uox3/source/cAccountClass.cpp
Xoduz c9e4c29367 0.99.4v
Added JS command to reload dictionaries
	'reloaddictionaries
Fixed a server crash related to casting of spells
Fixed some issues with Line-of-Sight checks related to items under/above ground, LoS checks between different floors of buildings, etc.
Updated handling of skill-training keywords to be based on language-independent keyword IDs rather than trying to match player-input text to specific skill-names
Updated animal-trainer/stablemasterscript (js/npc/ai/stablemaster.js) with several changes:
	Fixed an issue where the same pet would be stabled in all available slots if payment was taken from player's bank account instead of their backpack
	Fixed an issue where stablemaster would not pause walking for a while when a player interacts with them
	Converted all system messages and text messages in stablemaster script to dictionary entries
Added new NPC AI type to source - AI_STABLEMASTER (9) - and assigned this to animal trainers. This is used to identify this type of NPCs for the purpose of displaying relevant context menus
Reworked banker AI script (js/npc/ai/banker.js) to use triggerwords from client instead of hard-defined strings, to work better with multiple languages (and work with all relevant triggerwords)
Fixed a bug with banker AI script (js/npc/ai/banker.js) that prevented players from using the "withdraw" command
Re-added NPC AI 8 to banker NPCs (dfndata/npc/male_vendors.dfn and female_vendors.dfn) so code can check for presence of this AI when handling context menus
Removed remaining hard-coded banking functionality - all handled by script anyway
Added new context menu option for NPC bankers - Open Bankbox
Updated code handling of context menus to only show context menus when relevant:
	Open Paperdoll - Shows for all characters with a paperdoll
	Open Backpack - Shows for player's character, pack animals and hirelings
	Open Bankbox - Shows for banker NPCs (if within 8 tiles)
	Buy/Sell - Shows for vendor NPCs (if within 8 tiles, and if they have anything for sale/are buying anything)
Added new context menu entries for pets, which can be used if player is within 12 tiles of pet:
	Command: Kill
	Command: Stop
	Command: Follow
	Command: Stay
	Command: Guard
	Add Friend
	Remove Friend
	Transfer
	Release
Added new context menu entries for stablemasters/animal trainers:
	Claim All Pets
	Stable Pet
Added new context menu entries for Escort Quest NPCs
	Ask Destination (if within 3 tiles)
	Accept Escort (if within 3 tiles)
	Abandon Escort
Added new context menus for NPCs that can teach skills to players (limited to max 10 per NPC)
	Train [skillName]
Added new AI script for NPC hirelings (3204=js/npc/ai/hireling.js), who can be hired to follow the player around for a limited amount of time, and function the same way as pets. In addition to the regular pet commands, these speech commands are supported:
	hire 	// The hireling will respond with the cost to hire them
	dismiss // Replaces the "release" command for pets; will dismiss the hireling
	patrol 	// The hireling will patrol between it's current location and a second targeted location nearby
	move 	// The hireling will try to shuffle out of the way
	fetch 	// The hireling will try to fetch a targeted item
	drop 	// The hireling will drop to the ground all loot they're currently carrying
	report 	// The hireling will report on the remaining time they're hired for
Added new NPC DFN tag used by code to detect hireling NPCs for the purpose of displaying context menus:
	HIRELING 	// No additional value/data needed for tag
Added new context menu entries for Hireling NPCs, in addition to the ones for regular pets:
	Hire 	// Can be used within 3 steps of the hireling, who will respond with cost to hire them
	Dismiss // Replaces the "release" command for pets, will dismiss the hireling
Added HIRELING tag and SCRIPT=3204 to and updated stats of various NPCs that will be hireable:
	m_fighter, f_fighter, m_beggar, f_beggar, m_peasant, f_peasant, m_sailor, f_sailor, m_pirate, f_pirate
Added new hireling NPC:
	m_paladin, f_paladin
Added new UOX ini setting to enable/disable context menus
	CONTEXTMENUS=1/0 (defaults to 1)
Added new Item JS Method to check if an item's ID is on a specified food list
	.IsOnFoodList( foodList )	// Returns true/false if item's ID is on specified foodList
Added new OMNIVORE food list and assigned it to [basehuman] DFN section
Added new Character JS Properties
	.isGuarded 		// Gets/Sets whether character is guarded by a pet/hireling
	.guarding 		// Gets/Sets the object (if any) being guarded by a pet/hireling
Fixed multiple issues with health bars, flagging and character highlighting
Added some crash protection for invalid data used with CUSTOMINTTAG and CUSTOMSTRINGTAG DFN tags for Items, NPCs and Multis
Fixed an issue which prevented hard-coded checks from running when using items
Added new global js object (Timer) to make the use of character timers in JS more robust, with properties matching timer names from enum in source.
	Properties:
		.TIMEOUT 		// Time until next attack can be done in combat
		.INVIS			// Time until invisible character becomes visible
		.HUNGER			// Time until character grows more hungry
		.THIRST			// Time until character grows more thirsty
		.POISONTIME		// Time until next tick of poison damage
		.POISONTEXT		// Time until next message about suffering from poison
		.POISONWEAROFF	// Time until poison wears off
		.SPELLTIME		// Time until spell cast is completed. Can be set to 0 to interrupt
		.ANTISPAM		// Time until next speech message can be sent (for anti spam purposes)
		.CRIMFLAG		// Time until criminal flag runs out
		.MURDERRATE		// Time until next murder count decay
		.PEACETIMER		// Time until character can re-enter combat after being affected by peacemaking
		.FLYINGTOGGLE	// Time until next time flying ability can be toggled for gargoyles
		.MOVETIME		// Time until NPC can move again
		.SPATIMER		// Time until next time NPC can cast a spell
		.SUMMONTIME		// Time until a summoned NPC will vanish
		.EVADETIME		// Time until an NPC will exit evade state
		.LOGOUT			// Time it takes for a player char to vanish after logout
	Examples of use:
		var hungerTimer = myChar.GetTimer( Timer.HUNGER )
		myChar.SetTimer( Timer.HUNGER, 15000 )
Added new Character JS Methods to add, remove and list friends of a pet/hireling:
	.AddFriend( playerToAdd )		// Adds player to friend list
	.RemoveFriend( playerToRemove )	// Removes player from friend list
	.GetFriendList()				// Gets list of friends
	.ClearFriendList()				// Clears list of friends
Added new Character JS Method to fetch a player character's list of pets/followers
	.GetPetList()		// Gets list of pets/followers
Added new persistent NPC property to keep track of a pet's previous owners, whether those tamed the pet or had it transferred to them. Every time a pet is tamed, or is transferred to a new owner, this list is updated:
	GenericList< CChar * >	petOwnerList
Added new Character JS Method to check if a player is on a pet's owner list as a previous owner:
	.HasBeenOwner( mChar )
Previous owners of a pet can re-tame it with guaranteed chance of success
Updated JS Method Refresh() to be usable with both items or characters, to send updated state of object to nearby players
Added character tooltip [Guarded] for characters being guarded by a pet/hireling
Pets/hirelings that are transferred will now immediately start following their new master instead of wandering freely
Pets/hirelings can no longer be transferred between players as long as either party is flagged as a criminal
Pets/hirelings can no longer be transferred to dead players
Pets/hirelings can no longer be transferred to NPCs
Summoned creatures can no longer be transferred to other players
Summoned creatures can no longer have friends
Friend lists of pets/hirelings are now cleared when the pet/hireling is transferred to another player
Added new UOX.INI settings to control how many pets players can have active:
	MAXCONTROLSLOTS=0 	// Maximum number of pet control slots available to player. Disabled if 0
	MAXFOLLOWERS=5 		// Maximum pets/followers a player can have active at the same time. Used if control slots are disabled
	MAXPETOWNERS=5 		// Maximum number of different owners a pet can have over its lifetime before it becomes impossible to retame
Added new NPC property and NPC DFN tag that keeps track of how many pet control slots an NPC would take up if owned by a player:
	UI08 controlSlots 	// source property
	CONTROLSLOTS=# 		// DFN tag
Added new Character JS properties:
	.ownerCount		// Get the total number of owners a pet/hireling has had, based on NPC's petOwnerList
	.controlSlots 	// Get/Set number of pet control slots an NPC will occupy
	.controlSlotsUsed // Get/Set the number of control slots used by a player
Updated get (js/commands/targeting/get.js) and set (js/commands/targeting/set.js) commands to support getting/setting the following character properties:
	deaths
	ownerCount (read only)
	controlSlots
	controlSlotsUsed
Updated NPC DFNs with default CONTROLSLOT=# tags
Increased the max distance from player that onSpeech JS event will trigger from 7 to 12
Updated how "all attack" and "all follow" commands for pets are handled. Now loops through all pets owned by character and executes command for each eligible pet
Fixed an issue where NPCs could follow characters in different worlds/instances than them selves
Updated default max amount of items that can be sold to NPC vendors from 5 to 250
Guards can no longer train players in skills
Updated equipment itemlists (dfndata/items/itemlists/itemlists.dfn) with blank entries to introduce some more variety in the type of clothes NPCs wear in general
Added new NPCs to DFNs (dfndata/npc/undead.dfn) and added them to undead npclist:
	[skeletalmage]		// variation of [bonemage]
	[skeletalknight]  	// variation of [boneknight]
Updated Titles (dfndata/titles/titles.dfn) with up-to-date titles for skills around Pub 15, and added titles for skills added after that. Also added "Elder" and "Legendary" titles for 110 and 120 skillpoints
Updated EQUIPITEM tag in newbie.dfn (dfndata/newbie/newbie.dfn) to support an optional hue parameter (EQUIPITEM=id,hue)
Updated starting equipment for new characters (dfndata/newbie/newbie.dfn), with commented out practice weapons. Uncomment to use
Added item definitions for practice weapons (dfndata/items/gear/weapons/practice_weapons.dfn):
	practice_skinning_knife
	practice_hatchet
	practice_axe
	practice_mace
	practice_longsword
	practice_spear
	practice_bow
	practice_club
	practice_crook
	practice_gnarled_staff
Updated mount statues DFN (dfndata/items/misc/mount-statues.dfn) and JS (js/npc/pets/*.js) files to include pet control slot related stuff
Pets now inherit the karma of their owners, but revert to their original karma upon release
Pets and hirelings will no longer follow the ghosts of their dead owners, but stay to guard their corpse
Added optional 9th parameter for JS Function CreateDFNItem to specify a color for item created. This comes before the other optional parameters - worldNumber and instanceID (which are only used if character is NULL):
	CreateDFNItem( mSock, mChar, sectionName, inPack, iAmount, itemType, iColor, worldNumber, instanceID )
Added ID of Giant Beetle to various pack animal checks
Pack animals will now drop any newbie/blessed items stored in their packs upon death
Added new NPC properties to track pet loyalty, and exposed these as Character JS properties, and NPC DFN tags:
	JS Properties
		.maxLoyalty 	// Defaults to 100
		.loyalty 		// Starts at 25
	DFN Tags
		MAXLOYALTY=# 	// Defaults to 100
		LOYALTY=# 		// Starts at 25
Updated TriggerEvent JS function to support return values (int, bool, string, object) from called script
Updated various JS scripts to make use of new TriggerEvent functionality and reduce reliance on custom tags:
	js/item/archerybutte.js
	js/item/trainingdummy.js
	js/server/data/combatanims.js
	js/server/data/weapontypes.js
Updated archerybutte script to use dictionary for system and text messages
Updated archerybutte script to support increased range, distance penalty and dex/str bonuses when calculating score
Added new UOX.INI settings under [pets and hirelings] section related to pet control and loyalty:
	CHECKPETCONTROLDIFFICULTY=1 	// Enable/Disable pet control difficulty system
	PETLOYALTYGAINONSUCCESS=1 		// Amount of pet loyalty gained on successful pet command use
	PETLOYALTYLOSSONFAILURE=3 		// Amount of pet loyalty lost on failed pet command use
	PETLOYALTYRATE=900 				// Amount of seconds between each time pet loyalty is automatically reduced by 1. Takes 25 hours to deplete completely from max
Added new persistent NPC property that keeps track of the difficulty of taming and controlling a pet, and exposed it as a Character JS property:
	.orneriness
Every time a tamed pet is released or goes wild, its "orneriness" increases, making it more difficult for other players to tame, and more difficult for anyone to control.
Updated CBasePetResponse::canControlPet() function to use pet control difficulty system if enabled, which checks player's animal taming/animal lore skill vs a pet's "orneriness" to determine chance of pet accepting a given pet command
	On successful use of pet command, increases pet loyalty by value defined in PETLOYALTYGAINONSUCCESS ini setting
	On failed use of pet command, decreases pet loyalty by value defined in PETLOYALTYLOSSONFAILURE ini setting
Added new Character JS Method to calculate chance of a player successfully controlling the pet:
	.CalculateControlChance( mChar )	// Returns value between 0 and 1000 indicating chance of success
Feeding a pet will now restore its loyalty to maximum
Pets will now lose loyalty on hunger checks when at maximum hunger
Pets that are maximum hungry will now only have a chance to go wild if loyalty has dropped to zero
Added new DFN tag for creatures.dfn - TYPE - which contains a string describing the type of creature
Added secure pet trading. Players who trade pets will now see a pet transfer deed appear in a secure trade window with the name and type of creature, and upon completion of the trade the associated pet will be instantly transferred to the other player
Updated resource JS scripts (js/server/resource/*) to use dictionaries for all system messages
Updated skill JS scripts (js/skill/*) to use dictionaries for all system messages
Updated housing JS scripts (js/server/house/*) to use dictionaries for all system messages
Updated item JS scripts (js/item/*) to use dictionaries for all system messages
Updated magic JS scripts (js/magic/*) to use dictionaries for all system messages
Updated NPC AI JS scripts (js/npc/ai/*) to use dictionaries for all system messages
Updated command JS scripts (js/commands/*) to use dictionaries for all system messages, gump tooltips, etc
Updated code to use dictionaries for all system messages
Fixed incorrect spelling for UOX.INI setting HIDEW(H)ILEMOUNTED and updated hiding skill (js/skill/hiding.js) to actually allow/disallow hiding while mounted based on this setting
Added new Character JS Method to make it easier to make one NPC initiate combat with another:
	.InitiateCombat( targetChar )	// Character attempts to initiate combat with target character
Updated parrying portion of combat code to be in line with Pub15/pre-AoS parrying mechanics. High AR shields now absorb more damage on a successful parry, while low AR shields have a higher chance of parrying. Shields are also now more effective against archery attacks (full absorption potential) than melee attacks (half absorption potential).
Updated combat damage calculations to be in line with Pub15/pre-AoS damage calculations
Adjusted default value of COMBATNPCDAMAGERATE ini setting (damage divisor when target is a player) from 2 to 1 to account for these changes.
Removed dictionary.UNK, and made dictionary.ZRO the default dictionary used for all unsupported languages
Added dictionary support for additional languages: Portuguese, Italian, Czech
Updated default dictionaries for the following languages: English, French
Added default dictionaries for the following languages: German, Spanish, Portuguese, Italian, Czech (note that translations have been provided by automatic services and will contain inaccuracies!)
Added new UOX.INI setting to allow specifying a default dictionary language for server, which if set will force that language for all dictionary messages, regardless of client settings:
	SERVERLANGUAGE=0 	// Set default server dictionary language. Supported languages: 0 - None/language used by each client, 1 - English, 2 - German, 3 - Spanish, 5 - French, 6 - Portuguese, 7 - Italian, 8 - Czech
Added new function in combat.cpp - AdjustArmorClassDamage() - which adjusts the damage dealt in combat based on whether armour class (AC DFN tag or .ac JS property) of weapon and armour equipped on hit location of target match up. A weapon with armour class 1 would essentially be doubly effective against armour of armour class 1. Allows setting up things like piercing weapons being better against some armor types than mace weapons, etc.
Added new UOX.INI setting under [combat] to enable/disable double damage from armour class bonuses:
	ARMORCLASSDAMAGEBONUS=0/1 //defaults to 0)
2021-07-28 16:02:56 +08:00

2137 lines
86 KiB
C++

//o-----------------------------------------------------------------------------------------------o
//| File - cAccountClass.cpp
//| Date - 12/6/2002 4:16:33 AM
//o-----------------------------------------------------------------------------------------------o
//| Purpose - Seeing as I had screwed up accounts so bad, I started from
//| scratch. The concept of how they work has been reevaluated
//| and will be changed to suit a more understandable direction.
//| See xRFC0004 for complete specification and implementaion
//| information.
//o-----------------------------------------------------------------------------------------------o
#include "uox3.h"
#include "cVersionClass.h"
#include "enums.h"
#include <cstdint>
#include <filesystem>
#include "StringUtility.hpp"
#if PLATFORM != WINDOWS
#include <arpa/inet.h>
#endif
cAccountClass *Accounts;
const UI08 CHARACTERCOUNT = 7;
//o-----------------------------------------------------------------------------------------------o
//| Function - Class Construction and Desctruction
//| Date - 12/6/2002 4:18:58 AM
//o-----------------------------------------------------------------------------------------------o
//| Purpose - Classic class construction and destruction
//|
//| Changes - Added the member to handle the stream to packet packing
//| symantics. I put it here because from most levels of
//| object the pointer to accounts data is fairly consistant
//| and readily available
//o-----------------------------------------------------------------------------------------------o
cAccountClass::cAccountClass():m_sAccountsDirectory(".\\")
{
m_wHighestAccount = 0x0000;
I = m_mapUsernameIDMap.end();
actbInvalid.wAccountIndex = AB_INVALID_ID;
}
//
cAccountClass::cAccountClass( const std::string &sAccountsPath )
{
// Call into the initialize
cAccountClass();
// Set accounts path.
try
{
m_sAccountsDirectory=sAccountsPath;
}
catch( ... )
{
throw;
}
}
//
cAccountClass::~cAccountClass()
{
}
//
//o-----------------------------------------------------------------------------------------------o
//| Function - UI16 CreateAccountSystem( void )
//| Date - 12/6/2002 4:19:53 AM
//o-----------------------------------------------------------------------------------------------o
//| Purpose - Instead of expecting end users to fix the accounts by hand
//| the idea of a member function that would provide some means
//| to automate the process was devised.
//|
//| This function is intended for use in uox3 v0.97.0 and
//| v0.97.1+ builds for converting them to the new system. This
//| member function will also create a new account system for
//| pre v0.97.00 versions. However pre UOX3 v0.97.00 characters
//| will be lost even if world files have been converted and
//| unable to locate the respective character ID number when
//| converting the world.
//o-----------------------------------------------------------------------------------------------o
UI16 cAccountClass::CreateAccountSystem( void )
{
// Get the system account path. Should have been set at construction.
std::string sActPath = m_sAccountsDirectory;
// Check account path to make sure that its at least got data in it.
if( sActPath.length() <= 3 )
{
// If your wondering why a length of 3 - IE: 'C:\'. Send back indication that no accounts were processed
return 0x0000;
}
// Build the full path and filename string here for access.adm
std::string sAccessAdm = sActPath;
sAccessAdm += (sActPath[sActPath.length()-1]=='\\'||sActPath[sActPath.length()-1]=='/')?"access.adm":"/access.adm";
// Create stream and open the Access.adm file if it exists.
//bool bIsNew = true;
std::fstream fs1( sAccessAdm.c_str(),std::ios::in );
// Following is commented out, as it only serves to set bIsNew=false at the moment, which is not used anywhere
//if( !fs1.is_open() )
//{
// Ok there was no access.adm this implies that this is a pre v0.97.00 release
// bIsNew=false;
//}
// Build the full path and filename string here for accounts.adm
std::string sAccountsAdm = sActPath;
sAccountsAdm += (sActPath[sActPath.length()-1]=='\\'||sActPath[sActPath.length()-1]=='/')?"accounts.adm":"/accounts.adm";
// Create stream and open the Accounts.Adm file for processing
std::fstream fs2(sAccountsAdm.c_str(),std::ios::in);
if( !fs2.is_open() )
{
// ok there was some error. Either the file doesn't exist or a system error.
if( fs1.is_open() )
fs1.close();
return 0x0000;
}
// We need to read from the stream once before entering the loop
std::string sLine;
std::getline( fs2, sLine );
// Ok start the loop and process
bool bBraces[3] = { false, false, false };
bool bBraces2[3]= { false, false, false };
CAccountBlock actb;
UI16 wAccountID = 0x0000;
UI16 wAccessID = 0x0000;
UI16 wAccountCount = 0x0000;
UI08 nLockCount = 0x00;
bool bSkipUAD = false;
actb.reset();
sLine = strutil::trim( strutil::removeTrailing( sLine, "//" ));
while( !fs2.eof() && !fs2.fail() )
{
if( sLine.empty() || sLine.length() == 0 ) // Either nothing on the line, or there was a comment we've ignored
{
std::getline( fs2, sLine );
sLine = strutil::trim( strutil::removeTrailing( sLine, "//" ));
continue;
}
// Check to see if there is an EOF for those that are like legacy FREAKS!!! Freaks I say!!
if( "EOF" == sLine )
{
std::getline( fs2, sLine );
sLine = strutil::trim( strutil::removeTrailing( sLine, "//" ));
continue;
}
// Keep track of the section account lines. There is nothing to process till at least one of these has been read
if( sLine.substr( 0, 15 ) == "SECTION ACCOUNT" )
{
// Ok the section block was found, Tokenize the string to get the account #
auto accountIDFromFile = strutil::value<std::int32_t>( strutil::extractSection( sLine, " ", 2, 2 ) );
if( accountIDFromFile == 0 && wAccountCount > 0 )
{
actb.wAccountIndex = wAccountCount;
wAccountID = wAccountCount;
}
else
{
actb.wAccountIndex = accountIDFromFile;
wAccountID = accountIDFromFile;
}
// Increment the account acount
++wAccountCount;
// Ok, we have parsed out the account ID, Set bBraces[2] to true to allow block reading
bBraces[0] = false;
bBraces[1] = false;
bBraces[2] = true;
// Get the next line and continue
std::getline( fs2, sLine );
sLine = strutil::trim( strutil::removeTrailing( sLine, "//" ));
continue;
}
// Fail safe. If bBraces[2] isn't set there is no need to even run this code
if( !bBraces[2] )
{
// Make sure the get the next line to process.
std::getline( fs2, sLine );
sLine = strutil::trim( strutil::removeTrailing( sLine, "//" ));
continue;
}
// If we get here then were reading a block now. Check for the openning brace.
if( sLine[0] == '{' && !bBraces[0] && !bBraces[1] )
{
bBraces[0] = true;
std::getline( fs2, sLine );
sLine = strutil::trim( strutil::removeTrailing( sLine, "//" ));
continue;
}
if( ((sLine[0] == '{') && bBraces[0]) || ((sLine[0] == '{') && bBraces[1] ))
{
fs2.close();
fs1.close();
return 0x0000;
}
if( sLine[0] == '}' && bBraces[0] && !bBraces[1] )
{
// Ok we shoud shove this into the map(s) for use later
m_mapUsernameIDMap[actb.wAccountIndex] = actb;
m_mapUsernameMap[actb.sUsername] = &m_mapUsernameIDMap[actb.wAccountIndex];
// Ok we have finished with this access block clean up and continue processing
bBraces[0] = false;
bBraces[1] = false;
bBraces[2] = false;
bBraces[0] = false;
nLockCount = 0;
std::getline( fs2, sLine );
sLine = strutil::trim( strutil::removeTrailing( sLine, "//" ));
continue;
}
// Set up the tokenizing
auto ssecs = strutil::sections( sLine, " " );
auto l = strutil::trim( strutil::removeTrailing( ssecs[0], "//" ));
std::string r = "";
if( ssecs.size() > 1 )
{
r = strutil::trim( strutil::removeTrailing( ssecs[1], "//" ));
}
// Parse and store based on tag
if( "NAME" == l )
{
if( !r.empty() && r.length() != 0 )
{
actb.sUsername = strutil::lower( r );
if( ssecs.size() > 2 )
actb.sUsername += strutil::lower( ssecs[2] );
// Next thing were going to do is make sure there isn't a duplicate username.
while( isUser( actb.sUsername ) )
{
// This username is already on the list, keep adding a random value to the end of the username until we find a free one
actb.sUsername += strutil::number( RandomNum(10000, 20000) );
}
}
else
{
actb.sUsername = "ERROR";
}
std::getline( fs2, sLine );
sLine = strutil::trim( strutil::removeTrailing( sLine, "//" ));
continue;
}
else if( l == "PASS" )
{
if( !r.empty() && r.length() != 0 )
{
// Ok strip the password and store it.
actb.sPassword = r;
// Now we have to parse the crap in access.adm. Were not gonna look at much format just the 2 tags we need.
std::string sLine2;
if( fs1.is_open() )
{
std::getline( fs1, sLine2 );
sLine2 = strutil::trim( strutil::removeTrailing( sLine2, "//" ));
bBraces2[2] = true;
while( !fs1.eof() && bBraces2[2] && !fs1.fail() )
{
if( sLine2.empty() && sLine2.length() != 0 )
{
std::getline( fs1, sLine2 );
sLine2 = strutil::trim( strutil::removeTrailing( sLine2, "//" ));
continue;
}
// Keep track of the section account lines. There is nothing to process till at least one of these has been read
if( sLine2.substr( 0, 14 ) == "SECTION ACCESS" )
{
// Ok the section block was found, Tokenize the string to get the account #
wAccessID = strutil::value<std::int32_t>(strutil::extractSection(sLine2, " ", 2 ));
// Ok, we have parsed out the account ID, Set bBraces[2] to true to allow block reading
bBraces2[0] = false;
bBraces2[1] = false;
bBraces2[2] = true;
std::getline( fs1, sLine2 );
continue;
}
// Fail safe. If bBraces[2] isn't set there is no need to even run this code
if( !bBraces2[2] )
{
// Make sure the get the next line to process.
std::getline( fs1, sLine2 );
continue;
}
// If we get here then were reading a block now. Check for the openning brace.
if( sLine2[0] == '{' && !bBraces2[0] && !bBraces2[1] )
{
bBraces2[0] = true;
std::getline( fs1, sLine2 );
continue;
}
if( ((sLine2[0] == '{') && bBraces2[0]) || ((sLine2[0] == '{') && bBraces2[1]) )
{
fs2.close();
fs1.close();
return 0x0000;
}
// Loop reading this block till the end brace is encountered.
while( bBraces2[0] && !fs1.eof() && !fs1.fail() )
{
// Read in the next line
std::getline( fs1, sLine2 );
// check for the closing brace
if( sLine2[0] == '}' && bBraces2[0] && !bBraces2[1] )
{
bBraces2[0] = false;
bBraces2[1] = false;
bBraces2[2] = false;
break;
}
auto ssecs = strutil::sections( sLine2, " " );
auto l2 = strutil::trim( strutil::removeTrailing( ssecs[0], "//" ));
auto r2 = strutil::trim( strutil::removeTrailing( ssecs[1], "//" ));
// Parse and store based on tag
if( "PATH" == l2 )
{
if( !r2.empty() && r2.length() != 0 ) // Ok strip the name and store it. We need to make it all the same case for comparisons
actb.sPath = r2 + actb.sUsername + ".uad";
else
actb.sPath = "";
continue;
}
if( l2 == "FLAGS" )
{
if( !r2.empty() && r2.length() != 0 )
{
// Ok strip the flags and store it. We need to make it all the same case for comparisons
actb.wFlags = static_cast<UI16>(std::stoul(r2, nullptr, 0)); // -- Uses internal conversion code
if( actb.wAccountIndex == 0 )
actb.wFlags.set( AB_FLAGS_GM, true );
}
else
{
actb.wFlags.reset();
if( actb.wAccountIndex == 0 )
actb.wFlags.set( AB_FLAGS_GM, true );
}
continue;
}
}
std::getline( fs1, sLine );
}
}
else
{
// Ok we might as well add the file name to this path, cause we will need it to open the
std::string sTemp(sActPath);
sTemp += actb.sUsername;
sTemp += "/";
actb.sPath=sTemp;
// Need to create the directory for this entry as an access.adm isn't available
std::filesystem::create_directory(std::filesystem::path(actb.sPath));
// Now build the uad filename, and path,
sTemp += actb.sUsername;
sTemp += ".uad";
// Now that we have this we need to open, and write out this file.
std::fstream fsUADFile(sTemp.c_str(),std::ios::trunc|std::ios::out);
if( !fsUADFile.is_open() )
{
fs2.close();
return 0x0000;
}
WriteUADHeader(fsUADFile,actb);
// Need to write out the charcters
for( UI08 ii = 1; ii < CHARACTERCOUNT + 1; ++ii )
{
fsUADFile << "CHARACTER-" << std::dec << (SI32)ii << " 0xffffffff [UNKNOWN]" << std::endl;
}
fsUADFile.close();
// Flood fill the actb class for accounts
for( UI08 i = 0; i < CHARACTERCOUNT; i++ )
{
actb.dwCharacters[i] = INVALIDSERIAL;
actb.lpCharacters[i] = nullptr;
}
// Ok strip the name and store it. We need to make it all the same case for comparisons
actb.wFlags = 0x0004;
// If account 0 then we set gm privs
if( wAccountID == 0 )
actb.wFlags.set( AB_FLAGS_GM, true );
bSkipUAD = true;
}
}
else
{
// r was not valid when passed in. Deal with it here
}
// Ok we have finished with this access block clean up and continue processing
bBraces2[0]=false;
bBraces2[1]=false;
bBraces2[2]=false;
std::getline( fs2, sLine );
continue;
}
else if( l == "LASTIP" )
{
auto psecs = strutil::sections( r, "." );
if( !r.empty() && r.length() != 0 && psecs.size() == 4 )
{
actb.dwLastIP = calcserial( strutil::value<SI08>( psecs[0] ), strutil::value<SI08>( psecs[1] ), strutil::value<SI08>( psecs[2] ), strutil::value<SI08>( psecs[3] ) );
}
else
{
actb.dwLastIP = 0x00000000;
}
std::getline( fs2, sLine );
continue;
}
else if( l == "CONTACT" )
{
// Ok strip the name and store it. We need to make it all the same case for comparisons
if( !r.empty() && r.length() != 0 )
actb.sContact = strutil::lower( r );
else
actb.sContact = "UNKNOWN";
std::getline( fs2, sLine );
continue;
}
else if( l == "TIMEBAN" )
{
if( !r.empty() && r.length() != 0 )
{
actb.wTimeBan = static_cast<UI32>(std::stoul(r, nullptr, 0));
}
else
{
actb.wTimeBan = 0;
}
std::getline( fs2, sLine );
continue;
}
else if( l == "LOCK" )
{
if( nLockCount <= 5 )
{
if( std::stoi(r, nullptr, 0) > 0 )
{
actb.wFlags.set( (AB_FLAGS_CHARACTER1 + static_cast<size_t>(nLockCount)), true );
}
}
++nLockCount;
std::getline( fs2, sLine );
continue;
}
else if( l == "PUBLIC" )
{
if( !r.empty() && r.length() != 0 )
{
// Ok strip the name and store it. We need to make it all the same case for comparisons
if( r == "ON" ) // Set the Public Flag on. Public implies that a users conatact information can be published on the web.
actb.wFlags.set( AB_FLAGS_PUBLIC, true );
}
std::getline( fs2, sLine );
continue;
}
else if( l.substr( 0, 10 ) == "CHARACTER-" )
{
SI32 charNum = std::stoi(l.substr( 10 ) , nullptr, 0);
if( charNum < 1 || charNum > CHARACTERCOUNT )
{
Console.error( "Invalid character found in accounts" );
}
else
{
if( !r.empty() && r.length() != 0 && strutil::value<std::uint32_t>( r ) != INVALIDSERIAL )
{
actb.dwCharacters[charNum-1] = static_cast<UI32>(std::stoul(r, nullptr, 0));
actb.lpCharacters[charNum-1] = calcCharObjFromSer( actb.dwCharacters[charNum-1] );
}
else
{
actb.dwCharacters[charNum-1] = INVALIDSERIAL;
actb.lpCharacters[charNum-1] = nullptr;
}
}
std::getline( fs2, sLine );
continue;
}
std::getline( fs2, sLine );
}
//
m_wHighestAccount=wAccountCount;
// Make sure to close our open paths.
fs2.close();
fs1.close();
// If this is the first run with a legacy accounts.adm then we dont need to do this
if( !bSkipUAD )
{
// Ok the next thing were going to have to do is check paths, make new paths and write the UAD file back into the respective directory
for( MAPUSERNAMEID_ITERATOR CJ = m_mapUsernameIDMap.begin();CJ!=m_mapUsernameIDMap.end(); ++CJ )
{
// Pull the data into a usable form
CAccountBlock& actbTemp = CJ->second;
// Now we want to copy the files from the path to the new directory.
char cDirSep = sActPath[sActPath.length()-1];
std::string sNewPath( sActPath );
if( cDirSep == '\\' || cDirSep == '/' )
{
sNewPath += actbTemp.sUsername;
sNewPath += "/";
}
else
{
sNewPath += "/";
sNewPath += actbTemp.sUsername;
sNewPath += "/";
}
// Create the accounts directory now that we have the username added. If it exists it doesn't matter.
if (!std::filesystem::exists(std::filesystem::path(sNewPath))) {
auto create_status = std::filesystem::create_directory(std::filesystem::path(sNewPath));
if (!create_status) {
Console.error( strutil::format("CreateAccountSystem(): Couldn't create directory %s", sNewPath.c_str()) );
m_mapUsernameIDMap.clear();
m_mapUsernameMap.clear();
return 0L;
}
}
// Now open and copy the files. to their new location.
if( !actbTemp.sPath.length() )
{
// the file/path was not found so we should make an entry
std::string sOutFile(sNewPath);
if( sOutFile[sOutFile.length()-1]!='\\'&&sOutFile[sOutFile.length()-1]!='/' )
sOutFile += "/";
sOutFile += actbTemp.sUsername;
sOutFile += ".uad";
std::fstream fsOut(sOutFile.c_str(),std::ios::out);
if( !fsOut.is_open() )
{
return 0L;
}
// Ok we have to write the new username.uad file in the directory
WriteUADHeader( fsOut, actbTemp );
// Ok write out the characters and the charcter names if we know them
for( SI32 i = 0; i < CHARACTERCOUNT; ++i )
{
fsOut << "CHARACTER-" << (i+1) << " 0x" << std::hex << (actbTemp.dwCharacters[i] != INVALIDSERIAL ? actbTemp.lpCharacters[i]->GetSerial() : INVALIDSERIAL ) << " [" << (char*)(actbTemp.lpCharacters[i] != nullptr ? actbTemp.lpCharacters[i]->GetName().c_str() : "UNKNOWN" ) << "]\n";
}
// Close the files since we dont need them anymore
fsOut.close();
}
else
{
std::fstream fsIn(actbTemp.sPath.c_str(),std::ios::in);
std::string sOutFile(sNewPath);
if( sOutFile[sOutFile.length()-1]!='\\'&&sOutFile[sOutFile.length()-1]!='/' )
sOutFile += "/";
sOutFile += actbTemp.sUsername;
sOutFile += ".uad";
sOutFile = strutil::replaceSlash( sOutFile );
std::fstream fsOut(sOutFile.c_str(),std::ios::out);
if( !fsOut.is_open() )
{
// we cannot open the out file.
fsIn.close();
// free up any allocation of memory made.
m_mapUsernameIDMap.clear();
m_mapUsernameMap.clear();
return 0L;
}
// ok Lets just copy one file to the next.
while( !fsIn.eof() && !fsIn.fail() )
{
char szLine[128];
fsIn.getline(szLine,127);
fsOut << szLine << std::endl;
if( !fsIn.is_open() )
break;
}
fsOut.close();
fsIn.close();
}
// Now were done so we want to update the path in our records before we write them
actbTemp.sPath = sNewPath;
}
}
// Make a back up first, then Dump to new file,
std::string sBUAccess(sAccessAdm);
sBUAccess += ".bu";
[[maybe_unused]] int renameResult = rename(sAccessAdm.c_str(),sBUAccess.c_str());
//
SI32 kk=0;
std::string szltoa2 ;
std::string sBUPath(sAccountsAdm);
sBUPath += ".bu";
SI32 nResp= rename(sAccountsAdm.c_str(),sBUPath.c_str());
std::string sNewPath = sBUPath;
while( nResp == -1 )
{
// Loop through 255 numbers, these will be added to the end of the bu in case a bu exists.
szltoa2 = strutil::format( "%d", kk++ );
sNewPath += szltoa2;
nResp= rename(sAccountsAdm.c_str(),sNewPath.c_str());
sNewPath = sBUPath;
};
std::fstream fsOut(sAccountsAdm.c_str(),std::ios::trunc|std::ios::out);
if( !fsOut.is_open() )
{
// Error opening output file. Free up any allocation of memory made.
m_mapUsernameIDMap.clear();
m_mapUsernameMap.clear();
return 0L;
}
WriteAccountsHeader( fsOut );
for( MAPUSERNAMEID_ITERATOR CI = m_mapUsernameIDMap.begin(); CI != m_mapUsernameIDMap.end(); ++CI )
{
CAccountBlock& actbTemp = CI->second;
WriteAccountSection( actbTemp, fsOut );
}
// Close the file
fsOut.close();
return wAccountCount;
}
void cAccountClass::WriteAccountSection( CAccountBlock& actbTemp, std::fstream& fsOut )
{
fsOut << "SECTION ACCOUNT " << std::dec << actbTemp.wAccountIndex << std::endl;
fsOut << "{" << std::endl;
fsOut << "NAME " << actbTemp.sUsername << std::endl;
fsOut << "PASS " << actbTemp.sPassword << std::endl;
fsOut << "FLAGS 0x" << std::hex << actbTemp.wFlags.to_ulong() << std::dec << std::endl;
fsOut << "PATH " << strutil::replaceSlash(actbTemp.sPath) << std::endl;
fsOut << "TIMEBAN 0x" << std::hex << actbTemp.wTimeBan << std::dec << std::endl;
fsOut << "LASTIP " << (SI32)((actbTemp.dwLastIP&0xFF000000)>>24) << "." << (SI32)((actbTemp.dwLastIP&0x00FF0000)>>16) << "." << (SI32)((actbTemp.dwLastIP&0x0000FF00)>>8) << "." << (SI32)((actbTemp.dwLastIP&0x000000FF)%256) << std::endl;
fsOut << "CONTACT " << (actbTemp.sContact.length()?actbTemp.sContact:"NA") << std::endl;
for( UI08 ii = 0; ii < CHARACTERCOUNT; ++ii )
{
SERIAL charSer = INVALIDSERIAL;
std::string charName = "UNKNOWN";
if( actbTemp.lpCharacters[ii] != nullptr && actbTemp.dwCharacters[ii] != INVALIDSERIAL )
{
charSer = actbTemp.dwCharacters[ii];
charName = actbTemp.lpCharacters[ii]->GetName();
}
fsOut << "CHARACTER-" << std::dec << (ii+1) << " 0x" << std::hex << charSer << std::dec;
fsOut << " [" << charName.c_str() << "]" << std::endl;
}
fsOut << "}" << std::endl << std::endl;
}
//o-----------------------------------------------------------------------------------------------o
//| Function - UI16 AddAccount( std::string sUsername, std::string sPassword, const std::string &sContact,UI16 wAttributes )
//| UI16 AddAccount( std::string sUsername, std::string sPassword, std::string sContact,UI16 wAttributes )
//| Date - 12/12/2002 11:15:20 PM
//o-----------------------------------------------------------------------------------------------o
//| Purpose - This function creates in memory as well as on disk a new account that will
//| allow access to the server from external clients. The basic goal of this
//| function is to create a new account record with no characters. Because this
//| function may be called from in game a hard copy will be made as well instead of
//| waiting for a save to make the changes perminent.
//|
//| sUsername: Name of the account
//| sPassword: Password of the account
//| sContact: Historically this is the valid email address for this account
//| wAttributes: What attributes should this account start with
//o-----------------------------------------------------------------------------------------------o
//| Returns - [UI16] Containing the account number of new accounts or 0
//o-----------------------------------------------------------------------------------------------o
//| NOTE - This function does NOT add this account to the accounts map. This function ONLY
//| creates the directories, and entries required to load these new accounts. The
//| idea was not to have to rely on the accounts in memory, so that accounts that
//| are added, are added immediatly to the hard copy.
//| NOTE - For any new accounts to be loaded into the internal accounts map structure,
//| accounts must be reloaded!
//o-----------------------------------------------------------------------------------------------o
UI16 cAccountClass::AddAccount( std::string sUsername, std::string sPassword, const std::string &sContact, UI16 wAttributes )
{
// First were going to make sure that the needed fields are sent in with at least data
if( sUsername.length() < 4 || sPassword.length() < 4 )
{
// Username, and or password must both be 4 characters or more in length
Console.log(strutil::format("ERROR: Unable to create account for username '%s' with password of '%s'. Username/Password to short",sUsername.c_str(),sPassword.c_str()),"accounts.log");
return 0x0000;
}
// Next thing were going to do is make sure there isn't a duplicate username.
if( isUser( sUsername ) )
{
// This username is already on the list.
return 0x0000;
}
// If we get here then were going to create a new account block, and create all the needed directories and files.
CAccountBlock actbTemp;
actbTemp.reset();
// Build as much of the account block that we can right now.
actbTemp.sUsername = sUsername;
actbTemp.sPassword = sPassword;
actbTemp.sContact = sContact;
actbTemp.wFlags = wAttributes;
actbTemp.wTimeBan = 0;
actbTemp.dwLastIP = 0;
for( UI08 ii = 0; ii < CHARACTERCOUNT; ++ii )
{
actbTemp.lpCharacters[ii] = nullptr;
actbTemp.dwCharacters[ii] = INVALIDSERIAL;
}
// Ok we have everything except the path to the account dir, so make that now
std::string sTempPath( m_sAccountsDirectory );
if( sTempPath[sTempPath.length() - 1] == '\\' || sTempPath[sTempPath.length() - 1] == '/' )
{
auto szTempBuff = strutil::lower( sUsername );
sTempPath += szTempBuff;
sTempPath += "/";
sTempPath = strutil::replaceSlash( sTempPath );
actbTemp.sPath = sTempPath;
}
else
{
auto szTempBuff = strutil::lower( sUsername );
sTempPath += "/";
sTempPath += szTempBuff;
sTempPath += "/";
sTempPath = strutil::replaceSlash( sTempPath );
actbTemp.sPath = sTempPath;
}
// Ok now that we got here we need to make the directory, and create the username.uad file
if( !std::filesystem::exists(std::filesystem::path(actbTemp.sPath)) )
{
auto create_status = std::filesystem::create_directory(std::filesystem::path(actbTemp.sPath));
if (!create_status) {
Console.error( strutil::format("AddAccount(): Couldn't create directory %s", actbTemp.sPath.c_str()));
return 0x0000;
}
}
// Ok now thats finished. We need to do one last thing. Create the username.uad file in the account directory
std::string sUsernameUADPath(actbTemp.sPath);
if( sUsernameUADPath[sUsernameUADPath.length() - 1] == '\\' || sUsernameUADPath[sUsernameUADPath.length() - 1] == '/' )
{
sUsernameUADPath += actbTemp.sUsername;
sUsernameUADPath += ".uad";
}
else
{
sUsernameUADPath += "/";
sUsernameUADPath += actbTemp.sUsername;
sUsernameUADPath += ".uad";
}
// Fix the paths to make sure that all the characters are unified
sUsernameUADPath = strutil::replaceSlash( sUsernameUADPath );
// Open the file in APPEND to end mode.
std::fstream fsAccountsUAD( sUsernameUADPath.c_str(), std::ios::out|std::ios::trunc );
if( !fsAccountsUAD.is_open() )
{
// Ok we were unable to open the file so this user will not be added.
return 0x0000;
}
// were using the ID due to its numbering, it will always show the account blocks in ID order least to greatest.
actbTemp.wAccountIndex = m_wHighestAccount + 1;
// Ok we have to write the new username.uad file in the directory
fsAccountsUAD << "//AI3.0" << "-UV" << CVersionClass::GetVersion() << "-BD" << CVersionClass::GetBuild() << "-DS" << time(nullptr) << "-ED" << CVersionClass::GetRealBuild() << "\n";
fsAccountsUAD << "//------------------------------------------------------------------------------" << std::endl;
fsAccountsUAD << "// UAD Path: " << actbTemp.sPath << std::endl;//"\n";
fsAccountsUAD << "//------------------------------------------------------------------------------" << std::endl;
fsAccountsUAD << "// UOX3 uses this file to store any extra administration info\n";
fsAccountsUAD << "//------------------------------------------------------------------------------\n";
fsAccountsUAD << "ID " << actbTemp.wAccountIndex << "\n";
fsAccountsUAD << "NAME " << actbTemp.sUsername << "\n";
fsAccountsUAD << "PASS " << actbTemp.sPassword << "\n";
fsAccountsUAD << "BANTIME " << std::hex << "0x" << actbTemp.wTimeBan << std::dec << "\n";
fsAccountsUAD << "LASTIP " << (SI32)((actbTemp.dwLastIP&0xFF000000)>>24) << "." << (SI32)((actbTemp.dwLastIP&0x00FF0000)>>16) << "." << (SI32)((actbTemp.dwLastIP&0x0000FF00)>>8) << "." << (SI32)((actbTemp.dwLastIP&0x000000FF)%256) << "\n";
fsAccountsUAD << "CONTACT " << actbTemp.sContact << "\n";
fsAccountsUAD << "//------------------------------------------------------------------------------\n";
// Ok write out the characters and the charcter names if we know them
for( UI08 i = 0; i < CHARACTERCOUNT; ++i )
{
fsAccountsUAD << "CHARACTER-" << (i+1) << " 0x" << std::hex << (actbTemp.dwCharacters[i] != INVALIDSERIAL ? actbTemp.dwCharacters[i]:INVALIDSERIAL) << " [" << (char*)(actbTemp.lpCharacters[i] != nullptr ? actbTemp.lpCharacters[i]->GetName().c_str() : "INVALID" ) << "]\n";
}
// Close the files since we dont need them anymore
fsAccountsUAD.close();
// Ok now we can add this record to the accounts.adm file
std::string sAccountsADMPath( m_sAccountsDirectory );
if( sAccountsADMPath[sAccountsADMPath.length() - 1] == '\\' || sAccountsADMPath[sAccountsADMPath.length() - 1] == '/' )
sAccountsADMPath += "accounts.adm";
else
sAccountsADMPath += "/accounts.adm";
// Open the file in APPEND to end mode.
std::fstream fsAccountsADM( sAccountsADMPath.c_str(), std::ios::out|std::ios::app );
if( !fsAccountsADM.is_open() )
{
// Ok we were unable to open the file so this user will not be added.
return 0x0000;
}
WriteAccountSection( actbTemp, fsAccountsADM );
fsAccountsADM.close();
// Ok might be a good thing to add this account to the map(s) now.
m_mapUsernameIDMap[actbTemp.wAccountIndex] = actbTemp;
m_mapUsernameMap[actbTemp.sUsername] = &m_mapUsernameIDMap[actbTemp.wAccountIndex];
m_wHighestAccount = actbTemp.wAccountIndex;
// Return to the calling function
return (UI16)m_mapUsernameIDMap.size();
}
//o-----------------------------------------------------------------------------------------------o
//| Function - bool isUser( string sUsername )
//| Date - 12/16/2002 12:09:13 AM
//o-----------------------------------------------------------------------------------------------o
//| Purpose - The only function that this function member servers is to return a response
//| based on the existance of the specified username.
//o-----------------------------------------------------------------------------------------------o
bool cAccountClass::isUser( std::string sUsername )
{
MAPUSERNAME_ITERATOR I = m_mapUsernameMap.find( sUsername );
return( I != m_mapUsernameMap.end() );
}
//o-----------------------------------------------------------------------------------------------o
//| Function - size_t cAccountClass::size()
//| Date - 12/17/2002 3:35:31 PM
//o-----------------------------------------------------------------------------------------------o
//| Purpose - Returns the current count of accounts that are currently stored in the account map.
//o-----------------------------------------------------------------------------------------------o
UI32 cAccountClass::size()
{
return static_cast<std::uint32_t>(m_mapUsernameMap.size());
}
//o-----------------------------------------------------------------------------------------------o
//| Function - UI16 cAccountClass::Load()
//| Date - 12/17/2002 4:00:47 PM
//o-----------------------------------------------------------------------------------------------o
//| Purpose - Load the internal accounts structure from the accounts.adm
//| file. Due to the nature of this function we will empty the
//| previous contents of the account map, and reload them.
//|
//| Changes - 1/20/2003 - Forgot to put in place the lookup to see if
//| accounts need to be updated to the v3 format. Should only
//| need to check the first line of the accounts.adm file.
//| NOTE: Do not remove this line if you wish to convert
//| properly. Without the first line this function will assume
//| that the accounts file is a v2 format file(UOX3 v0.97.0).
//|
//| Changes - 1/20/2003 - Added support for the DTL libs, and create a
//| general SQL query for MSAccess, MSSQL, and mySQL
//o-----------------------------------------------------------------------------------------------o
UI16 cAccountClass::Load(void)
{
// Now we can load the accounts file in and re fill the map.
std::string sAccountsADM( m_sAccountsDirectory );
sAccountsADM += (m_sAccountsDirectory[m_sAccountsDirectory.length()-1]=='\\'||m_sAccountsDirectory[m_sAccountsDirectory.length()-1]=='/')?"accounts.adm":"/accounts.adm";
sAccountsADM = strutil::replaceSlash(sAccountsADM);
// Check to see what version the current accounts.adm file is.
std::string sLine;
std::fstream fsAccountsADMTest(sAccountsADM.c_str(),std::ios::in);
if( !fsAccountsADMTest.is_open() )
{
// we were unable to load any accounts
return 0x0000;
}
std::getline( fsAccountsADMTest, sLine );
// Check to see if this is a V3 file.
if( sLine.find( "AV3.0" ) == std::string::npos )
{
// CreateAccountSystem renames accounts.adm for back up purposes, so we need to release its file isntance before calling
fsAccountsADMTest.close();
Console << myendl << " o Processing legacy UOX3 accounts.adm file";
UI16 wResponse = CreateAccountSystem();
Console.PrintDone();
Console << " - Processed " << wResponse << " account blocks." << myendl;
// Nope, not a v3 file.. so we should attempt a convert
return wResponse;
}
else
Console << myendl << " o Processing accounts file";
if( fsAccountsADMTest.is_open() )
fsAccountsADMTest.close();
// OK now we can open the file.
std::fstream fsAccountsADM(sAccountsADM.c_str(),std::ios::in);
if( !fsAccountsADM.is_open() ) // we were unable to load any accounts
return 0x0000;
// We need to read from the stream once before entering the loop
std::getline( fsAccountsADM, sLine );
sLine = strutil::trim( strutil::removeTrailing( sLine, "//" ));
// Ok start the loop and process
bool bBraces[3] = { false, false, false };
bool bBraces2[3] = { false, false, false };
CAccountBlock actb;
UI16 wAccountID = 0x0000;
UI16 wAccountCount = 0x0000;
UI32 dwChars[CHARACTERCOUNT] = {INVALIDSERIAL,INVALIDSERIAL,INVALIDSERIAL,INVALIDSERIAL,INVALIDSERIAL,INVALIDSERIAL};
actb.reset();
m_wHighestAccount = 0x0000;
while( !fsAccountsADM.eof() && !fsAccountsADM.fail() )
{
// Process each Line read in from the accounts.adm file. Handle Comments first
if( sLine[0]=='\\'||sLine[0]==';'||sLine[0]=='/'||sLine[0]=='\''||sLine[0]==0x13||sLine[0]==0x00 )
{
std::getline( fsAccountsADM, sLine );
sLine = strutil::trim( strutil::removeTrailing( sLine, "//" ));
continue;
}
// Keep track of the section account lines. There is nothing to process till at least one of these has been read
if( sLine.substr( 0, 15 ) == "SECTION ACCOUNT" )
{
// Increment the account acount
++wAccountCount;
actb.wAccountIndex = wAccountID = strutil::value<std::int32_t>(strutil::extractSection(sLine, " ", 2 ));
// Scan for hiegest account. Needed for additional accounts.
if( actb.wAccountIndex>m_wHighestAccount )
m_wHighestAccount=actb.wAccountIndex;
// Ok, we have parsed out the account ID, Set bBraces[2] to true to allow block reading
bBraces[0] = false;
bBraces[1] = false;
bBraces[2] = true;
// Get the next line and continue
std::getline( fsAccountsADM, sLine );
sLine = strutil::trim( strutil::removeTrailing( sLine, "//" ));
continue;
}
// Fail safe. If bBraces[2] isn't set there is no need to even run this code
if( !bBraces[2] )
{
// Make sure the get the next line to process.
std::getline( fsAccountsADM, sLine );
sLine = strutil::trim( strutil::removeTrailing( sLine, "//" ));
continue;
}
// If we get here then were reading a block now. Check for the openning brace.
if( sLine[0]=='{'&&!bBraces[0]&&!bBraces[1] )
{
bBraces[0]=true;
std::getline( fsAccountsADM, sLine );
sLine = strutil::trim( strutil::removeTrailing( sLine, "//" ));
continue;
}
if( ((sLine[0]=='{') &&bBraces[0]) ||((sLine[0]=='{')&&bBraces[1]) )
{
fsAccountsADM.close();
return 0x0000;
}
// Loop reading this block till the end brace is encountered.
if( sLine[0]=='}'&&bBraces[0]&&!bBraces[1] )
{
// Peel the dwChars Array here
CAccountBlock actbTemp;
CAccountBlock actbTempName;
MAPUSERNAME_ITERATOR J;
MAPUSERNAMEID_ITERATOR I = m_mapUsernameIDMap.find( actb.wAccountIndex );
if( I != m_mapUsernameIDMap.end() )
{
// OK there is an id in memory so we should check to see if its the same.
actbTemp=I->second;
J=m_mapUsernameMap.find(actbTemp.sUsername);
actbTempName=(*J->second);
for( UI08 ii = 0; ii < CHARACTERCOUNT; ++ii )
{
// Doesn't matter, at all times the accounts.adm file will be valid over memory
if( actbTemp.dwCharacters[ii]!=INVALIDSERIAL )
{
actbTemp.dwCharacters[ii] = actbTempName.dwCharacters[ii] = dwChars[ii];
actbTempName.lpCharacters[ii]=actbTemp.lpCharacters[ii]=calcCharObjFromSer(dwChars[ii]);
if( actbTemp.lpCharacters[ii]!=nullptr&&actbTempName.lpCharacters[ii]!=nullptr )
{
actbTemp.lpCharacters[ii]->SetAccount( actbTemp );
actbTempName.lpCharacters[ii]->SetAccount( actbTempName );
}
}
}
}
else
{
// OK well since its not in memory then its safe to assume that we need to add this one
actbTemp = actbTempName = actb;
for( UI08 jj = 0; jj < CHARACTERCOUNT; ++jj )
{
actbTemp.dwCharacters[jj] = actbTempName.dwCharacters[jj] = dwChars[jj];
actbTemp.lpCharacters[jj] = actbTempName.lpCharacters[jj] = calcCharObjFromSer(dwChars[jj]);
if( actbTemp.lpCharacters[jj]!=nullptr&&actbTempName.lpCharacters[jj]!=nullptr )
{
actbTemp.lpCharacters[jj]->SetAccount( actbTemp );
actbTempName.lpCharacters[jj]->SetAccount( actbTempName );
}
}
}
actb.wAccountIndex=actbTemp.wAccountIndex=wAccountID;
actbTempName.wAccountIndex=wAccountID;
// Ok we shoud shove this into the map(s) for use later
m_mapUsernameIDMap[wAccountID]=actbTemp;
m_mapUsernameMap[actb.sUsername]=&m_mapUsernameIDMap[wAccountID];
actb.reset();
// Ok we have finished with this access block clean up and continue processing
bBraces[0] = false;
bBraces[1] = false;
bBraces[2] = false;
std::getline( fsAccountsADM, sLine );
sLine = strutil::trim( strutil::removeTrailing( sLine, "//" ));
for( UI08 kk = 0; kk < CHARACTERCOUNT; ++kk )
{
dwChars[kk]=INVALIDSERIAL;
}
continue;
}
auto ssecs = strutil::sections( sLine, " " );
auto l = strutil::trim( strutil::removeTrailing( ssecs[0], "//" ));
auto r = strutil::trim( strutil::removeTrailing( ssecs[1], "//" ));
// Parse and store based on tag
if( l == "NAME" )
{
// Ok strip the name and store it. We need to make it all the same case for comparisons
if( !r.empty() && r.length() != 0 )
{
actb.sUsername = strutil::lower( r );
}
else
{
actb.sUsername = "ERROR";
}
std::getline( fsAccountsADM, sLine );
sLine = strutil::trim( strutil::removeTrailing( sLine, "//" ));
continue;
}
else if( l == "PASS" )
{
if( !r.empty() && r.length() != 0 )
{
// Ok strip the password and store it.
actb.sPassword = r;
// Now we have to parse the crap in access.adm. Were not gonna look at much format just the 2 tags we need.
}
else
{
// r was not valid when passed in. Deal with it here
}
// Ok we have finished with this access block clean up and continue processing
bBraces2[0] = false;
bBraces2[1] = false;
bBraces2[2] = false;
std::getline( fsAccountsADM, sLine );
sLine = strutil::trim( strutil::removeTrailing( sLine, "//" ));
continue;
}
else if( l == "FLAGS" )
{
if( !r.empty() && r.length() != 0 )
{
actb.wFlags = static_cast<UI16>(std::stoul(r, nullptr, 0));
if( actb.wAccountIndex == 0 )
{
actb.wFlags.set( AB_FLAGS_GM, true );
}
}
else
{
actb.wFlags.set( AB_FLAGS_PUBLIC, true );
}
std::getline( fsAccountsADM, sLine );
sLine = strutil::trim( strutil::removeTrailing( sLine, "//" ));
continue;
}
else if( l == "PATH" )
{
// Ok strip the name and store it. We need to make it all the same case for comparisons
if( !r.empty() && r.length() != 0 )
{
actb.sPath = r;
}
else
{
actb.sPath = "ERROR";
}
std::getline( fsAccountsADM, sLine );
sLine = strutil::trim( strutil::removeTrailing( sLine, "//" ));
continue;
}
else if( l == "TIMEBAN" )
{
if( !r.empty() && r.length() != 0 )
{
actb.wTimeBan = static_cast<UI32>(std::stoul(r, nullptr, 0));
}
else
{
actb.wTimeBan = 0;
}
std::getline( fsAccountsADM, sLine );
sLine = strutil::trim( strutil::removeTrailing( sLine, "//" ));
continue;
}
else if( l == "CONTACT" )
{
// Ok strip the name and store it. We need to make it all the same case for comparisons
if( !r.empty() && r.length() != 0 )
{
actb.sContact = strutil::lower( r );
}
else
{
actb.sContact = "UNKNOWN";
}
std::getline( fsAccountsADM, sLine );
sLine = strutil::trim( strutil::removeTrailing( sLine, "//" ));
continue;
}
else if( l == "LASTIP" )
{
auto psecs = strutil::sections( r, "." );
if( !r.empty() && r.length() != 0 && psecs.size() == 4 )
{
actb.dwLastIP = calcserial( strutil::value<SI08>(psecs[0]), strutil::value<SI08>(psecs[1]), strutil::value<SI08>(psecs[2]), strutil::value<SI08>(psecs[3]) );
}
else
{
actb.dwLastIP = 0x00000000;
}
std::getline( fsAccountsADM, sLine );
sLine = strutil::trim( strutil::removeTrailing( sLine, "//" ));
continue;
}
else if( l.substr( 0, 10 ) == "CHARACTER-" ) // It's a character
{
auto charNum = static_cast<UI08>(std::stoul(l.substr(10), nullptr, 0));
if( charNum < 1 || charNum > CHARACTERCOUNT )
{
Console.error( "Invalid character found in accounts" );
}
else
{
if( !r.empty() && r.length() != 0 )
{
// Ok strip the name and store it. We need to make it all the same case for comparisons
dwChars[charNum-1] = static_cast<UI32>(std::stoul(r, nullptr, 0));
std::getline( fsAccountsADM, sLine );
continue;
}
else
{
dwChars[charNum-1] = INVALIDSERIAL;
}
}
std::getline( fsAccountsADM, sLine );
sLine = strutil::trim( strutil::removeTrailing( sLine, "//" ));
continue;
}
std::getline( fsAccountsADM, sLine );
sLine = strutil::trim( strutil::removeTrailing( sLine, "//" ));
actb.reset();
}
// We need to see if there are any new accounts to come.
UI16 wImportCount = 0x0000;
wImportCount = ImportAccounts();
// Return the number of accounts loaded
return static_cast<UI16>(m_mapUsernameMap.size());
}
//o-----------------------------------------------------------------------------------------------o
//| Function - bool TransCharacter( UI16 wSAccountID, UI16 wSSlot, UI16 wDAccountID )
//| Date - 1/7/2003 5:39:12 AM
//o-----------------------------------------------------------------------------------------------o
//| Purpose - Transfer a character from a known slot on a specified
//| account, to a new account and slot.
//o-----------------------------------------------------------------------------------------------o
bool cAccountClass::TransCharacter( UI16 wSAccountID, UI16 wSSlot, UI16 wDAccountID )
{
// please leave these declarations alone. When we do this VC autocompetion doesn't work cause this isn't shoved on the stack with type info
MAPUSERNAMEID_ITERATOR I = m_mapUsernameIDMap.find(wSAccountID);
//
if( I==m_mapUsernameIDMap.end() )
{
// This ID was not found.
return false;
}
// Get the account block for this ID
CAccountBlock& actbID = I->second;
// Ok now we need to get the matching username map
MAPUSERNAME_ITERATOR J = m_mapUsernameMap.find(actbID.sUsername);
if( J==m_mapUsernameMap.end() )
{
// This ID was not found.
return false;
}
// Get the account block for this username.
// ok we will check to see if there is a valid char in source slot, if not we will return
if( actbID.dwCharacters[wSSlot]==INVALIDSERIAL )
return false;
//
MAPUSERNAMEID_ITERATOR II = m_mapUsernameIDMap.find( wDAccountID );
if( II == m_mapUsernameIDMap.end() )
{
// This ID was not found.
return false;
}
// Get the account block for this ID
CAccountBlock& actbIID = II->second;
// Ok now we need to get the matching username map
MAPUSERNAME_ITERATOR JJ = m_mapUsernameMap.find(actbIID.sUsername);
if( JJ==m_mapUsernameMap.end() )
{
// This ID was not found.
return false;
}
// Get the account block for this username.
// ok at this point I/II = SourceID, and DestID and J/JJ SourceName/DestName
if( AddCharacter( wDAccountID, actbID.dwCharacters[wSSlot], actbID.lpCharacters[wSSlot] ) )
{
// OK the character was added, need to remove it from the source.
DelCharacter( wSAccountID, (SI32)wSSlot );
Save( false );
return true;
}
return false;
}
//o-----------------------------------------------------------------------------------------------o
//| Function - bool AddCharacter( UI16 wAccountID, CChar *lpObject )
//| bool AddCharacter( UI16 wAccountID, UI32 dwCharacterID, CChar *lpObject )
//| Date - 12/18/2002 2:09:04 AM
//o-----------------------------------------------------------------------------------------------o
//| Purpose - Add a character object to the in memory storage.
//o-----------------------------------------------------------------------------------------------o
bool cAccountClass::AddCharacter( UI16 wAccountID, CChar *lpObject )
{
// Make sure that the lpObject pointer is valid
if( lpObject==nullptr )
return false;
// Ok we need to do is get see if this account id exists
MAPUSERNAMEID_ITERATOR I = m_mapUsernameIDMap.find( wAccountID );
if( I == m_mapUsernameIDMap.end() )
{
// This ID was not found.
return false;
}
// Get the account block for this ID
CAccountBlock& actbID = I->second;
// Ok now we need to get the matching username map
MAPUSERNAME_ITERATOR J = m_mapUsernameMap.find(actbID.sUsername);
if( J==m_mapUsernameMap.end() )
{
// This ID was not found.
return false;
}
// Get the account block for this username.
CAccountBlock& actbName = (*J->second);
// ok now that we have both of our account blocks we can update them. We will use teh first empty slot for this character
bool bExit = false;
for( UI08 i = 0; i < CHARACTERCOUNT; ++i )
{
if( actbID.dwCharacters[i]!=lpObject->GetSerial()&&actbName.dwCharacters[i]!=lpObject->GetSerial()&&actbID.dwCharacters[i]==INVALIDSERIAL&&actbName.dwCharacters[i]==INVALIDSERIAL )
{
// ok this slot is empty, we will stach this character in this slot
actbID.lpCharacters[i]=lpObject;
actbID.dwCharacters[i]=lpObject->GetSerial();
actbName.lpCharacters[i]=lpObject;
actbName.dwCharacters[i]=lpObject->GetSerial();
// we do not need to continue throught this loop anymore.
bExit=true;
break;
}
}
// If we were successfull then we return true
if( bExit )
{
// make sure to put the values back into the maps corrected.
m_mapUsernameIDMap[actbID.wAccountIndex] = actbID;
return true;
}
return false;
}
//
bool cAccountClass::AddCharacter( UI16 wAccountID, UI32 dwCharacterID, CChar *lpObject )
{
// Make sure that the lpObject pointer is valid
if( lpObject==nullptr )
return false;
// Ok we need to do is get see if this account id exists
MAPUSERNAMEID_ITERATOR I;
I = m_mapUsernameIDMap.find(wAccountID);
if( I==m_mapUsernameIDMap.end() )
{
// This ID was not found.
return false;
}
// Get the account block for this ID
CAccountBlock& actbID = I->second;
// Ok now we need to get the matching username map
MAPUSERNAME_ITERATOR J = m_mapUsernameMap.find(actbID.sUsername);
if( J==m_mapUsernameMap.end() )
{
// This ID was not found.
return false;
}
// Get the account block for this username.
CAccountBlock& actbName = (*J->second);
// ok now that we have both of our account blocks we can update them. We will use teh first empty slot for this character
bool bExit=false;
for( UI08 i = 0; i < CHARACTERCOUNT; ++i )
{
if( actbID.dwCharacters[i]!=lpObject->GetSerial()&&actbName.dwCharacters[i]!=lpObject->GetSerial()&&actbID.dwCharacters[i]==INVALIDSERIAL&&actbName.dwCharacters[i]==INVALIDSERIAL )
{
// ok this slot is empty, we will stach this character in this slot
actbID.lpCharacters[i] = lpObject;
actbID.dwCharacters[i] = dwCharacterID;
actbName.lpCharacters[i] = lpObject;
actbName.dwCharacters[i] = dwCharacterID;
// we do not need to continue throught this loop anymore.
bExit=true;
break;
}
}
// If we were successfull then we return true
if( bExit )
{
// make sure to put the values back into the maps corrected.
m_mapUsernameIDMap[actbID.wAccountIndex]=actbID;
Save(false);
return true;
}
return false;
}
//o-----------------------------------------------------------------------------------------------o
//| Function - bool cAccountClass::clear( void )
//| Date - 12/18/2002 2:24:07 AM
//o-----------------------------------------------------------------------------------------------o
//| Purpose - This function is used to clear out all entries contained
//| in both the Username, and UsernameID map structures.
//o-----------------------------------------------------------------------------------------------o
bool cAccountClass::clear( void )
{
// First we should check to make sure that we can even use the objects, or they are not already cleared
try
{
if( m_mapUsernameMap.empty() || m_mapUsernameIDMap.empty() )
{
return false;
}
// ok clear the map
m_mapUsernameIDMap.clear();
m_mapUsernameMap.clear();
m_wHighestAccount=0x0000;
}
catch( ... )
{
return false;
}
return true;
}
//o-----------------------------------------------------------------------------------------------o
//| Function - bool cAccountClass::DelAccount( std::string sUsername )
//| bool cAccountClass::DelAccount( UI16 wAccountID )
//| Date - 12/18/2002 2:56:34 AM
//o-----------------------------------------------------------------------------------------------o
//| Purpose - Remove an account from the internal account storage map.
//| At this point this function will only remove the account
//| block from the accounts.adm and not the physical files
//| on the storage medium.
//o-----------------------------------------------------------------------------------------------o
bool cAccountClass::DelAccount( std::string sUsername )
{
// Ok were just going to get the ID number for this account and make the ID function do all the work
MAPUSERNAME_ITERATOR I = m_mapUsernameMap.find(sUsername);
if( I==m_mapUsernameMap.end() )
return false;
CAccountBlock& actbTemp = (*I->second);
// Ok lets do the work now
return DelAccount( actbTemp.wAccountIndex );
}
//o-----------------------------------------------------------------------------------------------o
bool cAccountClass::DelAccount( UI16 wAccountID )
{
// Ok we need to get the ID block again as it wasn't passed in
MAPUSERNAMEID_ITERATOR I = m_mapUsernameIDMap.find(wAccountID);
if( I==m_mapUsernameIDMap.end() )
return false;
CAccountBlock& actbID=I->second;
// Now we need to get the matching username map entry
MAPUSERNAME_ITERATOR J = m_mapUsernameMap.find(actbID.sUsername);
if( J==m_mapUsernameMap.end() )
return false;
// Before we delete this account we need to spin the characters, and list them in the orphan.adm file
std::string sTempPath(m_sAccountsDirectory);
if( sTempPath[sTempPath.length()-1]=='\\'||sTempPath[sTempPath.length()-1]=='/' )
sTempPath += "orphans.adm";
else
sTempPath += "/orphans.adm";
// First lets see if the file exists.
bool bOrphanHeader=false;
std::fstream fsOrphansADMTest(sTempPath.c_str(),std::ios::in);
if( !fsOrphansADMTest.is_open() )
bOrphanHeader=true;
fsOrphansADMTest.close();
// ok open the stream for append and add this record to the end of the file
std::fstream fsOrphansADM(sTempPath.c_str(),std::ios::out|std::ios::app);
if( !fsOrphansADM.is_open() )
return false;
// If this is a new file then we need to write the header first
if( bOrphanHeader )
{
WriteOrphanHeader( fsOrphansADM );
}
// Spin the characters here
for( UI08 jj = 0; jj < CHARACTERCOUNT; ++jj )
{
// If this slot is 0xffffffff or (-1) then we dont need to put it into the orphans.adm
if( actbID.dwCharacters[jj] != INVALIDSERIAL ) // Ok build then write what we need to the file
fsOrphansADM << "," << actbID.lpCharacters[jj]->GetName() << "," << actbID.lpCharacters[jj]->GetX() << "," << actbID.lpCharacters[jj]->GetY() << "," << (SI32)actbID.lpCharacters[jj]->GetZ() << std::endl;
}
fsOrphansADM.close();
// Ok we have both the map iterators pointing to the right place. Erase these entries
m_mapUsernameIDMap.erase(I);
m_mapUsernameMap.erase(J);
// Just a means to show that an accounts has been removed when looking at the directories
char szDirName[40];
char szDirPath[MAX_PATH];
memset(szDirName,0x00,sizeof(SI08)*40);
memset(szDirPath,0x00,sizeof(SI08)*MAX_PATH);
// Ok copy only the username portion to this so we can build a correct rename path
strcpy(szDirName,&actbID.sPath[actbID.sPath.length()-actbID.sUsername.length()-1]);
strncpy(szDirPath,actbID.sPath.c_str(),actbID.sPath.length()-actbID.sUsername.length()-1);
std::string sNewDir(szDirPath);
sNewDir += "_";
sNewDir += szDirName;
[[maybe_unused]] int retVal = rename(actbID.sPath.c_str(),sNewDir.c_str());
// We have to run a save to make sure that the accoung it removed.
Save( false );
return true;
}
//o-----------------------------------------------------------------------------------------------o
//| Function - bool SetPath( std::string sPath )
//| Date - 12/19/2002 12:29:59 AM
//o-----------------------------------------------------------------------------------------------o
//| Purpose - Set the internal string to contain the path to the accounts
//| directory. This path much not contain a filename, As there
//| is no checking implemented.
//o-----------------------------------------------------------------------------------------------o
bool cAccountClass::SetPath( const std::string &sPath )
{
try
{
m_sAccountsDirectory = sPath;
return true;
}
catch( ... )
{
return false;
}
}
//o-----------------------------------------------------------------------------------------------o
//| Function - std::string cAccountClass::GetPath( void )
//| Date - 12/19/2002 12:34:01 AM
//o-----------------------------------------------------------------------------------------------o
//| Purpose - Return a copy of the current accounts directory stored
//| internally
//o-----------------------------------------------------------------------------------------------o
std::string cAccountClass::GetPath( void )
{
return m_sAccountsDirectory;
}
//o-----------------------------------------------------------------------------------------------o
//| Function - SI08 DelCharacter( UI16 wAccountID, UI08 nSlot )
//o-----------------------------------------------------------------------------------------------o
//| Purpose - Remove a character from the accounts map. Currently this
//| character object resource is not freed. The Character ID,
//| and CChar object holders will be set to -1, and nullptr
//| respectivly. As a consolation the characters will be for
//| the interim listed in the orphan.adm file. This file will
//| contain simply the username, and character ID that was
//| removed. For those that are wondering why this might be.
//| Until the system itself deletes the character and items
//| at least we will have a listing of orphaned character in
//| game that a GM can use to locate, or even assign to another
//| account.
//o-----------------------------------------------------------------------------------------------o
SI08 cAccountClass::DelCharacter( UI16 wAccountID, UI08 nSlot )
{
// Do the simple here, save us some work
if( nSlot >= CHARACTERCOUNT )
return CDR_BADREQUEST;
// ok were going to need to get the respective blocked from the maps
MAPUSERNAMEID_ITERATOR I = m_mapUsernameIDMap.find(wAccountID);
if( I == m_mapUsernameIDMap.end() )
return CDR_CHARNOTFOUND;
CAccountBlock& actbID = I->second;
// Ok now that we have the ID Map block we can get the Username Block
MAPUSERNAME_ITERATOR J = m_mapUsernameMap.find(actbID.sUsername);
if( J == m_mapUsernameMap.end() )
return CDR_BADPASSWORD;
CAccountBlock& actbName=(*J->second);
// Check to see if this record has been flagged changed
// Edit: What's this supposed to do? All it does is prevent players from deleting their character on the first try... then it succeedes on the second try
/*if( actbID.bChanged )
{
I->second.bChanged = false;
return CDR_CHARISQUEUED;
}*/
// We have both blocks now. We should validate the slot, and make the changes
if( actbID.dwCharacters[nSlot] == INVALIDSERIAL || actbName.dwCharacters[nSlot] == INVALIDSERIAL )
return CDR_CHARNOTFOUND;
// We need to make a entry in the orphan.adm file for this block before we change it
std::string sTempPath(m_sAccountsDirectory);
if( sTempPath[sTempPath.length() - 1] == '\\' || sTempPath[sTempPath.length() - 1] == '/' )
sTempPath += "orphans.adm";
else
sTempPath += "/orphans.adm";
// First lets see if the file exists.
bool bOrphanHeader=false;
std::fstream fsOrphansADMTest(sTempPath.c_str(), std::ios::in);
if( !fsOrphansADMTest.is_open() )
bOrphanHeader = true;
fsOrphansADMTest.close();
// ok open the stream for append and add this record to the end of the file
std::fstream fsOrphansADM(sTempPath.c_str(), std::ios::out|std::ios::app);
if( !fsOrphansADM.is_open() )
return CDR_BADREQUEST;
// If this is a new file then we need to write the header first
if( bOrphanHeader )
{
WriteOrphanHeader(fsOrphansADM);
}
// Ok build then write what we need to the file
fsOrphansADM << actbID.sUsername << "=0x" << std::hex << actbID.dwCharacters[nSlot] << ","
<< (actbID.lpCharacters[nSlot] != nullptr ? actbID.lpCharacters[nSlot]->GetName() : "UNKNOWN") << ",0x"
<< (actbID.lpCharacters[nSlot] != nullptr ? actbID.lpCharacters[nSlot]->GetX() : 0) << ",0x"
<< (actbID.lpCharacters[nSlot] != nullptr ? actbID.lpCharacters[nSlot]->GetY() : 0) << "," << std::dec
<< (actbID.lpCharacters[nSlot] != nullptr ? (SI32)actbID.lpCharacters[nSlot]->GetZ() : (SI32)0) << std::endl;
fsOrphansADM.close();
// Ok there is something in this slot so we should remove it.
actbID.dwCharacters[nSlot] = actbName.dwCharacters[nSlot] = INVALIDSERIAL;
actbID.lpCharacters[nSlot] = actbName.lpCharacters[nSlot] = nullptr;
// need to reorder the accounts or have to change the addchar code to ignore invalid serials(earier here)
CAccountBlock actbScratch;
actbScratch.reset();
actbScratch = actbID;
SI32 kk = 0;
// Dont mind this loop, becuase we needed a copy of the data too we need to invalidate actbScracthes pointers, and indexs
for( UI08 ll = 0; ll < CHARACTERCOUNT; ++ll )
{
if( actbID.dwCharacters[ll] != INVALIDSERIAL && actbID.lpCharacters[ll] != nullptr )
{
// OK we keep this entry
actbScratch.dwCharacters[kk] = actbID.dwCharacters[ll];
actbScratch.lpCharacters[kk] = actbID.lpCharacters[ll];
kk += 1;
}
}
// Fill the rest with standard empty values.
UI08 jj = 0;
for( jj = kk; jj < CHARACTERCOUNT; ++jj )
{
actbScratch.dwCharacters[jj] = INVALIDSERIAL;
actbScratch.lpCharacters[jj] = nullptr;
}
// Now copy back out the info to the structures
for( jj = 0; jj < CHARACTERCOUNT; ++jj )
{
actbID.dwCharacters[jj] = actbName.dwCharacters[jj] = actbScratch.dwCharacters[jj];
actbID.lpCharacters[jj] = actbName.lpCharacters[jj] = actbScratch.lpCharacters[jj];
}
actbID.bChanged = actbName.bChanged = true;
// Now we have to put the values back into the maps
try
{
I->second = actbID;
[[maybe_unused]] MAPUSERNAMEID_ITERATOR Q = m_mapUsernameIDMap.find(actbID.wAccountIndex);
Save( false );
}
catch( ... )
{
return CDR_BADREQUEST;
}
return CDR_SUCCESS;
}
//o-----------------------------------------------------------------------------------------------o
//| Function - CAccountBlock& GetAccountByName( std::string sUsername )
//| Date - 12/19/2002 2:16:37 AM
//o-----------------------------------------------------------------------------------------------o
//| Purpose - Search the map for an account but the username that was specified.
//o-----------------------------------------------------------------------------------------------o
CAccountBlock& cAccountClass::GetAccountByName( std::string sUsername )
{
// Ok now we need to get the map blocks for this account.
MAPUSERNAME_ITERATOR I = m_mapUsernameMap.find(sUsername);
if( I != m_mapUsernameMap.end() )
{
CAccountBlock &actbName = (*I->second);
// Get the block from the ID map, so we can check that they are the same.
MAPUSERNAMEID_ITERATOR J = m_mapUsernameIDMap.find( actbName.wAccountIndex );
if( J != m_mapUsernameIDMap.end() )
{
CAccountBlock& actbID = J->second;
// Check to see that these both are equal where it counts.
if( actbID.sUsername == actbName.sUsername || actbID.sPassword == actbName.sPassword )
return actbName;
}
}
return actbInvalid;
}
//o-----------------------------------------------------------------------------------------------o
//| Function - CAccountBlock& cAccountClass::GetAccountByName( UI16 wAccountID )
//| Date - 12/19/2002 2:17:31 AM
//o-----------------------------------------------------------------------------------------------o
//| Purpose - Search the map for an account but the username that was specified.
//o-----------------------------------------------------------------------------------------------o
CAccountBlock& cAccountClass::GetAccountByID( UI16 wAccountID )
{
// Ok now we need to get the map blocks for this account.
MAPUSERNAMEID_ITERATOR I = m_mapUsernameIDMap.find(wAccountID);
if( I != m_mapUsernameIDMap.end() )
{
CAccountBlock &actbID = I->second;
// Get the block from the ID map, so we can check that they are the same.
MAPUSERNAME_ITERATOR J = m_mapUsernameMap.find( actbID.sUsername );
if( J != m_mapUsernameMap.end() )
{
CAccountBlock& actbName = (*J->second);
// Check to see that these both are equal where it counts.
if( actbID.sUsername == actbName.sUsername || actbID.sPassword == actbName.sPassword )
return actbID;
}
}
return actbInvalid;
}
//o-----------------------------------------------------------------------------------------------o
//| Function - UI16 Save( bool bForceLoad )
//| Date - 12/19/2002 2:45:39 AM
//o-----------------------------------------------------------------------------------------------o
//| Purpose - Save the contents of the internal structures out to a flat
//| file where it can be loaded later, and archived for later
//| use should a crash occur and the userfile is damaged. At
//| this stage this function will only write out the accounts.adm
//| file, even though the access.adm will still eventually
//| be used for server sharing.
//o-----------------------------------------------------------------------------------------------o
UI16 cAccountClass::Save( bool bForceLoad )
{
// Ok were not going to mess around. so we open truncate the file and write
std::string sTemp(m_sAccountsDirectory);
if( sTemp[sTemp.length()-1]=='\\'||sTemp[sTemp.length()-1]=='/' )
sTemp += "accounts.adm";
else
sTemp += "/accounts.adm";
sTemp = strutil::replaceSlash(sTemp);
// Ok we have the path, now open the file and start saving
std::fstream fsAccountsADM(sTemp.c_str(),std::ios::out|std::ios::trunc);
if( !fsAccountsADM.is_open() )
return 0x0000;
// OK first we need to write the header.
WriteAccountsHeader(fsAccountsADM);
// Now we need to iterate through each account block in the map, and save
MAPUSERNAMEID_ITERATOR CI;
for( CI = m_mapUsernameIDMap.begin();CI!=m_mapUsernameIDMap.end();++CI )
{
// Get a usable structure for this iterator
CAccountBlock& actbID = CI->second;
// Ok we are going to load up each username block from that map too for checking
MAPUSERNAME_ITERATOR JI = m_mapUsernameMap.find( actbID.sUsername );
CAccountBlock& actbName = (*JI->second);
// Check to make sure at least that the username and passwords match
if( actbID.sUsername != actbName.sUsername || actbID.sPassword != actbName.sPassword )
{
// there was an error between blocks
Console.error( strutil::format("Save(): Mismatch %s - %s (Duplicate username in accounts file?)", actbID.sUsername.c_str(), actbName.sUsername.c_str()) );
fsAccountsADM.close();
return 0xFFFF;
}
// Ok write this block to the file
WriteAccountSection( actbID, fsAccountsADM );
// Need to check to see if the path is valid.
std::fstream fsTest(actbID.sPath.c_str(),std::ios::in);
bool bPathExists=fsTest.is_open();
fsTest.close();
// Make sure that if there is no path that we make one
if( !actbID.sPath.length()||!bPathExists )
{
std::string sTempPath(m_sAccountsDirectory);
if( sTempPath[sTempPath.length()-1]=='\\'||sTempPath[sTempPath.length()-1]=='/' )
{
auto szTempBuff = strutil::lower( actbID.sUsername );
sTempPath += szTempBuff;
sTempPath += "/";
sTempPath = strutil::replaceSlash( sTempPath );
actbID.sPath = sTempPath;
}
else
{
auto szTempBuff = strutil::lower( actbID.sUsername );
sTempPath += "/";
sTempPath += szTempBuff;
sTempPath += "/";
sTempPath = strutil::replaceSlash( sTempPath );
actbID.sPath = sTempPath;
}
}
// Close the test path
// Ok now that we got here we need to make the directory, and create the username.uad file
if (!std::filesystem::exists(std::filesystem::path(actbID.sPath))) {
auto create_status = std::filesystem::create_directory(std::filesystem::path(actbID.sPath));
if (!create_status) {
Console.error( strutil::format("Save(): Couldn't create directory %s", actbID.sPath.c_str()));
fsAccountsADM << "// !!! Couldn't save .uad file !!!" << std::endl;
continue;
}
}
// Ok now thats finished. We need to do one last thing. Create the username.uad file in the account directory
std::string sUsernameUADPath(actbID.sPath);
if( sUsernameUADPath[sUsernameUADPath.length()-1]=='\\'||sUsernameUADPath[sUsernameUADPath.length()-1]=='/' )
{
sUsernameUADPath += actbID.sUsername;
sUsernameUADPath += ".uad";
}
else
{
sUsernameUADPath += "/";
sUsernameUADPath += actbID.sUsername;
sUsernameUADPath += ".uad";
}
// Fix the paths to make sure that all the characters are unified
sUsernameUADPath = strutil::replaceSlash(sUsernameUADPath);
// Open the file in APPEND to end mode.
std::fstream fsAccountsUAD(sUsernameUADPath.c_str(),std::ios::out|std::ios::trunc);
if( !fsAccountsUAD.is_open() )
{
// Ok we were unable to open the file so this user will not be added.
Console.error( strutil::format("Save(): Couldn't open file %s", sUsernameUADPath.c_str() ));
fsAccountsADM << "// !!! Couldn't save .uad file !!!" << std::endl;
continue;
}
// Ok we have to write the new username.uad file in the directory
WriteUADHeader(fsAccountsUAD,actbID);
// Ok write out the characters and the charcter names if we know them
for( UI08 ii = 0; ii < CHARACTERCOUNT; ++ii )
{
fsAccountsUAD << "CHARACTER-" << (ii+1) << " 0x" << std::hex << (actbID.dwCharacters[ii] != INVALIDSERIAL ? actbID.dwCharacters[ii]:INVALIDSERIAL) << " [" << (char*)(actbID.lpCharacters[ii] != nullptr ? actbID.lpCharacters[ii]->GetName().c_str() : "INVALID" ) << "]\n";
}
// Close the files since we dont need them anymore
fsAccountsUAD.close();
}
// Ok were done looping so we can close the file and return the count of accounts
fsAccountsADM.close();
return static_cast<UI16>(m_mapUsernameIDMap.size());
}
//o-----------------------------------------------------------------------------------------------o
//| Function - UI16 ImportAccounts( void )
//| Date - 4/30/2003 2:32:13 PM
//o-----------------------------------------------------------------------------------------------o
//| Purpose - Scan for a file with the name of "newaccounts.adm" and if
//| this file exists then parsed for the new accounts which
//| will be added to the internal account maps. If this file
//| does not exist then no action will take place and will
//| return 0. Otherwise this function will return the total
//| count of accounts that were added. Please note that the
//| file will be deleted after it is parsed, and duplicates
//| will not be allowed.
//|
//| NOTES - Format: user=username,password,flags,emailaddress
//|
//| Where:. Username, Password, Flags, and Email are all selfexplanitory.
//|
//o-----------------------------------------------------------------------------------------------o
UI16 cAccountClass::ImportAccounts( void )
{
// Prepare to load in the newaccounts.adm file. This file if it exists will contain new accounts to be added to the server.
std::string sImportAccounts(m_sAccountsDirectory);
sImportAccounts += (m_sAccountsDirectory[m_sAccountsDirectory.length()-1]=='\\'||m_sAccountsDirectory[m_sAccountsDirectory.length()-1]=='/')?"newaccounts.adm":"/newaccounts.adm";
sImportAccounts = strutil::replaceSlash(sImportAccounts);
// Check to see what version the current accounts.adm file is.
std::string sLine;
std::fstream fsInputAccountsTest( sImportAccounts.c_str(), std::ios::in );
if( !fsInputAccountsTest.is_open() )
{
// we were unable to load any accounts
return 0x0000;
}
// Now that we have a file, we want to read it, and add these accounts to the system
std::getline( fsInputAccountsTest, sLine );
sLine = strutil::trim( strutil::removeTrailing( sLine, "//" ));
UI16 wAccountCount = 0x0000;
UI16 wCurrentFlags = 0x0004;
while( !fsInputAccountsTest.eof() && !fsInputAccountsTest.fail() )
{
// Process each Line read in from the accounts.adm file. Handle Comments first
if( sLine.empty() || sLine.length() == 0 )
{
std::getline( fsInputAccountsTest, sLine );
sLine = strutil::trim( strutil::removeTrailing( sLine, "//" ));
continue;
}
auto esecs = strutil::sections( sLine, "=" );
auto l = strutil::trim( strutil::removeTrailing( esecs[0], "//" ));
auto r = strutil::trim( strutil::removeTrailing( esecs[1], "//" ));
if( l == "USER" )
{
// OK we have an account to import, start parsing it.
std::string user, pass;
auto csecs = strutil::sections( r, "," );
user = strutil::trim( strutil::removeTrailing( csecs[0], "//" ));
if( csecs.size() > 1 )
{
pass = strutil::trim( strutil::removeTrailing( csecs[1], "//" ));
}
if( user.empty() || user.length() == 0 || pass.empty() || pass.length() == 0 )
{
// error there are no NULLS allowed for usernames, passwords. So we move to the next.
// NOTE! This record will be dropped onces parsing is completed as file is deleted.
std::getline( fsInputAccountsTest, sLine );
sLine = strutil::trim( strutil::removeTrailing( sLine, "//" ));
continue;
}
std::string flags;
if( csecs.size() > 2 )
{
flags = strutil::trim( strutil::removeTrailing( csecs[2], "//" ));
}
// Set flags to a default value. and in this case I believe that its 0x00000004
if( flags.empty() || flags.length() == 0 )
{
wCurrentFlags = 0x0000;
}
else
{
wCurrentFlags = static_cast<UI16>(std::stoul(flags, nullptr, 0));
}
std::string email;
if( csecs.size() > 3 )
{
email = strutil::trim( strutil::removeTrailing( csecs[3], "//" ));
}
if( email.empty() || email.length() == 0 )
{
email = "N/A";
}
if( AddAccount( user, pass, email, wCurrentFlags ) == 0x0000 )
{
// As requested we are going to stuff back accounts into their own file
std::string sOutputBadAccounts(m_sAccountsDirectory);
sOutputBadAccounts += (m_sAccountsDirectory[m_sAccountsDirectory.length()-1]=='\\'||m_sAccountsDirectory[m_sAccountsDirectory.length()-1]=='/')?"failed_accounts.log":"/failed_accounts.log";
sOutputBadAccounts = strutil::replaceSlash(sOutputBadAccounts);
// Open the file and append this to the end
std::fstream fsOutputBadAccounts(sOutputBadAccounts.c_str(),std::ios::app);
if( !fsOutputBadAccounts.is_open() )
{
// The bad accounts file wasn't writable or something so were going to skip it
std::getline( fsInputAccountsTest, sLine );
sLine = strutil::trim( strutil::removeTrailing( sLine, "//" ));
continue;
}
// Write the failed line to the file
fsOutputBadAccounts << sLine << std::endl;
fsOutputBadAccounts.close();
// OK there was a problem entering this accounts into the system. Possibly a duplicate? or Other issues
Console << "NOTICE: New account was not processed. Please see failed_accounts.log for details." << myendl;
std::getline( fsInputAccountsTest, sLine );
sLine = strutil::trim( strutil::removeTrailing( sLine, "//" ));
continue;
}
wAccountCount++;
}
// Need to make sure we get the next line
std::getline( fsInputAccountsTest, sLine );
sLine = strutil::trim( strutil::removeTrailing( sLine, "//" ));
}
// Make sure to close the file
fsInputAccountsTest.close();
// No that we have this step completed, we need to empty the file, and write a header
std::fstream fsWriteHeader( sImportAccounts.c_str(), std::ios::out );
if( !fsWriteHeader.is_open() )
{
// we were unable to load any accounts
return wAccountCount;
}
// Write the header and close.
WriteImportHeader( fsWriteHeader );
fsWriteHeader.close();
// Return total of accounts that were successfully added
return wAccountCount;
}
//o-----------------------------------------------------------------------------------------------o
//| Function - MAPUSERNAME_ITERATOR Begin( void )
//| Date - 1/14/2003 5:47:28 AM
//o-----------------------------------------------------------------------------------------------o
//| Purpose - Returns the First iterator in a set. If there is no record
//| then END() will be returned. This function will set the
//| internal Iterator to the first record or will indicate
//| end().
//o-----------------------------------------------------------------------------------------------o
MAPUSERNAMEID_ITERATOR& cAccountClass::begin( void )
{
I = m_mapUsernameIDMap.begin();
return I;
}
//o-----------------------------------------------------------------------------------------------o
//| Function - MAPUSERNAME_ITERATOR End( void )
//| Date - 1/14/2003 5:48:32 AM
//o-----------------------------------------------------------------------------------------------o
//| Purpose - Returns the Last iterator in a set. This function forces
//| the internal iterator to one past the last record. It
//| will also return End() as a result.
//o-----------------------------------------------------------------------------------------------o
MAPUSERNAMEID_ITERATOR& cAccountClass::end( void )
{
I = m_mapUsernameIDMap.end();
return I;
}
//o-----------------------------------------------------------------------------------------------o
//| Function - MAPUSERNAMEID_ITERATOR& Last( void )
//| Date - 1/14/2003 6:03:22 AM
//o-----------------------------------------------------------------------------------------------o
//| Purpose - For those that need a means to get the last valid record
//| in the container, without having to process the Iterator
//| and back it up one record. By default the map will return
//| end() when there is no record to return for us.
//|
//| NOTE: This will update the current internal iterator to
//| the last record as well.
//o-----------------------------------------------------------------------------------------------o
MAPUSERNAMEID_ITERATOR& cAccountClass::last( void )
{
I = m_mapUsernameIDMap.end();
--I;
return I;
}
//o-----------------------------------------------------------------------------------------------o
//| Function - cAccountClass& cAccountClass::operator++()
//| cAccountClass& cAccountClass::operator--(SI32)
//| Date - 1/14/2003 5:33:13 AM
//o-----------------------------------------------------------------------------------------------o
//| Purpose - Use this operators to control the internal iterator that
//| points into the UsernameID map. This will work only on
//| this map. It will be assumed that the UsernameMap will
//| be matching this exactally.
//o-----------------------------------------------------------------------------------------------o
cAccountClass& cAccountClass::operator++()
{
// just increment I, the rest will be handled internally
I++;
return (*this);
}
//
cAccountClass& cAccountClass::operator--(SI32)
{
I--;
return (*this);
}
//o-----------------------------------------------------------------------------------------------o
//| Function - void AccountsHeader( fstream &fsOut )
//| Date - 12/19/2002 2:56:36 AM
//o-----------------------------------------------------------------------------------------------o
//| Purpose - Writes the Accounts.Adm header to the specified output
//| stream.
//o-----------------------------------------------------------------------------------------------o
void cAccountClass::WriteAccountsHeader( std::fstream &fsOut )
{
fsOut << "//AV3.0" << "-UV" << CVersionClass::GetVersion() << "-BD" << CVersionClass::GetBuild() << "-DS" << time(nullptr) << "-ED" << CVersionClass::GetRealBuild() << std::endl;
fsOut << "//------------------------------------------------------------------------------" << std::endl;
fsOut << "//accounts.adm[TEXT] : UOX3 uses this file for shared accounts access between servers" << std::endl;
fsOut << "//" << std::endl;
fsOut << "// Format: " << std::endl;
fsOut << "// SECTION ACCOUNT 0" << std::endl;
fsOut << "// {" << std::endl;
fsOut << "// NAME username" << std::endl;
fsOut << "// PASS password" << std::endl;
fsOut << "// FLAGS 0x0000" << std::endl;
fsOut << "// PATH c:/uox3/Accounts/path2userdata/" << std::endl;
fsOut << "// TIMEBAN 0" << std::endl;
fsOut << "// LASTIP 127.0.0.1" << std::endl;
fsOut << "// CONTACT NONE" << std::endl;
fsOut << "// CHARACTER-1 0xffffffff" << std::endl;
fsOut << "// CHARACTER-2 0xffffffff" << std::endl;
fsOut << "// CHARACTER-3 0xffffffff" << std::endl;
fsOut << "// CHARACTER-4 0xffffffff" << std::endl;
fsOut << "// CHARACTER-5 0xffffffff" << std::endl;
fsOut << "// CHARACTER-6 0xffffffff" << std::endl;
fsOut << "// CHARACTER-7 0xffffffff" << std::endl;
fsOut << "// }" << std::endl;
fsOut << "//" << std::endl;
fsOut << "// FLAGS: " << std::endl;
fsOut << "// Bit: 0x0001) Banned 0x0002) Suspended 0x0004) Public 0x0008) Currently Logged In" << std::endl;
fsOut << "// 0x0010) Char-1 Blocked 0x0020) Char-2 Blocked 0x0040) Char-3 Blocked 0x0080) Char-4 Blocked" << std::endl;
fsOut << "// 0x0100) Char-5 Blocked 0x0200) Char-6 Blocked 0x0400) Char-7 Blocked 0x0800) Unused" << std::endl;
fsOut << "// 0x1000) Unused 0x2000) Seer 0x4000) Counselor 0x8000) GM Account" << std::endl;
fsOut << "//" << std::endl;
fsOut << "// TIMEBAN: " << std::endl;
fsOut << "// This would be the end date of a timed ban." << std::endl;
fsOut << "//" << std::endl;
fsOut << "// CONTACT: " << std::endl;
fsOut << "// Usually this is the email address, but can be used as a comment or ICQ" << std::endl;
fsOut << "//" << std::endl;
fsOut << "// LASTIP: " << std::endl;
fsOut << "// The last IP this account was used from." << std::endl;
fsOut << "//------------------------------------------------------------------------------" << std::endl;
}
//o-----------------------------------------------------------------------------------------------o
//| Function - void WriteAccessHeader( std::fstream &fsOut )
//o-----------------------------------------------------------------------------------------------o
//| Purpose - Writes the Access.Adm header to the specified output stream.
//o-----------------------------------------------------------------------------------------------o
void cAccountClass::WriteAccessHeader( std::fstream &fsOut )
{
fsOut << "//SA3.0" << "-UV" << CVersionClass::GetVersion() << "-BD" << CVersionClass::GetBuild() << "-DS" << time(nullptr) << "-ED" << CVersionClass::GetRealBuild() << std::endl;
fsOut << "//------------------------------------------------------------------------------" << std::endl;
fsOut << "//access.adm[TEXT] : UOX3 uses this file for shared accounts access between servers" << std::endl;
fsOut << "// " << std::endl;
fsOut << "// Format: " << std::endl;
fsOut << "// SECTION ACCESS 0" << std::endl;
fsOut << "// {" << std::endl;
fsOut << "// NAME username" << std::endl;
fsOut << "// PASS password" << std::endl;
fsOut << "// PATH c:/uox3/Accounts/path2userdata/" << std::endl;
fsOut << "// FLAGS 0x0000" << std::endl;
fsOut << "// CONTACT NONE" << std::endl;
fsOut << "// }" << std::endl;
fsOut << "//" << std::endl;
fsOut << "// FLAGS: " << std::endl;
fsOut << "// Bit: 0x0001) Banned 0x0002) Suspended 0x0004) Public 0x0008) Currently Logged In" << std::endl;
fsOut << "// 0x0010) Char-1 Blocked 0x0020) Char-2 Blocked 0x0040) Char-3 Blocked 0x0080) Char-4 Blocked" << std::endl;
fsOut << "// 0x0100) Char-5 Blocked 0x0200) Char-6 Blocked 0x0400) Char-7 Blocked 0x0800) Unused" << std::endl;
fsOut << "// 0x1000) Unused 0x2000) Seer 0x4000) Counselor 0x8000) GM Account" << std::endl;
fsOut << "//------------------------------------------------------------------------------" << std::endl;
}
//o-----------------------------------------------------------------------------------------------o
//| Function - void WriteOrphanHeader( std::fstream &fsOut )
//o-----------------------------------------------------------------------------------------------o
//| Purpose - Writes the Orphan.Adm header to the specified output stream.
//o-----------------------------------------------------------------------------------------------o
void cAccountClass::WriteOrphanHeader( std::fstream &fsOut )
{
fsOut << "//OI3.0" << "-UV" << CVersionClass::GetVersion() << "-BD" << CVersionClass::GetBuild() << "-DS" << time(nullptr) << "-ED" << CVersionClass::GetRealBuild() << "\n";
fsOut << "//------------------------------------------------------------------------------" << std::endl;
fsOut << "// Orphans.Adm " << std::endl;
fsOut << "//------------------------------------------------------------------------------" << std::endl;
fsOut << "// UOX3 uses this file to store any characters that have been removed from" << std::endl;
fsOut << "// an account. They are stored here so there is some history of user deltions" << std::endl;
fsOut << "// of their characters. At best the co-ordinate may be available." << std::endl;
fsOut << "// Name, X/Y/Z values if available will be displayed to ease locating trouble" << std::endl;
fsOut << "// users, and where they deleted their characters last." << std::endl;
fsOut << "// " << std::endl;
fsOut << "// The format is as follows:" << std::endl;
fsOut << "// " << std::endl;
fsOut << "// username=ID,CharacterName,X,Y,Z" << std::endl;
fsOut << "// " << std::endl;
fsOut << "// NOTE: CharacterName, and Coordinates may not be available." << std::endl;
fsOut << "//------------------------------------------------------------------------------\n";
}
//o-----------------------------------------------------------------------------------------------o
//| Function - void WriteUADHeader( std::fstream &fsOut, CAccountBlock& actbTemp )
//o-----------------------------------------------------------------------------------------------o
//| Purpose - Writes the Username.uad header to the specified output stream.
//o-----------------------------------------------------------------------------------------------o
void cAccountClass::WriteUADHeader( std::fstream &fsOut, CAccountBlock& actbTemp )
{
fsOut << "//AI3.0" << "-UV" << CVersionClass::GetVersion() << "-BD" << CVersionClass::GetBuild() << "-DS" << time(nullptr) << "-ED" << CVersionClass::GetRealBuild() << std::endl;
fsOut << "//------------------------------------------------------------------------------" << std::endl;
fsOut << "// UAD Path: " << actbTemp.sPath << std::endl;
fsOut << "//------------------------------------------------------------------------------" << std::endl;
fsOut << "// UOX3 uses this file to store any extra administration info\n";
fsOut << "//------------------------------------------------------------------------------" << std::endl;
fsOut << "ID " << actbTemp.wAccountIndex << std::endl;
fsOut << "NAME " << actbTemp.sUsername << std::endl;
fsOut << "PASS " << actbTemp.sPassword << std::endl;
fsOut << "BANTIME " << std::hex << "0x" << actbTemp.wTimeBan << std::dec << std::endl;
fsOut << "LASTIP " << (SI32)((actbTemp.dwLastIP&0xFF000000)>>24) << "." << (SI32)((actbTemp.dwLastIP&0x00FF0000)>>16) << "." << (SI32)((actbTemp.dwLastIP&0x0000FF00)>>8) << "." << (SI32)((actbTemp.dwLastIP&0x000000FF)%256) << std::endl;
fsOut << "CONTACT " << actbTemp.sContact << std::endl;
fsOut << "//------------------------------------------------------------------------------" << std::endl;
}
//o-----------------------------------------------------------------------------------------------o
//| Function - void WriteImportHeader( std::fstream &fsOut )
//o-----------------------------------------------------------------------------------------------o
//| Purpose - Writes the Username.uad header to the specified output stream.
//o-----------------------------------------------------------------------------------------------o
void cAccountClass::WriteImportHeader( std::fstream &fsOut )
{
fsOut << "//AIMP3.0" << "-UV" << CVersionClass::GetVersion() << "-BD" << CVersionClass::GetBuild() << "-DS" << time(nullptr) << "-ED" << CVersionClass::GetRealBuild() << std::endl;
fsOut << "//------------------------------------------------------------------------------" << std::endl;
fsOut << "// UOX3 uses this file to store new accounts that are to be imported on the next" << std::endl;
fsOut << "// time the server does a world save, or world load." << std::endl;
fsOut << "//------------------------------------------------------------------------------" << std::endl;
fsOut << "// FORMAT: " << std::endl;
fsOut << "//" << std::endl;
fsOut << "// USER=username,password,flags,contact" << std::endl;
fsOut << "//" << std::endl;
fsOut << "// WHERE: username - Username of the accounts to create." << std::endl;
fsOut << "// password - Password of the account to create." << std::endl;
fsOut << "// flags - See accounts.adm for correct flag values." << std::endl;
fsOut << "// contact - Usually this is the email address, but can be used as a comment or ICQ" << std::endl;
fsOut << "//" << std::endl;
fsOut << "// NOTE: Flags, and contact values are not required, defaults will be used." << std::endl;
fsOut << "// NOTE: Please ensure you press ENTER after your last line for proper loading." << std::endl;
fsOut << "//------------------------------------------------------------------------------" << std::endl;
}