mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2025-08-08 11:44:11 +00:00
refactor: Database abstraction and organization of files (#1274)
* Database: Convert to proper namespace * Database: Use base class and getter * Database: Move files around * Database: Add property Management query Database: Move over user queries Tested at gm 0 that pre-approved names are pre-approved, unapproved need moderator approval deleting characters deletes the selcted one refreshing the character page shows the last character you logged in as tested all my characters show up when i login tested that you can delete all 4 characters and the correct character is selected each time tested renaming, approving names as gm0 Database: Add ugc model getter Hey it works, look I got around the mariadb issue. Database: Add queries Database: consolidate name query Database: Add friends list query Update name of approved names query Documentation Database: Add name check Database: Add BFF Query Database: Move BFF Setter Database: Move new friend query Database: Add remove friend queries Database: Add activity log Database: Add ugc & prop content removal Database: Add model update Database: Add migration queries Database: Add character and xml queries Database: Add user queries Untested, but compiling code Need to test that new character names are properly assigned in the following scenarios gm 0 and pre-approved name gm 0 and unapproved name gm 9 and pre-approved name gm 9 and unapproved name Database: constify function arguments Database: Add pet queries * Database: Move property model queries Untested. Need to test placing a new model moving existing one removing ugc model placing ugc model moving ugc model(?) changing privacy option variously change description and name approve property can properly travel to property * Property: Move stale reference deletion * Database: Move performance update query * Database: Add bug report query * Database: Add cheat detection query * Database: Add mail send query * Untested code need to test mailing from slash command, from all users of SendMail, getting bbb of a property and sending messages to bffs * Update CDComponentsRegistryTable.h Database: Rename and add further comments Datavbase: Add comments Add some comments Build: Fix PCH directories Database: Fix time thanks apple Database: Fix compiler warnings Overload destructor Define specialty for time_t Use string instead of string_view for temp empty string Update CDTable.h Property: Update queries to use mapId Database: Reorganize Reorganize into CDClient folder and GameDatabase folder for clearer meanings and file structure Folders: Rename to GameDatabase MySQL: Remove MySQL Specifier from table Database: Move Tables to Interfaces Database: Reorder functions in header Database: Simplify property queries Database: Remove unused queries Remove extra query definitions as well Database: Consolidate User getters Database: Comment logs Update MySQLDatabase.cpp Database: Use generic code Playkey: Fix bad optional access Database: Move stuff around WorldServer: Update queries Ugc reduced by many scopes use new queries very fast tested that ugc still loads Database: Add auth queries I tested that only the correct password can sign into an account. Tested that disabled playkeys do not allow the user to play the game Database: Add donation query Database: add objectId queries Database: Add master queries Database: Fix mis-named function Database: Add slash command queries Mail: Fix itemId type CharFilter: Use new query ObjectID: Remove duplicate code SlashCommand: Update query with function Database: Add mail queries Ugc: Fix issues with saving models Resolve large scope blocks as well * Database: Add debug try catch rethrow macro * General fixes * fix play key not working * Further fixes --------- Co-authored-by: Aaron Kimbre <aronwk.aaron@gmail.com>
This commit is contained in:
@@ -27,6 +27,7 @@
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#include "eConnectionType.h"
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#include "eServerMessageType.h"
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#include "eMasterMessageType.h"
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#include "eGameMasterLevel.h"
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void AuthPackets::HandleHandshake(dServer* server, Packet* packet) {
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RakNet::BitStream inStream(packet->data, packet->length, false);
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@@ -64,120 +65,54 @@ void AuthPackets::HandleLoginRequest(dServer* server, Packet* packet) {
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const char* szUsername = username.c_str();
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// Fetch account details
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sql::PreparedStatement* stmt = Database::CreatePreppedStmt("SELECT password, banned, locked, play_key_id, gm_level FROM accounts WHERE name=? LIMIT 1;");
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stmt->setString(1, szUsername);
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auto accountInfo = Database::Get()->GetAccountInfo(username);
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sql::ResultSet* res = stmt->executeQuery();
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if (res->rowsCount() == 0) {
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LOG("No user found!");
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if (!accountInfo) {
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LOG("No user by name %s found!", username.c_str());
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AuthPackets::SendLoginResponse(server, packet->systemAddress, eLoginResponse::INVALID_USER, "", "", 2001, username);
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return;
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}
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std::string sqlPass = "";
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bool sqlBanned = false;
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bool sqlLocked = false;
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uint32_t sqlPlayKey = 0;
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uint32_t sqlGmLevel = 0;
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while (res->next()) {
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sqlPass = res->getString(1).c_str();
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sqlBanned = res->getBoolean(2);
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sqlLocked = res->getBoolean(3);
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sqlPlayKey = res->getInt(4);
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sqlGmLevel = res->getInt(5);
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}
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delete stmt;
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delete res;
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//If we aren't running in live mode, then only GMs are allowed to enter:
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const auto& closedToNonDevs = Game::config->GetValue("closed_to_non_devs");
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if (closedToNonDevs.size() > 0 && bool(std::stoi(closedToNonDevs)) && sqlGmLevel == 0) {
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if (closedToNonDevs.size() > 0 && bool(std::stoi(closedToNonDevs)) && accountInfo->maxGmLevel == eGameMasterLevel::CIVILIAN) {
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AuthPackets::SendLoginResponse(server, packet->systemAddress, eLoginResponse::PERMISSIONS_NOT_HIGH_ENOUGH, "The server is currently only open to developers.", "", 2001, username);
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return;
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}
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if (Game::config->GetValue("dont_use_keys") != "1") {
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if (Game::config->GetValue("dont_use_keys") != "1" && accountInfo->maxGmLevel == eGameMasterLevel::CIVILIAN) {
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LOG("");
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//Check to see if we have a play key:
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if (sqlPlayKey == 0 && sqlGmLevel == 0) {
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if (accountInfo->playKeyId == 0) {
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AuthPackets::SendLoginResponse(server, packet->systemAddress, eLoginResponse::PERMISSIONS_NOT_HIGH_ENOUGH, "Your account doesn't have a play key associated with it!", "", 2001, username);
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LOG("User %s tried to log in, but they don't have a play key.", username.c_str());
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return;
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}
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//Check if the play key is _valid_:
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auto keyCheckStmt = Database::CreatePreppedStmt("SELECT active FROM `play_keys` WHERE id=?");
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keyCheckStmt->setInt(1, sqlPlayKey);
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auto keyRes = keyCheckStmt->executeQuery();
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bool isKeyActive = false;
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auto playKeyStatus = Database::Get()->IsPlaykeyActive(accountInfo->playKeyId);
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if (keyRes->rowsCount() == 0 && sqlGmLevel == 0) {
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AuthPackets::SendLoginResponse(server, packet->systemAddress, eLoginResponse::PERMISSIONS_NOT_HIGH_ENOUGH, "Your account doesn't have a play key associated with it!", "", 2001, username);
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if (!playKeyStatus) {
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AuthPackets::SendLoginResponse(server, packet->systemAddress, eLoginResponse::PERMISSIONS_NOT_HIGH_ENOUGH, "Your account doesn't have a valid play key associated with it!", "", 2001, username);
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return;
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}
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while (keyRes->next()) {
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isKeyActive = (bool)keyRes->getInt(1);
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}
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if (!isKeyActive && sqlGmLevel == 0) {
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if (!playKeyStatus.value()) {
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AuthPackets::SendLoginResponse(server, packet->systemAddress, eLoginResponse::PERMISSIONS_NOT_HIGH_ENOUGH, "Your play key has been disabled.", "", 2001, username);
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LOG("User %s tried to log in, but their play key was disabled", username.c_str());
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return;
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}
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}
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if (sqlBanned) {
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if (accountInfo->banned) {
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AuthPackets::SendLoginResponse(server, packet->systemAddress, eLoginResponse::BANNED, "", "", 2001, username); return;
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}
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if (sqlLocked) {
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if (accountInfo->locked) {
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AuthPackets::SendLoginResponse(server, packet->systemAddress, eLoginResponse::ACCOUNT_LOCKED, "", "", 2001, username); return;
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}
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/*
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* Updated hashing method:
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* First attempt bcrypt.
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* If that fails, fallback to old method and setup bcrypt for new login.
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*/
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bool loginSuccess = true;
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int32_t bcryptState = ::bcrypt_checkpw(password.c_str(), sqlPass.c_str());
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if (bcryptState != 0) {
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// Fallback on old method
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std::string oldPassword = sha512(password + username);
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if (sqlPass != oldPassword) {
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loginSuccess = false;
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} else {
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// Generate new hash for bcrypt
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char salt[BCRYPT_HASHSIZE];
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char hash[BCRYPT_HASHSIZE];
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bcryptState = ::bcrypt_gensalt(12, salt);
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assert(bcryptState == 0);
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bcryptState = ::bcrypt_hashpw(password.c_str(), salt, hash);
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assert(bcryptState == 0);
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sql::PreparedStatement* accountUpdate = Database::CreatePreppedStmt("UPDATE accounts SET password = ? WHERE name = ? LIMIT 1;");
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accountUpdate->setString(1, std::string(hash, BCRYPT_HASHSIZE).c_str());
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accountUpdate->setString(2, szUsername);
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accountUpdate->executeUpdate();
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}
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} else {
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// Login success with bcrypt
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}
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bool loginSuccess = ::bcrypt_checkpw(password.c_str(), accountInfo->bcryptPassword.c_str()) == 0;
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if (!loginSuccess) {
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AuthPackets::SendLoginResponse(server, packet->systemAddress, eLoginResponse::WRONG_PASS, "", "", 2001, username);
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@@ -353,30 +353,18 @@ void ClientPackets::HandleChatModerationRequest(const SystemAddress& sysAddr, Pa
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LWOOBJID idOfReceiver = LWOOBJID_EMPTY;
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{
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sql::PreparedStatement* stmt = Database::CreatePreppedStmt("SELECT name FROM charinfo WHERE name = ?");
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stmt->setString(1, receiver);
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auto characterIdFetch = Database::Get()->GetCharacterInfo(receiver);
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sql::ResultSet* res = stmt->executeQuery();
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if (res->next()) {
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idOfReceiver = res->getInt("id");
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if (characterIdFetch) {
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idOfReceiver = characterIdFetch->id;
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}
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delete stmt;
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delete res;
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}
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if (user->GetIsBestFriendMap().find(receiver) == user->GetIsBestFriendMap().end() && idOfReceiver != LWOOBJID_EMPTY) {
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sql::PreparedStatement* stmt = Database::CreatePreppedStmt("SELECT * FROM friends WHERE (player_id = ? AND friend_id = ?) OR (player_id = ? AND friend_id = ?) LIMIT 1;");
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stmt->setInt(1, entity->GetObjectID());
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stmt->setInt(2, idOfReceiver);
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stmt->setInt(3, idOfReceiver);
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stmt->setInt(4, entity->GetObjectID());
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auto bffInfo = Database::Get()->GetBestFriendStatus(entity->GetObjectID(), idOfReceiver);
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sql::ResultSet* res = stmt->executeQuery();
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if (res->next()) {
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isBestFriend = res->getInt("best_friend") == 3;
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if (bffInfo) {
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isBestFriend = bffInfo->bestFriendStatus == 3;
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}
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if (isBestFriend) {
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@@ -384,9 +372,6 @@ void ClientPackets::HandleChatModerationRequest(const SystemAddress& sysAddr, Pa
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tmpBestFriendMap[receiver] = true;
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user->SetIsBestFriendMap(tmpBestFriendMap);
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}
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delete res;
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delete stmt;
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} else if (user->GetIsBestFriendMap().find(receiver) != user->GetIsBestFriendMap().end()) {
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isBestFriend = true;
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}
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