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path: root/builtin/mainmenu/tab_local.lua
Commit message (Expand)AuthorAge
* Local tab: rename 'Configure' to 'Select Mods' (#10779)Zughy2021-01-20
* Display Minetest header when menu_last_game value isn't available anymore (#1...Zughy2020-12-28
* Improve layout of main menu 'local' tab (#10366)Paramat2020-09-29
* Add buttons to ContentDB in game bar and configure world (#9944)rubenwardy2020-06-04
* Fix delayed error message in start game tabrubenwardy2020-04-12
* Add luacheck to check builtin (#7895)rubenwardy2019-08-06
* Add styles to most elementsrubenwardy2019-08-03
* Add style[] tag with button supportrubenwardy2019-08-03
* Update gamebar on tab enter (#8192)Paul Ouellette2019-02-18
* Disable game bar and header on Android (#7940)rubenwardy2018-12-06
* Make the primary, flow-advancing action the right-most (#7594)texmex2018-07-31
* Add online content repositoryrubenwardy2018-04-19
* Main menu: Change tabs to 'Start Game' and 'Join Game' (#6955)Tre2018-01-25
* Mainmenu: Improve button alignmentezhh2017-11-19
* Menu: Merge singleplayer and server tabs (#5627)Elijah Duffy2017-05-21
'#n147'>147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216
/*
Minetest
Copyright (C) 2018 bendeutsch, Ben Deutsch <ben@bendeutsch.de>

This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU Lesser General Public License for more details.

You should have received a copy of the GNU Lesser General 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.
*/

#include "lua_api/l_auth.h"
#include "lua_api/l_internal.h"
#include "common/c_converter.h"
#include "common/c_content.h"
#include "cpp_api/s_base.h"
#include "server.h"
#include "environment.h"
#include "database/database.h"
#include <algorithm>

// common start: ensure auth db
AuthDatabase *ModApiAuth::getAuthDb(lua_State *L)
{
	ServerEnvironment *server_environment =
			dynamic_cast<ServerEnvironment *>(getEnv(L));
	if (!server_environment)
		return nullptr;
	return server_environment->getAuthDatabase();
}

void ModApiAuth::pushAuthEntry(lua_State *L, const AuthEntry &authEntry)
{
	lua_newtable(L);
	int table = lua_gettop(L);
	// id
	lua_pushnumber(L, authEntry.id);
	lua_setfield(L, table, "id");
	// name
	lua_pushstring(L, authEntry.name.c_str());
	lua_setfield(L, table, "name");
	// password
	lua_pushstring(L, authEntry.password.c_str());
	lua_setfield(L, table, "password");
	// privileges
	lua_newtable(L);
	int privtable = lua_gettop(L);
	for (const std::string &privs : authEntry.privileges) {
		lua_pushboolean(L, true);
		lua_setfield(L, privtable, privs.c_str());
	}
	lua_setfield(L, table, "privileges");
	// last_login
	lua_pushnumber(L, authEntry.last_login);
	lua_setfield(L, table, "last_login");

	lua_pushvalue(L, table);
}

// auth_read(name)
int ModApiAuth::l_auth_read(lua_State *L)
{
	NO_MAP_LOCK_REQUIRED;
	AuthDatabase *auth_db = getAuthDb(L);
	if (!auth_db)
		return 0;
	AuthEntry authEntry;
	const char *name = luaL_checkstring(L, 1);
	bool success = auth_db->getAuth(std::string(name), authEntry);
	if (!success)
		return 0;

	pushAuthEntry(L, authEntry);
	return 1;
}

// auth_save(table)
int ModApiAuth::l_auth_save(lua_State *L)
{
	NO_MAP_LOCK_REQUIRED;
	AuthDatabase *auth_db = getAuthDb(L);
	if (!auth_db)
		return 0;
	luaL_checktype(L, 1, LUA_TTABLE);
	int table = 1;
	AuthEntry authEntry;
	bool success;
	success = getintfield(L, table, "id", authEntry.id);
	success = success && getstringfield(L, table, "name", authEntry.name);
	success = success && getstringfield(L, table, "password", authEntry.password);
	lua_getfield(L, table, "privileges");
	if (lua_istable(L, -1)) {
		lua_pushnil(L);
		while (lua_next(L, -2)) {
			authEntry.privileges.emplace_back(
					lua_tostring(L, -2)); // the key, not the value
			lua_pop(L, 1);
		}
	} else {
		success = false;
	}
	lua_pop(L, 1); // the table
	success = success && getintfield(L, table, "last_login", authEntry.last_login);

	if (!success) {
		lua_pushboolean(L, false);
		return 1;
	}

	lua_pushboolean(L, auth_db->saveAuth(authEntry));
	return 1;
}

// auth_create(table)
int ModApiAuth::l_auth_create(lua_State *L)
{
	NO_MAP_LOCK_REQUIRED;
	AuthDatabase *auth_db = getAuthDb(L);
	if (!auth_db)
		return 0;
	luaL_checktype(L, 1, LUA_TTABLE);
	int table = 1;
	AuthEntry authEntry;
	bool success;
	// no meaningful id field, we assume
	success = getstringfield(L, table, "name", authEntry.name);
	success = success && getstringfield(L, table, "password", authEntry.password);
	lua_getfield(L, table, "privileges");
	if (lua_istable(L, -1)) {
		lua_pushnil(L);
		while (lua_next(L, -2)) {
			authEntry.privileges.emplace_back(
					lua_tostring(L, -2)); // the key, not the value
			lua_pop(L, 1);
		}
	} else {
		success = false;
	}
	lua_pop(L, 1); // the table
	success = success && getintfield(L, table, "last_login", authEntry.last_login);

	if (!success)
		return 0;

	if (auth_db->createAuth(authEntry)) {
		pushAuthEntry(L, authEntry);
		return 1;
	}

	return 0;
}

// auth_delete(name)
int ModApiAuth::l_auth_delete(lua_State *L)
{
	NO_MAP_LOCK_REQUIRED;
	AuthDatabase *auth_db = getAuthDb(L);
	if (!auth_db)
		return 0;
	std::string name(luaL_checkstring(L, 1));
	lua_pushboolean(L, auth_db->deleteAuth(name));
	return 1;
}

// auth_list_names()
int ModApiAuth::l_auth_list_names(lua_State *L)
{
	NO_MAP_LOCK_REQUIRED;
	AuthDatabase *auth_db = getAuthDb(L);
	if (!auth_db)
		return 0;
	std::vector<std::string> names;
	auth_db->listNames(names);
	lua_createtable(L, names.size(), 0);
	int table = lua_gettop(L);
	int i = 1;
	for (const std::string &name : names) {
		lua_pushstring(L, name.c_str());
		lua_rawseti(L, table, i++);
	}
	return 1;
}

// auth_reload()
int ModApiAuth::l_auth_reload(lua_State *L)
{
	NO_MAP_LOCK_REQUIRED;
	AuthDatabase *auth_db = getAuthDb(L);
	if (auth_db)
		auth_db->reload();
	return 0;
}

void ModApiAuth::Initialize(lua_State *L, int top)
{

	lua_newtable(L);
	int auth_top = lua_gettop(L);

	registerFunction(L, "read", l_auth_read, auth_top);
	registerFunction(L, "save", l_auth_save, auth_top);
	registerFunction(L, "create", l_auth_create, auth_top);
	registerFunction(L, "delete", l_auth_delete, auth_top);
	registerFunction(L, "list_names", l_auth_list_names, auth_top);
	registerFunction(L, "reload", l_auth_reload, auth_top);

	lua_setfield(L, top, "auth");
}