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//============================================================================= // AccessControl. // // AccessControl is a helper class for GameInfo. // The AccessControl class determines whether or not the player is allowed to // login in the PreLogin() function, and also controls whether or not a player // can enter as a spectator or a game administrator. // //============================================================================= class AccessControl extends Info; var globalconfig string IPPolicies[50]; var localized string IPBanned; var localized string WrongPassword; var localized string NeedPassword; var class<Admin> AdminClass; var private globalconfig string AdminPassword; // Password to receive bAdmin privileges. var private globalconfig string GamePassword; // Password to enter game. function SetAdminPassword(string P) { AdminPassword = P; SaveConfig(); } function SetGamePassword(string P) { GamePassword = P; SaveConfig(); } function Kick( string S ) { local PlayerController P; ForEach DynamicActors(class'PlayerController', P) if ( P.PlayerReplicationInfo.PlayerName~=S && (NetConnection(P.Player)!=None) ) { P.Destroy(); return; } } function KickBan( string S ) { local PlayerController P; local string IP; local int j; ForEach DynamicActors(class'PlayerController', P) if ( P.PlayerReplicationInfo.PlayerName~=S && (NetConnection(P.Player)!=None) ) { IP = P.GetPlayerNetworkAddress(); if( CheckIPPolicy(IP) ) { IP = Left(IP, InStr(IP, ":")); Log("Adding IP Ban for: "$IP); for(j=0;j<50;j++) if( IPPolicies[j] == "" ) break; if(j < 50) IPPolicies[j] = "DENY,"$IP; SaveConfig(); } P.Destroy(); return; } } function bool AdminLogin( PlayerController P, string Password ) { if (AdminPassword == "") return false; if (Password == AdminPassword) { Log("Administrator logged in."); Level.Game.Broadcast( P, P.PlayerReplicationInfo.PlayerName$"logged in as a server administrator." ); return true; } return false; } // // Accept or reject a player on the server. // Fails login if you set the Error to a non-empty string. // event PreLogin ( string Options, string Address, out string Error, out string FailCode, bool bSpectator ) { // Do any name or password or name validation here. local string InPassword, SpectatorClass; Error=""; InPassword = Level.Game.ParseOption( Options, "Password" ); if( (Level.NetMode != NM_Standalone) && Level.Game.AtCapacity(bSpectator) ) { Error=Level.Game.GameMessageClass.Default.MaxedOutMessage; } else if ( GamePassword!="" && caps(InPassword)!=caps(GamePassword) && (AdminPassword=="" || caps(InPassword)!=caps(AdminPassword)) ) { if( InPassword == "" ) { Error = NeedPassword; FailCode = "NEEDPW"; } else { Error = WrongPassword; FailCode = "WRONGPW"; } } if(!CheckIPPolicy(Address)) Error = IPBanned; } function bool CheckIPPolicy(string Address) { local int i, j, LastMatchingPolicy; local string Policy, Mask; local bool bAcceptAddress, bAcceptPolicy; // strip port number j = InStr(Address, ":"); if(j != -1) Address = Left(Address, j); bAcceptAddress = True; for(i=0; i<50 && IPPolicies[i] != ""; i++) { j = InStr(IPPolicies[i], ","); if(j==-1) continue; Policy = Left(IPPolicies[i], j); Mask = Mid(IPPolicies[i], j+1); if(Policy ~= "ACCEPT") bAcceptPolicy = True; else if(Policy ~= "DENY") bAcceptPolicy = False; else continue; j = InStr(Mask, "*"); if(j != -1) { if(Left(Mask, j) == Left(Address, j)) { bAcceptAddress = bAcceptPolicy; LastMatchingPolicy = i; } } else { if(Mask == Address) { bAcceptAddress = bAcceptPolicy; LastMatchingPolicy = i; } } } if(!bAcceptAddress) Log("Denied connection for "$Address$" with IP policy "$IPPolicies[LastMatchingPolicy]); return bAcceptAddress; } defaultproperties { IPPolicies(0)="ACCEPT,*" IPBanned="Your IP address has been banned on this server." WrongPassword="The password you entered is incorrect." NeedPassword="You need to enter a password to join this game." AdminClass=Class'Engine.Admin' UseReticleOnEvents(0)="UseReticleText" UseReticleOnEvents(1)="UseReticleCorners" UseReticleOnEvents(2)="UseReticleTopBars" ProximityReticleOnEvents(0)="ProximityReticleCorners" ProximityReticleOnEvents(1)="ProximityReticleTopBars" } |
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