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authorPetter Reinholdtsen <pere-weblate@hungry.com>2016-10-25 21:39:49 +0000
committerest31 <MTest31@outlook.com>2016-12-14 00:27:19 +0100
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l Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */ #ifndef AUTH_HEADER #define AUTH_HEADER #include <set> #include <string> #include <jthread.h> #include <jmutex.h> #include "irrlichttypes.h" #include "exceptions.h" // Player privileges. These form a bitmask stored in the privs field // of the player, and define things they're allowed to do. See also // the static methods Player::privsToString and stringToPrivs that // convert these to human-readable form. const u64 PRIV_INTERACT = 1; // Can interact const u64 PRIV_TELEPORT = 2; // Can teleport const u64 PRIV_SETTIME = 4; // Can set the time const u64 PRIV_PRIVS = 8; // Can grant and revoke privileges const u64 PRIV_SERVER = 16; // Can manage the server (e.g. shutodwn // ,settings) const u64 PRIV_SHOUT = 32; // Can broadcast chat messages to all // players const u64 PRIV_BAN = 64; // Can ban players const u64 PRIV_GIVE = 128; // Can give stuff const u64 PRIV_PASSWORD = 256; // Can set other players' passwords // Default privileges - these can be overriden for new players using the // config option "default_privs" - however, this value still applies for // players that existed before the privileges system was added. const u64 PRIV_DEFAULT = PRIV_INTERACT|PRIV_SHOUT; const u64 PRIV_ALL = 0x7FFFFFFFFFFFFFFFULL; const u64 PRIV_INVALID = 0x8000000000000000ULL; std::set<std::string> privsToSet(u64 privs); // Convert a privileges value into a human-readable string, // with each component separated by a comma. std::string privsToString(u64 privs); // Converts a comma-seperated list of privilege values into a // privileges value. The reverse of privsToString(). Returns // PRIV_INVALID if there is anything wrong with the input. u64 stringToPrivs(std::string str); struct AuthData { std::string pwd; u64 privs; AuthData(): privs(PRIV_DEFAULT) { }