0, as published by the
- * Free Software Foundation.
- *
- * This program is distributed in the hope that it will be useful, but WITHOUT
- * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
- * FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
- * details.
- *
- * You should have received a copy of the GNU General Public License along with
- * this program. If not, see .
- *
- * As a special exception, AlliedModders LLC gives you permission to link the
- * code of this program (as well as its derivative works) to "Half-Life 2," the
- * "Source Engine," the "SourcePawn JIT," and any Game MODs that run on software
- * by the Valve Corporation. You must obey the GNU General Public License in
- * all respects for all other code used. Additionally, AlliedModders LLC grants
- * this exception to all derivative works. AlliedModders LLC defines further
- * exceptions, found in LICENSE.txt (as of this writing, version JULY-31-2007),
- * or .
- *
- * Version: $Id$
- */
-
-/* We like semicolons */
-#pragma semicolon 1
-
-#include
-
-public Plugin:myinfo =
-{
- name = "SQL Admins (Threaded)",
- author = "AlliedModders LLC",
- description = "Reads admins from SQL dynamically",
- version = SOURCEMOD_VERSION,
- url = "http://www.sourcemod.net/"
-};
-
-/**
- * Notes:
- *
- * 1) All queries in here are high priority. This is because the admin stuff
- * is very important. Do not take this to mean that in your script,
- * everything should be high priority.
- *
- * 2) All callbacks are locked with "sequence numbers." This is to make sure
- * that multiple calls to sm_reloadadmins and the like do not make us
- * store the results from two or more callbacks accidentally. Instead, we
- * check the sequence number in each callback with the current "allowed"
- * sequence number, and if it doesn't match, the callback is cancelled.
- *
- * 3) Sequence numbers for groups and overrides are not cleared unless there
- * was a 100% success in the fetch. This is so we can potentially implement
- * connection retries in the future.
- *
- * 4) Sequence numbers for the user cache are ignored except for being
- * non-zero, which means players in-game should be re-checked for admin
- * powers.
- */
-
-new Handle:hDatabase = INVALID_HANDLE; /** Database connection */
-new g_sequence = 0; /** Global unique sequence number */
-new ConnectLock = 0; /** Connect sequence number */
-new RebuildCachePart[3] = {0}; /** Cache part sequence numbers */
-new PlayerSeq[MAXPLAYERS+1]; /** Player-specific sequence numbers */
-new bool:PlayerAuth[MAXPLAYERS+1]; /** Whether a player has been "pre-authed" */
-
-#define _DEBUG
-
-public OnMapEnd()
-{
- /**
- * Clean up on map end just so we can start a fresh connection when we need it later.
- */
- if (hDatabase != INVALID_HANDLE)
- {
- CloseHandle(hDatabase);
- hDatabase = INVALID_HANDLE;
- }
-}
-
-public bool:OnClientConnect(client, String:rejectmsg[], maxlen)
-{
- PlayerSeq[client] = 0;
- PlayerAuth[client] = false;
- return true;
-}
-
-public OnClientDisconnect(client)
-{
- PlayerSeq[client] = 0;
- PlayerAuth[client] = false;
-}
-
-public OnDatabaseConnect(Handle:owner, Handle:hndl, const String:error[], any:data)
-{
-#if defined _DEBUG
- PrintToServer("OnDatabaseConnect(%x,%x,%d) ConnectLock=%d", owner, hndl, data, ConnectLock);
-#endif
-
- /**
- * If this happens to be an old connection request, ignore it.
- */
- if (data != ConnectLock || hDatabase != INVALID_HANDLE)
- {
- if (hndl != INVALID_HANDLE)
- {
- CloseHandle(hndl);
- }
- return;
- }
-
- ConnectLock = 0;
- hDatabase = hndl;
-
- /**
- * See if the connection is valid. If not, don't un-mark the caches
- * as needing rebuilding, in case the next connection request works.
- */
- if (hDatabase == INVALID_HANDLE)
- {
- LogError("Failed to connect to database: %s", error);
- return;
- }
-
- /**
- * See if we need to get any of the cache stuff now.
- */
- new sequence;
- if ((sequence = RebuildCachePart[_:AdminCache_Overrides]) != 0)
- {
- FetchOverrides(hDatabase, sequence);
- }
- if ((sequence = RebuildCachePart[_:AdminCache_Groups]) != 0)
- {
- FetchGroups(hDatabase, sequence);
- }
- if ((sequence = RebuildCachePart[_:AdminCache_Admins]) != 0)
- {
- FetchUsersWeCan(hDatabase);
- }
-}
-
-RequestDatabaseConnection()
-{
- ConnectLock = ++g_sequence;
- if (SQL_CheckConfig("admins"))
- {
- SQL_TConnect(OnDatabaseConnect, "admins", ConnectLock);
- } else {
- SQL_TConnect(OnDatabaseConnect, "default", ConnectLock);
- }
-}
-
-public OnRebuildAdminCache(AdminCachePart:part)
-{
- /**
- * Mark this part of the cache as being rebuilt. This is used by the
- * callback system to determine whether the results should still be
- * used.
- */
- new sequence = ++g_sequence;
- RebuildCachePart[_:part] = sequence;
-
- /**
- * If we don't have a database connection, we can't do any lookups just yet.
- */
- if (!hDatabase)
- {
- /**
- * Ask for a new connection if we need it.
- */
- if (!ConnectLock)
- {
- RequestDatabaseConnection();
- }
- return;
- }
-
- if (part == AdminCache_Overrides)
- {
- FetchOverrides(hDatabase, sequence);
- } else if (part == AdminCache_Groups) {
- FetchGroups(hDatabase, sequence);
- } else if (part == AdminCache_Admins) {
- FetchUsersWeCan(hDatabase);
- }
-}
-
-public Action:OnClientPreAdminCheck(client)
-{
- PlayerAuth[client] = true;
-
- /**
- * Play nice with other plugins. If there's no database, don't delay the
- * connection process. Unfortunately, we can't attempt anything else and
- * we just have to hope either the database is waiting or someone will type
- * sm_reloadadmins.
- */
- if (hDatabase == INVALID_HANDLE)
- {
- return Plugin_Continue;
- }
-
- /**
- * Similarly, if the cache is in the process of being rebuilt, don't delay
- * the user's normal connection flow. The database will soon auth the user
- * normally.
- */
- if (RebuildCachePart[_:AdminCache_Admins] != 0)
- {
- return Plugin_Continue;
- }
-
- /**
- * If someone has already assigned an admin ID (bad bad bad), don't
- * bother waiting.
- */
- if (GetUserAdmin(client) != INVALID_ADMIN_ID)
- {
- return Plugin_Continue;
- }
-
- FetchUser(hDatabase, client);
-
- return Plugin_Handled;
-}
-
-public OnReceiveUserGroups(Handle:owner, Handle:hndl, const String:error[], any:data)
-{
- new Handle:pk = Handle:data;
- ResetPack(pk);
-
- new client = ReadPackCell(pk);
- new sequence = ReadPackCell(pk);
-
- /**
- * Make sure it's the same client.
- */
- if (PlayerSeq[client] != sequence)
- {
- CloseHandle(pk);
- return;
- }
-
- new AdminId:adm = AdminId:ReadPackCell(pk);
-
- /**
- * Someone could have sneakily changed the admin id while we waited.
- */
- if (GetUserAdmin(client) != adm)
- {
- NotifyPostAdminCheck(client);
- CloseHandle(pk);
- return;
- }
-
- /**
- * See if we got results.
- */
- if (hndl == INVALID_HANDLE)
- {
- decl String:query[255];
- ReadPackString(pk, query, sizeof(query));
- LogError("SQL error receiving user: %s", error);
- LogError("Query dump: %s", query);
- NotifyPostAdminCheck(client);
- CloseHandle(pk);
- return;
- }
-
- decl String:name[80];
- new GroupId:gid;
-
- while (SQL_FetchRow(hndl))
- {
- SQL_FetchString(hndl, 0, name, sizeof(name));
-
- if ((gid = FindAdmGroup(name)) == INVALID_GROUP_ID)
- {
- continue;
- }
-
-#if defined _DEBUG
- PrintToServer("Binding user group (%d, %d, %d, %s, %d)", client, sequence, adm, name, gid);
-#endif
-
- AdminInheritGroup(adm, gid);
- }
-
- /**
- * We're DONE! Omg.
- */
- NotifyPostAdminCheck(client);
- CloseHandle(pk);
-}
-
-public OnReceiveUser(Handle:owner, Handle:hndl, const String:error[], any:data)
-{
- new Handle:pk = Handle:data;
- ResetPack(pk);
-
- new client = ReadPackCell(pk);
-
- /**
- * Check if this is the latest result request.
- */
- new sequence = ReadPackCell(pk);
- if (PlayerSeq[client] != sequence)
- {
- /* Discard everything, since we're out of sequence. */
- CloseHandle(pk);
- return;
- }
-
- /**
- * If we need to use the results, make sure they succeeded.
- */
- if (hndl == INVALID_HANDLE)
- {
- decl String:query[255];
- ReadPackString(pk, query, sizeof(query));
- LogError("SQL error receiving user: %s", error);
- LogError("Query dump: %s", query);
- RunAdminCacheChecks(client);
- NotifyPostAdminCheck(client);
- CloseHandle(pk);
- return;
- }
-
- new num_accounts = SQL_GetRowCount(hndl);
- if (num_accounts == 0)
- {
- RunAdminCacheChecks(client);
- NotifyPostAdminCheck(client);
- CloseHandle(pk);
- return;
- }
-
- decl String:authtype[16];
- decl String:identity[80];
- decl String:password[80];
- decl String:flags[32];
- decl String:name[80];
- new AdminId:adm, id;
- new immunity;
-
- /**
- * Cache user info -- [0] = db id, [1] = cache id, [2] = groups
- */
- decl user_lookup[num_accounts][3];
- new total_users = 0;
-
- while (SQL_FetchRow(hndl))
- {
- id = SQL_FetchInt(hndl, 0);
- SQL_FetchString(hndl, 1, authtype, sizeof(authtype));
- SQL_FetchString(hndl, 2, identity, sizeof(identity));
- SQL_FetchString(hndl, 3, password, sizeof(password));
- SQL_FetchString(hndl, 4, flags, sizeof(flags));
- SQL_FetchString(hndl, 5, name, sizeof(name));
- immunity = SQL_FetchInt(hndl, 7);
-
- /* For dynamic admins we clear anything already in the cache. */
- if ((adm = FindAdminByIdentity(authtype, identity)) != INVALID_ADMIN_ID)
- {
- RemoveAdmin(adm);
- }
-
- adm = CreateAdmin(name);
- if (!BindAdminIdentity(adm, authtype, identity))
- {
- LogError("Could not bind prefetched SQL admin (authtype \"%s\") (identity \"%s\")", authtype, identity);
- continue;
- }
-
- user_lookup[total_users][0] = id;
- user_lookup[total_users][1] = _:adm;
- user_lookup[total_users][2] = SQL_FetchInt(hndl, 6);
- total_users++;
-
-#if defined _DEBUG
- PrintToServer("Found SQL admin (%d,%s,%s,%s,%s,%s,%d):%d:%d", id, authtype, identity, password, flags, name, immunity, adm, user_lookup[total_users-1][2]);
-#endif
-
- /* See if this admin wants a password */
- if (password[0] != '\0')
- {
- SetAdminPassword(adm, password);
- }
-
- SetAdminImmunityLevel(adm, immunity);
-
- /* Apply each flag */
- new len = strlen(flags);
- new AdminFlag:flag;
- for (new i=0; i