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A key's effective permission is its scope AND its owner's current permission. Scoped variants of Allowed, CanViewCharacter, ForLevel and ManageDenialNow; keys need self_* and manage_equal_rank in their scope to act on their owner or equal ranks, even for GM 9 owners. Adds the api_keys_manage permission and NotGrantable for key creation. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
73 lines
3.4 KiB
C++
73 lines
3.4 KiB
C++
#pragma once
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#include <cstdint>
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#include <optional>
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#include <set>
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#include <string>
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#include <string_view>
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#include <vector>
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#include "json.hpp"
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namespace ApiKeys { struct Scope; }
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/**
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* What each GM level may do on the dashboard, and in the game for the slash commands paired with a permission. Every
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* permission has a default minimum GM level; server owners can change it without rebuilding, on the Permissions page
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* or with permission_<name>=<level> in dashboardconfig.ini (or the dashboard's PERMISSION_<NAME> environment
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* variable). A level set on the page beats the file. Levels are 1-9, and GM 9 can always do everything, so an operator
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* can never lock themselves out.
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* The dashboard owns these settings. The other servers (the worlds, for their slash commands) read the values the
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* dashboard stored in the database (ConfigSync), so every server sees the same levels and picks up changes when its
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* settings reload.
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*/
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namespace Permissions {
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constexpr uint8_t MIN_LEVEL = 1; // the lowest level a staff permission can be given to: players (GM 0) never get them
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constexpr uint8_t PLAYER_LEVEL = 0; // what players can do (their own characters, leaderboards, the API) can be set this low
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constexpr uint8_t MAX_LEVEL = 9;
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// The server that owns the permission_* settings, and the file its values are stored under
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constexpr std::string_view CONFIG_FILE = "dashboardconfig.ini";
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constexpr std::string_view PREFIX = "permission_";
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struct Permission {
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std::string key; // lower_snake_case; the config setting is permission_<key>
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std::string category;
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std::string title;
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std::string description;
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uint8_t defaultLevel;
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bool locked{}; // always the default (managing permissions themselves)
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uint8_t minLevel{ MIN_LEVEL }; // the lowest level it can be set to: PLAYER_LEVEL for what players do
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};
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const std::vector<Permission>& All();
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const Permission* Find(const std::string& key);
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std::string ConfigName(const std::string& key);
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inline bool IsPermissionSetting(std::string_view name) {
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return name.starts_with(PREFIX);
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}
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// The minimum GM level for a permission right now; unknown permissions need more than GM 9 (nobody)
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uint8_t Level(const std::string& key);
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bool Allowed(uint8_t gmLevel, const std::string& key);
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// For a request made with an API key: the owner's level must allow it AND the key's scope must name it.
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// scope nullptr (a browser session) is the plain check.
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bool Allowed(uint8_t gmLevel, const std::string& key, const ApiKeys::Scope* scope);
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// The permissions in a requested API key scope that a GM level may not give it (unknown ones, or ones it doesn't
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// have): a key can never be made with more than its maker has. Empty: all of them may be given.
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std::set<std::string> NotGrantable(uint8_t gmLevel, const std::set<std::string>& requested);
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// characters_view for anyone's character, or own_characters for the viewer's own (account 0 owns nothing)
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bool CanViewCharacter(uint8_t gmLevel, uint32_t viewerAccountId, uint32_t ownerAccountId, const ApiKeys::Scope* scope = nullptr);
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// {key: bool} for every permission, for templates and scripts
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nlohmann::json ForLevel(uint8_t gmLevel, const ApiKeys::Scope* scope = nullptr);
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// Pure: the level a config value gives a permission (bad or out-of-range values fall back to the default)
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uint8_t Resolve(const Permission& permission, const std::string& configValue);
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}
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