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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. // // Copyright 1998-2007 Epic Games, Inc. All Rights Reserved. //============================================================================= class AccessControl extends Info config(Game); var globalconfig array<string> IPPolicies; var globalconfig array<UniqueNetID> BannedIDs; var localized string IPBanned; var localized string WrongPassword; var localized string NeedPassword; var localized string SessionBanned; var localized string KickedMsg; var localized string DefaultKickReason; var localized string IdleKickReason; var class<Admin> AdminClass; var private globalconfig string AdminPassword; // Password to receive bAdmin privileges. var private globalconfig string GamePassword; // Password to enter game. var localized string ACDisplayText[3]; var localized string ACDescText[3]; var bool bDontAddDefaultAdmin; /** * @return TRUE if the specified player has admin priveleges. */ function bool IsAdmin(PlayerController P) { if ( P != None ) { if ( Admin(P) != None ) { return true; } if ( P.PlayerReplicationInfo != None && P.PlayerReplicationInfo.bAdmin ) { return true; } } return false; } function bool SetAdminPassword(string P) { AdminPassword = P; return true; } function SetGamePassword(string P) { GamePassword = P; WorldInfo.Game.UpdateGameSettings(); } function bool RequiresPassword() { return GamePassword != ""; } /** * Takes a string and tries to find the matching controller associated with it. First it searches as if the string is the * player's name. If it doesn't find a match, it attempts to resolve itself using the target as the player id. * * @Params Target The search key * * @returns the controller assoicated with the key. NONE is a valid return and means not found. */ function Controller GetControllerFromString(string Target) { local Controller C,FinalC; local int i; FinalC = none; foreach WorldInfo.AllControllers(class'Controller', C) { if (C.PlayerReplicationInfo != None && C.PlayerReplicationInfo.PlayerName ~= Target || C.PlayerReplicationInfo.GetPlayerAlias() ~= Target) { FinalC = C; break; } } // if we didn't find it by name, attemtp to convert the target to a player index and look him up if possible. if ( C == none && WorldInfo != none && WorldInfo.GRI != none ) { for (i=0;i<WorldInfo.GRI.PRIArray.Length;i++) { if ( String(WorldInfo.GRI.PRIArray[i].PlayerID) == Target ) { FinalC = Controller(WorldInfo.GRI.PRIArray[i].Owner); break; } } } return FinalC; } function Kick( string Target ) { local Controller C; C = GetControllerFromString(Target); if ( C != none && C.PlayerReplicationInfo != None ) { if (PlayerController(C) != None) { KickPlayer(PlayerController(C), DefaultKickReason); } else if (C.PlayerReplicationInfo.bBot) { if (C.Pawn != None) { C.Pawn.Destroy(); } if (C != None) { C.Destroy(); } } } } function KickBan( string Target ) { local PlayerController P; //local string IP; P = PlayerController( GetControllerFromString(Target) ); if ( NetConnection(P.Player) != None ) { // don't bother with IP ban on console - doesn't work /* if (!WorldInfo.IsConsoleBuild()) { IP = P.GetPlayerNetworkAddress(); if( CheckIPPolicy(IP) ) { IP = Left(IP, InStr(IP, ":")); `Log("Adding IP Ban for: "$IP); IPPolicies[IPPolicies.length] = "DENY," $ IP; SaveConfig(); } } */ if ( P.PlayerReplicationInfo.UniqueId != P.PlayerReplicationInfo.default.UniqueId && !IsIDBanned(P.PlayerReplicationInfo.UniqueID) ) { BannedIDs.AddItem(P.PlayerReplicationInfo.UniqueId); SaveConfig(); } KickPlayer(P, DefaultKickReason); return; } } function bool KickPlayer(PlayerController C, string KickReason) { // Do not kick logged admins if (C != None && !IsAdmin(C) && NetConnection(C.Player)!=None ) { if (C.Pawn != None) { C.Pawn.Suicide(); } C.ClientWasKicked(); if (C != None) { C.Destroy(); } return true; } return false; } function bool AdminLogin( PlayerController P, string Password ) { if (AdminPassword == "") return false; if (Password == AdminPassword) { P.PlayerReplicationInfo.bAdmin = true; return true; } return false; } function bool AdminLogout(PlayerController P) { if (P.PlayerReplicationInfo.bAdmin) { P.PlayerReplicationInfo.bAdmin = false; P.bGodMode = false; P.Suicide(); return true; } return false; } function AdminEntered( PlayerController P ) { local string LoginString; LoginString = P.PlayerReplicationInfo.GetPlayerAlias()@"logged in as a server administrator."; LogInternal(LoginString); WorldInfo.Game.Broadcast( P, LoginString ); } function AdminExited( PlayerController P ) { local string LogoutString; LogoutString = P.PlayerReplicationInfo.GetPlayerAlias()$"is no longer logged in as a server administrator."; LogInternal(LogoutString); WorldInfo.Game.Broadcast( P, LogoutString ); } /** * Parses the specified string for admin auto-login options * * @param Options a string containing key/pair options from the URL (?key=value,?key=value) * * @return TRUE if the options contained name and password which were valid for admin login. */ function bool ParseAdminOptions( string Options ) { local string InAdminName, InPassword; InPassword = class'GameInfo'.static.ParseOption( Options, "Password" ); InAdminName= class'GameInfo'.static.ParseOption( Options, "AdminName" ); return ValidLogin(InAdminName, InPassword); } /** * @return TRUE if the specified username + password match the admin username/password */ function bool ValidLogin(string UserName, string Password) { return (AdminPassword != "" && Password==AdminPassword); } // // Accept or reject a player on the server. // Fails login if you set the OutError to a non-empty string. // event PreLogin(string Options, string Address, out string OutError, bool bSpectator) { // Do any name or password or name validation here. local string InPassword; OutError=""; InPassword = WorldInfo.Game.ParseOption( Options, "Password" ); if( (WorldInfo.NetMode != NM_Standalone) && WorldInfo.Game.AtCapacity(bSpectator) ) { OutError = PathName(WorldInfo.Game.GameMessageClass) $ ".MaxedOutMessage"; } else if ( GamePassword != "" && Caps(InPassword) != Caps(GamePassword) && (AdminPassword == "" || Caps(InPassword) != Caps(AdminPassword)) ) { OutError = (InPassword == "") ? "Engine.AccessControl.NeedPassword" : "Engine.AccessControl.WrongPassword"; } if (!CheckIPPolicy(Address)) { OutError = "Engine.AccessControl.IPBanned"; } } function bool CheckIPPolicy(string Address) { local int i, j; local int 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) { LogInternal("Denied connection for "$Address$" with IP policy "$IPPolicies[LastMatchingPolicy]); } return bAcceptAddress; } function bool IsIDBanned(const out UniqueNetID NetID) { local int i; for (i = 0; i < BannedIDs.length; i++) { if (BannedIDs[i] == NetID) { return true; } } return false; } defaultproperties { IPPolicies(0)="ACCEPT;*" IPBanned="Your IP address has been banned on this server." WrongPassword="The password you entered is incorrect." NeedPassword="You need to enter a password to join this game." SessionBanned="Your IP address has been banned from the current game session." KickedMsg="You have been forcibly removed from the game." DefaultKickReason="None specified" IdleKickReason="Kicked for idling." AdminClass=Class'Engine.Admin' ACDisplayText(0)="Game Password" ACDisplayText(1)="Access Policies" ACDisplayText(2)="Admin Password" ACDescText(0)="If this password is set, players will have to enter it to join this server." ACDescText(1)="Specifies IP addresses or address ranges which have been banned." ACDescText(2)="Password required to login with administrator privileges on this server." Begin Object Class=SpriteComponent Name=Sprite ObjName=Sprite Archetype=SpriteComponent'Engine.Default__Info:Sprite' ObjectArchetype=SpriteComponent'Engine.Default__Info:Sprite' End Object Components(0)=Sprite CollisionType=COLLIDE_CustomDefault Name="Default__AccessControl" ObjectArchetype=Info'Engine.Default__Info' } |
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