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whitelist.lua
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whitelist.lua
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-- whitelist.lua
-- Implements the whitelist-related commands, console commands, API and storage
--- The SQLite handle to the whitelist database:
local WhitelistDB
--- Global flag whether whitelist is enabled:
local g_IsWhitelistEnabled = false
--- Loads the config from the DB
-- If any value cannot be read, it is kept unchanged
local function LoadConfig()
-- Read the g_IsWhitelistEnabled value:
WhitelistDB:ExecuteStatement(
"SELECT Value FROM WhitelistConfig WHERE Name='isEnabled'",
{},
function (a_Val)
g_IsWhitelistEnabled = (a_Val["Value"] == "true")
end
)
end
--- Saves the current config into the DB
local function SaveConfig()
-- Remove the value, if it exists:
WhitelistDB:ExecuteStatement(
"DELETE FROM WhitelistConfig WHERE Name='isEnabled'", {}
)
-- Insert the current value:
WhitelistDB:ExecuteStatement(
"INSERT INTO WhitelistConfig(Name, Value) VALUES ('isEnabled', ?)",
{ tostring(g_IsWhitelistEnabled) }
)
end
--- API: Adds the specified player to the whitelist
-- Resolves the player UUID, if needed, but only through cache, not to block
-- Returns true on success, false and optional error message on failure
function AddPlayerToWhitelist(a_PlayerName, a_WhitelistedBy)
-- Check params:
assert(type(a_PlayerName) == "string")
assert(type(a_WhitelistedBy) == "string")
-- Resolve the player name to OfflineUUID and possibly OnlineUUID (if server is in online mode):
local UUID = ""
if (cRoot:Get():GetServer():ShouldAuthenticate()) then
UUID = cMojangAPI:GetUUIDFromPlayerName(a_PlayerName, true)
-- If the UUID cannot be resolved, leave it as an empty string, it will be resolved on next startup / eventually
end
local OfflineUUID = cClientHandle:GenerateOfflineUUID(a_PlayerName)
-- Insert into DB:
return WhitelistDB:ExecuteStatement(
"INSERT INTO WhitelistNames (Name, UUID, OfflineUUID, Timestamp, WhitelistedBy) VALUES (?, ?, ?, ?, ?)",
{
a_PlayerName, UUID, OfflineUUID,
os.time(), a_WhitelistedBy,
}
)
end
--- API: Checks if the player is whitelisted
-- Returns true if whitelisted, false if not
-- Uses UUID for the check, and the playername with an empty UUID for a secondary check
function IsPlayerWhitelisted(a_PlayerUUID, a_PlayerName)
-- Check params:
assert(type(a_PlayerUUID) == "string")
assert(type(a_PlayerName) == "string")
local UUID = a_PlayerUUID
if (UUID == "") then
-- There is no UUID supplied for the player, do not search by the UUID by using a dummy impossible value:
UUID = "DummyImpossibleValue"
end
-- Query the DB:
local offlineUUID = cClientHandle:GenerateOfflineUUID(a_PlayerName)
local isWhitelisted
assert(WhitelistDB:ExecuteStatement(
[[
SELECT Name FROM WhitelistNames WHERE
(UUID = ?) OR
(OfflineUUID = ?) OR
((UUID = '') AND (Name = ?))
]],
{ UUID, offlineUUID, a_PlayerName },
function (a_Row)
isWhitelisted = true
end
))
return isWhitelisted
end
--- API: Returns true if whitelist is enabled
function IsWhitelistEnabled()
return g_IsWhitelistEnabled
end
--- Returns a sorted array-table of all whitelisted players' names
function ListWhitelistedPlayerNames()
local res = {}
WhitelistDB:ExecuteStatement(
"SELECT Name FROM WhitelistNames ORDER BY Name", {},
function (a_Columns)
table.insert(res, a_Columns["Name"])
end
)
return res
end
--- Returns an array-table of all whitelisted players, sorted by player name
-- Each item is a table with the Name, OnlineUUID, OfflineUUID, Date and WhitelistedBy values
function ListWhitelistedPlayers()
local res = {}
WhitelistDB:ExecuteStatement(
"SELECT * FROM WhitelistNames ORDER BY Name", {},
function (a_Columns)
table.insert(res, a_Columns)
end
)
return res
end
--- API: Removes the specified player from the whitelist
-- No action if the player is not whitelisted
-- Returns true on success, false and optional error message on failure
function RemovePlayerFromWhitelist(a_PlayerName)
-- Check params:
assert(type(a_PlayerName) == "string")
-- Remove from the DB:
return WhitelistDB:ExecuteStatement(
"DELETE FROM WhitelistNames WHERE Name = ?",
{ a_PlayerName }
)
end
--- API: Disables the whitelist
-- After this call, any player can connect to the server
function WhitelistDisable()
g_IsWhitelistEnabled = false
SaveConfig()
end
--- API: Enables the whitelist
-- After this call, only whitelisted players can connect to the server
function WhitelistEnable()
g_IsWhitelistEnabled = true
SaveConfig()
end
--- Resolves the UUIDs for players that don't have their UUIDs in the DB
-- This may happen when whitelisting a player who never connected to the server and thus is not yet cached in the UUID lookup
local function ResolveUUIDs()
-- If the server is offline, bail out:
if not(cRoot:Get():GetServer():ShouldAuthenticate()) then
return
end
-- Collect the names of players without their UUIDs:
local NamesToResolve = {}
WhitelistDB:ExecuteStatement(
"SELECT Name From WhitelistNames WHERE UUID = ''", {},
function (a_Columns)
table.insert(NamesToResolve, a_Columns["PlayerName"])
end
)
if (#NamesToResolve == 0) then
return
end
-- Resolve the names:
LOGINFO("Resolving player UUIDs in the whitelist from Mojang servers. This may take a while...")
local ResolvedNames = cMojangAPI:GetUUIDsFromPlayerNames(NamesToResolve)
LOGINFO("Resolving finished.")
-- Update the names in the DB:
for name, uuid in pairs(ResolvedNames) do
WhitelistDB:ExecuteStatement(
"UPDATE WhitelistNames SET UUID = ? WHERE PlayerName = ?",
{ uuid, name }
)
end
end
--- If whitelist is disabled, sends a message to the specified player (or console if nil)
local function NotifyWhitelistStatus(a_Player)
-- Nothing to notify if the whitelist is enabled:
if (g_IsWhitelistEnabled) then
return
end
-- Send the notification msg to player / console:
if (a_Player == nil) then
LOG("Note: Whitelist is disabled. Use the \"whitelist on\" command to enable.")
else
a_Player:SendMessageInfo("Note: Whitelist is disabled. Use the \"/whitelist on\" command to enable.")
end
end
--- If whitelist is empty, sends a notification to the specified player (or console if nil)
-- Assumes that the whitelist is enabled
local function NotifyWhitelistEmpty(a_Player)
-- Check if whitelist is empty:
local numWhitelisted
local isSuccess, msg = WhitelistDB:ExecuteStatement(
"SELECT COUNT(*) AS c FROM WhitelistNames",
{},
function (a_Values)
numWhitelisted = a_Values["c"]
end
)
if (not (isSuccess) or (type(numWhitelisted) ~= "number") or (numWhitelisted > 0)) then
return
end
-- Send the notification msg to player / console:
if (a_Player == nil) then
LOGINFO("Note: Whitelist is empty. No player can connect to the server now. Use the \"whitelist add\" command to add players to whitelist.")
else
a_Player:SendMessageInfo("Note: Whitelist is empty. No player can connect to the server now. Use the \"/whitelist add\" command to add players to whitelist.")
end
end
function HandleWhitelistAddCommand(a_Split, a_Player)
-- Check params:
if (a_Split[3] == nil) then
SendMessage(a_Player, "Usage: " .. a_Split[1] .. " add <player>")
return true
end
local playerName = a_Split[3]
-- Add the player to the whitelist:
local isSuccess, msg = AddPlayerToWhitelist(playerName, a_Player:GetName())
if not(isSuccess) then
SendMessageFailure(a_Player, "Cannot whitelist " .. playerName .. ": " .. (msg or "<unknown error>"))
return true
end
-- Notify success:
LOGINFO(a_Player:GetName() .. " added " .. playerName .. " to whitelist.")
SendMessageSuccess(a_Player, "Successfully added " .. playerName .. " to whitelist.")
NotifyWhitelistStatus(a_Player)
return true
end
function HandleWhitelistListCommand(a_Split, a_Player)
if (IsWhitelistEnabled()) then
a_Player:SendMessageSuccess("Whitelist is enabled")
else
a_Player:SendMessageSuccess("Whitelist is disabled")
end
local players = ListWhitelistedPlayerNames()
table.sort(players)
a_Player:SendMessageSuccess(table.concat(players, ", "))
return true
end
function HandleWhitelistOffCommand(a_Split, a_Player)
g_IsWhitelistEnabled = true
SaveConfig()
a_Player:SendMessageSuccess("Whitelist is disabled.")
return true
end
function HandleWhitelistOnCommand(a_Split, a_Player)
g_IsWhitelistEnabled = true
SaveConfig()
a_Player:SendMessageSuccess("Whitelist is enabled.")
NotifyWhitelistEmpty(a_Player)
return true
end
function HandleWhitelistRemoveCommand(a_Split, a_Player)
-- Check params:
if ((a_Split[3] == nil) or (a_Split[4] ~= nil)) then
SendMessage(a_Player, "Usage: " .. a_Split[1] .. " remove <player>")
return true
end
local playerName = a_Split[3]
-- Remove the player from the whitelist:
local isSuccess, msg = RemovePlayerFromWhitelist(playerName)
if not(isSuccess) then
SendMessageFailure(a_Player, "Cannot unwhitelist " .. playerName .. ": " .. (msg or "<unknown error>"))
return true
end
-- Notify success:
LOGINFO(a_Player:GetName() .. " removed " .. playerName .. " from whitelist.")
SendMessageSuccess(a_Player, "Removed " .. playerName .. " from whitelist.")
NotifyWhitelistStatus(a_Player)
return true
end
function HandleConsoleWhitelistAdd(a_Split)
-- Check params:
if (a_Split[3] == nil) then
return true, "Usage: " .. a_Split[1] .. " add <player>"
end
local playerName = a_Split[3]
-- Whitelist the player:
local isSuccess, msg = AddPlayerToWhitelist(playerName, "<console>")
if not(isSuccess) then
return true, "Cannot whitelist " .. playerName .. ": " .. (msg or "<unknown error>")
end
-- Notify success:
NotifyWhitelistStatus()
return true, "You added " .. playerName .. " to whitelist."
end
function HandleConsoleWhitelistList(a_Split)
local status
if (g_IsWhitelistEnabled) then
status = "Whitelist is ENABLED.\n"
else
status = "Whitelist is DISABLED.\n"
end
local players = ListWhitelistedPlayerNames()
if (players[1] == nil) then
return true, status .. "The whitelist is empty."
else
return true, status .. "Whitelisted players: " .. table.concat(players, ", ")
end
end
function HandleConsoleWhitelistOff(a_Split)
WhitelistDisable()
return true, "Whitelist is disabled"
end
function HandleConsoleWhitelistOn(a_Split)
WhitelistEnable()
NotifyWhitelistEmpty()
return true, "Whitelist is enabled"
end
function HandleConsoleWhitelistRemove(a_Split)
-- Check params:
if ((a_Split[3] == nil) or (a_Split[4] ~= nil)) then
return true, "Usage: " .. a_Split[1] .. " remove <player>"
end
local playerName = a_Split[3]
-- Unwhitelist the player:
local isSuccess, msg = RemovePlayerFromWhitelist(playerName)
if not(isSuccess) then
return true, "Cannot unwhitelist " .. playerName .. ": " .. (msg or "<unknown error>")
end
-- Notify success:
NotifyWhitelistStatus()
return true, "You removed " .. playerName .. " from whitelist."
end
--- Opens the whitelist DB and checks that all the tables have the needed structure
local function InitializeDB()
-- Open the DB:
local ErrMsg
WhitelistDB, ErrMsg = NewSQLiteDB("whitelist.sqlite")
if not(WhitelistDB) then
LOGWARNING("Cannot open the whitelist database, whitelist not available. SQLite: " .. (ErrMsg or "<no details>"))
error(ErrMsg)
end
-- Define the needed structure:
local nameListColumns =
{
"Name",
"UUID",
"OfflineUUID",
"Timestamp",
"WhitelistedBy",
}
local configColumns =
{
"Name TEXT PRIMARY KEY",
"Value"
}
-- Check structure:
if (
not(WhitelistDB:CreateDBTable("WhitelistNames", nameListColumns)) or
not(WhitelistDB:CreateDBTable("WhitelistConfig", configColumns))
) then
LOGWARNING("Cannot initialize the whitelist database, whitelist not available.")
error("Whitelist DB failure")
end
-- Load the config:
LoadConfig()
end
--- Callback for the HOOK_PLAYER_JOINED hook
-- Kicks the player if they are whitelisted by UUID or Name
-- Also sets the UUID for the player in the DB, if not present
local function OnPlayerJoined(a_Player)
local UUID = a_Player:GetUUID()
local Name = a_Player:GetName()
-- Update the UUID in the DB, if empty:
assert(WhitelistDB:ExecuteStatement(
"UPDATE WhitelistNames SET UUID = ? WHERE ((UUID = '') AND (Name = ?))",
{ UUID, Name }
))
-- If whitelist is not enabled, bail out:
if not(g_IsWhitelistEnabled) then
return false
end
-- Kick if not whitelisted:
local isWhitelisted = IsPlayerWhitelisted(UUID, Name)
if not(isWhitelisted) then
a_Player:GetClientHandle():Kick("You are not on the whitelist")
return true
end
end
--- Init function to be called upon plugin startup
-- Opens the whitelist DB and refreshes the player names stored within
function InitializeWhitelist()
-- Initialize the Whitelist DB:
InitializeDB()
ResolveUUIDs()
-- Make a note in the console if the whitelist is enabled and empty:
if (g_IsWhitelistEnabled) then
NotifyWhitelistEmpty()
end
-- Add a hook to filter out non-whitelisted players:
cPluginManager:AddHook(cPluginManager.HOOK_PLAYER_JOINED, OnPlayerJoined)
end