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// ==================================================================== // Class: XAdmin.xAdminConfigIni // Parent: Engine.xAdminConfigBase // // Retains the list of Admin Users and Groups and keeps them into an // Ini file. // ==================================================================== class xAdminConfigIni extends xAdminConfigBase Config(xAdmin) ParseConfig; struct AdminUser { var string AdminName; var string Password; var string Privileges; var array<string> Groups; // A User can be part of multiple groups var array<string> ManagedGroups; }; struct AdminGroup { var string GroupName; var string Privileges; var byte GameSecLevel; }; var config array<AdminUser> AdminUsers; var config array<AdminGroup> AdminGroups; // TODO: Define when it should return false static function bool Load(xAdminUserList Users, xAdminGroupList Groups, bool bDontAddDefaultAdmin) { local int i; local xAdminUser NewUser; local xAdminGroup NewGroup; local AdminUser User; local AdminGroup Group; local bool bDirty; Log("Loading Admins & Groups"); // Start with converting groups for (i = 0; i<Default.AdminGroups.Length; i++) { // Make sure a group wasnt already added with a given name (manual tampering of ini file) Group = Default.AdminGroups[i]; if (Groups.FindByName(Group.GroupName) == None) { NewGroup = Groups.CreateGroup(Group.GroupName, Group.Privileges, Group.GameSecLevel); Groups.Add(NewGroup); } } // If there are No Groups, Create a default Group (Admin) if (Groups.Count() == 0 || Groups.FindByName("Admin") == None) { Log("Creating Admin Group"); Groups.Add(Groups.CreateGroup("Admin", "", 255)); Groups.Add(Groups.CreateGroup("MatchSetup", "Xm", 240)); bDirty = true; } // Then, convert each User for (i = 0; i<Default.AdminUsers.Length; i++) { // Make sure that a user with that name wasnt already added User = Default.AdminUsers[i]; if (Users.FindByName(User.AdminName) == None) { NewUser = Users.Create(User.AdminName, User.Password, User.Privileges); if (NewUser != None) { NewUser.AddGroupsByName(Groups, User.Groups); NewUser.AddManagedGroupsByName(Groups, User.ManagedGroups); Users.Add(NewUser); } } } // if there are no Users, Create a default User (Admin) if (Users.Count() == 0 && !bDontAddDefaultAdmin) { NewUser = Users.Create("Admin", "Admin", ""); NewUser.AddGroup(Groups.FindByName("Admin")); Users.Add(NewUser); bDirty = true; } if (bDirty) Save(Users, Groups); return true; } static function bool Save(xAdminUserList Users, xAdminGroupList Groups) { local int i, j, GrpLen, UserLen; local xAdminUser User; local xAdminGroup Group; // Fix the sizes of the current structure lists Default.AdminUsers.Length = Users.Count(); Default.AdminGroups.Length = Groups.Count(); // Rebuild the list of AdminGroups based on current internal list GrpLen = 0; for (i=0; i<Groups.Count(); i++) { Group = Groups.Get(i); if (Group.GroupName != "URL::Admin") { Default.AdminGroups[GrpLen].GroupName = Group.GroupName; Default.AdminGroups[GrpLen].Privileges = Group.Privileges; Default.AdminGroups[GrpLen].GameSecLevel = Group.GameSecLevel; GrpLen++; } } Default.AdminGroups.Length = GrpLen; // Rebuild the list of AdminUsers based on current internal list UserLen = 0; for (i=0; i<Users.Count(); i++) { User = Users.Get(i); if (User.GetGroup("URL::Admin") == None) { Default.AdminUsers[UserLen].AdminName = User.UserName; Default.AdminUsers[UserLen].Password = User.Password; Default.AdminUsers[UserLen].Privileges = User.Privileges; if (User.Groups != None && User.Groups.Count() > 0) { Default.AdminUsers[UserLen].Groups.Length = User.Groups.Count(); for (j = 0; j<User.Groups.Count(); j++) Default.AdminUsers[UserLen].Groups[j] = User.Groups.Get(j).GroupName; } if (User.ManagedGroups != None && User.ManagedGroups.Count() > 0) { Default.AdminUsers[UserLen].ManagedGroups.Length = User.ManagedGroups.Count(); for (j = 0; j<User.ManagedGroups.Count(); j++) Default.AdminUsers[UserLen].ManagedGroups[j] = User.ManagedGroups.Get(j).GroupName; } UserLen++; } } Default.AdminUsers.Length = UserLen; StaticSaveConfig(); return true; } defaultproperties { } |
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