本文整理汇总了C++中CAccount::IsRegistered方法的典型用法代码示例。如果您正苦于以下问题:C++ CAccount::IsRegistered方法的具体用法?C++ CAccount::IsRegistered怎么用?C++ CAccount::IsRegistered使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类CAccount
的用法示例。
在下文中一共展示了CAccount::IsRegistered方法的5个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: Get
CAccount* CAccountManager::Get ( const char* szName )
{
if ( szName && szName [ 0 ] )
{
std::vector < CAccount* > results;
m_List.FindAccountMatches ( &results, szName, true );
for ( uint i = 0 ; i < results.size () ; i++ )
{
CAccount* pAccount = results[i];
if ( pAccount->IsRegistered () )
{
return pAccount;
}
}
}
return NULL;
}
示例2: GetActiveCaseVariation
// Return the name of an account which already exists, and is using the same name with one or more letters in a different case
SString CAccountManager::GetActiveCaseVariation ( const SString& strName )
{
// Check for exact match already existing
if ( Get( strName ) )
return "";
std::vector < CAccount* > results;
// Case insensitive search to find all variations
m_List.FindAccountMatches ( &results, strName, false );
for ( uint i = 0 ; i < results.size () ; i++ )
{
CAccount* pAccount = results[i];
if ( pAccount->IsRegistered () && pAccount->GetName () != strName )
{
return pAccount->GetName ();
}
}
return "";
}
示例3: LogIn
bool CAccountManager::LogIn ( CClient* pClient, CClient* pEchoClient, const char* szAccountName, const char* szPassword )
{
// Is he already logged in?
if ( pClient->IsRegistered () )
{
if ( pEchoClient ) pEchoClient->SendEcho ( "login: You are already logged in" );
return false;
}
if ( pClient->GetClientType () != CClient::CLIENT_PLAYER )
{
if ( pEchoClient ) pEchoClient->SendEcho ( "login: Only players can log in" );
return false;
}
// Get the players details
CPlayer* pPlayer = static_cast < CPlayer* > ( pClient );
SString strPlayerName = pPlayer->GetNick ();
SString strPlayerIP = pPlayer->GetSourceIP ();
SString strPlayerSerial = pPlayer->GetSerial ();
if ( m_AccountProtect.IsFlooding ( strPlayerIP.c_str () ) )
{
if ( pEchoClient ) pEchoClient->SendEcho ( SString( "login: Account locked", szAccountName ).c_str() );
CLogger::AuthPrintf ( "LOGIN: Ignoring %s trying to log in as '%s' (IP: %s Serial: %s)\n", strPlayerName.c_str (), szAccountName, strPlayerIP.c_str (), strPlayerSerial.c_str () );
return false;
}
// Grab the account on his nick if any
CAccount* pAccount = g_pGame->GetAccountManager ()->Get ( szAccountName );
if ( !pAccount )
{
if ( pEchoClient ) pEchoClient->SendEcho( SString( "login: No known account for '%s'", szAccountName ).c_str() );
CLogger::AuthPrintf ( "LOGIN: %s tried to log in as '%s' (Unknown account) (IP: %s Serial: %s)\n", strPlayerName.c_str (), szAccountName, strPlayerIP.c_str (), strPlayerSerial.c_str () );
return false;
}
if ( pAccount->GetClient () )
{
if ( pEchoClient ) pEchoClient->SendEcho ( SString( "login: Account for '%s' is already in use", szAccountName ).c_str() );
return false;
}
if ( !IsValidPassword( szPassword ) || !pAccount->IsPassword ( szPassword ) )
{
if ( pEchoClient ) pEchoClient->SendEcho ( SString( "login: Invalid password for account '%s'", szAccountName ).c_str() );
CLogger::AuthPrintf ( "LOGIN: %s tried to log in as '%s' with an invalid password (IP: %s Serial: %s)\n", strPlayerName.c_str (), szAccountName, strPlayerIP.c_str (), strPlayerSerial.c_str () );
m_AccountProtect.AddConnect ( strPlayerIP.c_str () );
return false;
}
// Check serial authorization
if ( IsAuthorizedSerialRequired( pAccount ) )
{
pAccount->AddSerialForAuthorization( strPlayerSerial, strPlayerIP );
if ( !pAccount->IsSerialAuthorized( strPlayerSerial ) )
{
if ( pEchoClient )
pEchoClient->SendEcho( SString( "login: Serial pending authorization for account '%s' - See https:""//mtasa.com/authserial", szAccountName ) );
CLogger::AuthPrintf( "LOGIN: %s tried to log in as '%s' with an unauthorized serial (IP: %s Serial: %s)\n", *strPlayerName, szAccountName, *strPlayerIP, *strPlayerSerial );
CLogger::AuthPrintf( "LOGIN: See https:""//mtasa.com/authserial\n" );
return false;
}
}
// Log him in
CAccount* pCurrentAccount = pClient->GetAccount ();
pClient->SetAccount ( pAccount );
pAccount->SetClient ( pClient );
// Call the onPlayerLogin script event
CLuaArguments Arguments;
Arguments.PushAccount ( pCurrentAccount );
Arguments.PushAccount ( pAccount );
Arguments.PushBoolean ( false ); // was bAutoLogin
if ( !pPlayer->CallEvent ( "onPlayerLogin", Arguments ) )
{
// DENIED!
pClient->SetAccount ( pCurrentAccount );
pAccount->SetClient ( NULL );
return false;
}
// Success is here
pAccount->OnLoginSuccess ( strPlayerSerial, strPlayerIP );
SString strGroupList = SString::Join ( ", ", g_pGame->GetACLManager ()->GetObjectGroupNames ( pAccount->GetName (), CAccessControlListGroupObject::OBJECT_TYPE_USER ) );
CLogger::AuthPrintf ( "LOGIN: (%s) %s successfully logged in as '%s' (IP: %s Serial: %s)\n", strGroupList.c_str (), pClient->GetNick (), pAccount->GetName ().c_str (), strPlayerIP.c_str (), strPlayerSerial.c_str () );
// Tell the player
if ( pEchoClient )
{
pEchoClient->SendEcho ( "login: You successfully logged in" );
}
// Update who was info
if ( pClient->GetClientType () == CClient::CLIENT_PLAYER )
g_pGame->GetConsole ()->GetWhoWas ()->OnPlayerLogin ( static_cast < CPlayer* > ( pClient ) );
// Delete the old account if it was a guest account
if ( !pCurrentAccount->IsRegistered () )
//.........这里部分代码省略.........
示例4: Load
bool CAccountManager::Load( void )
{
//Create a registry result
CRegistryResult result;
//Select all our required information from the accounts database
m_pDatabaseManager->QueryWithResultf ( m_hDbConnection, &result, "SELECT id,name,password,ip,serial,httppass from accounts" );
//Initialize all our variables
m_iAccounts = 0;
bool bNeedsVacuum = false;
CElapsedTime activityTimer;
bool bOutputFeedback = false;
for ( CRegistryResultIterator iter = result->begin() ; iter != result->end() ; ++iter )
{
const CRegistryResultRow& row = *iter;
//Fill User ID, Name & Password (Required data)
int iUserID = static_cast < int > ( row[0].nVal );
SString strName = (const char *)row[1].pVal;
SString strPassword = (const char *)row[2].pVal;
SString strIP = (const char *)row[3].pVal;
SString strSerial = (const char *)row[4].pVal;
SString strHttpPassAppend = (const char *)row[5].pVal;
// Check for overlong names and incorrect escapement
bool bRemoveAccount = false;
bool bChanged = false;
if ( strName.length () > 64 )
{
// Try to repair name
if ( strName.length () <= 256 )
{
strName = strName.Replace ( "\"\"", "\"", true ).substr ( 0, 64 );
bChanged = true;
}
// If name gone doolally or account with this name already exists, remove account
if ( strName.length () > 256 || Get ( strName ) )
{
bNeedsVacuum = true;
bRemoveAccount = true;
CLogger::LogPrintf ( "Removed duplicate or damaged account for %s\n", strName.substr ( 0, 64 ).c_str() );
}
}
// Check for disallowed account names
if ( strName == "*****" || strName == CONSOLE_ACCOUNT_NAME )
bRemoveAccount = true;
// Do account remove if required
if ( bRemoveAccount )
{
m_pDatabaseManager->Execf ( m_hDbConnection, "DELETE FROM accounts WHERE id=?", SQLITE_INTEGER, iUserID );
m_pDatabaseManager->Execf ( m_hDbConnection, "DELETE FROM userdata WHERE userid=?", SQLITE_INTEGER, iUserID );
m_pDatabaseManager->Execf ( m_hDbConnection, "DELETE FROM serialusage WHERE userid=?", SQLITE_INTEGER, iUserID );
continue;
}
//Create a new account with the specified information
CAccount* pAccount = g_pGame->GetAccountManager ()->AddPlayerAccount ( strName, strPassword, iUserID, strIP, strSerial, strHttpPassAppend );
if ( bChanged )
pAccount->SetChanged ( bChanged );
m_iAccounts = std::max ( m_iAccounts, iUserID );
// Feedback for the user
if ( activityTimer.Get() > 5000 )
{
activityTimer.Reset();
bOutputFeedback = true;
CLogger::LogPrintf ( "Reading accounts %d/%d\n", m_List.size(), result->nRows );
}
}
if ( bOutputFeedback )
CLogger::LogPrintf ( "Reading accounts done.\n");
if ( bNeedsVacuum )
m_pDatabaseManager->Execf ( m_hDbConnection, "VACUUM" );
// Save any upgraded accounts
{
CElapsedTime activityTimer;
bool bOutputFeedback = false;
uint uiSaveCount = 0;
for ( CMappedAccountList::const_iterator iter = m_List.begin () ; iter != m_List.end () ; iter++ )
{
CAccount* pAccount = *iter;
if ( pAccount->IsRegistered () && pAccount->HasChanged () && !pAccount->IsConsoleAccount () )
{
uiSaveCount++;
Save ( pAccount, false );
// Feedback for the user
if ( activityTimer.Get() > 5000 )
{
activityTimer.Reset();
bOutputFeedback = true;
CLogger::LogPrintf ( "Saving upgraded accounts %d\n", uiSaveCount );
}
}
}
if ( uiSaveCount > 100 )
//.........这里部分代码省略.........
示例5: LogIn
bool CAccountManager::LogIn ( CClient* pClient, CClient* pEchoClient, CAccount* pAccount, bool bAutoLogin )
{
// Log him in
CAccount* pCurrentAccount = pClient->GetAccount ();
pClient->SetAccount ( pAccount );
pAccount->SetClient ( pClient );
string strPlayerIP, strPlayerSerial;
if ( pClient->GetClientType () == CClient::CLIENT_PLAYER )
{
CPlayer* pPlayer = static_cast < CPlayer* > ( pClient );
// Get the players details
strPlayerIP = pPlayer->GetSourceIP () ;
strPlayerSerial = pPlayer->GetSerial ();
// Set in account
pAccount->SetIP ( strPlayerIP );
pAccount->SetSerial ( strPlayerSerial );
}
// Call the onClientLogin script event
CElement* pClientElement = NULL;
switch ( pClient->GetClientType () )
{
case CClient::CLIENT_PLAYER:
{
CPlayer* pPlayer = static_cast < CPlayer* > ( pClient );
pClientElement = static_cast < CElement* > ( pPlayer );
break;
}
case CClient::CLIENT_CONSOLE:
{
CConsoleClient* pConsoleClient = static_cast < CConsoleClient* > ( pClient );
pClientElement = static_cast < CElement* > ( pConsoleClient );
break;
}
}
if ( pClientElement )
{
CLuaArguments Arguments;
Arguments.PushAccount ( pCurrentAccount );
Arguments.PushAccount ( pAccount );
Arguments.PushBoolean ( bAutoLogin );
if ( !pClientElement->CallEvent ( "onPlayerLogin", Arguments ) )
{
// DENIED!
pClient->SetAccount ( pCurrentAccount );
pAccount->SetClient ( NULL );
return false;
}
}
// Get the names of the groups the client belongs to - I did it like this for a larf
string strGroupList;
for ( list <CAccessControlListGroup* > ::const_iterator iterg = g_pGame->GetACLManager ()->Groups_Begin () ; iterg != g_pGame->GetACLManager ()->Groups_End (); iterg++ )
for ( list <CAccessControlListGroupObject* > ::iterator itero = (*iterg)->IterBeginObjects () ; itero != (*iterg)->IterEndObjects (); itero++ )
if ( (*itero)->GetObjectType () == CAccessControlListGroupObject::OBJECT_TYPE_USER )
if ( (*itero)->GetObjectName () == pAccount->GetName () || strcmp ( (*itero)->GetObjectName (), "*" ) == 0 )
strGroupList = string( (*iterg)->GetGroupName () ) + ( strGroupList.length() ? ", " : "" ) + strGroupList;
CLogger::AuthPrintf ( "LOGIN: (%s) %s successfully logged in as '%s' (IP: %s Serial: %s)\n", strGroupList.c_str (), pClient->GetNick (), pAccount->GetName ().c_str (), strPlayerIP.c_str (), strPlayerSerial.c_str () );
// Tell the player
if ( pEchoClient )
{
if ( bAutoLogin )
pEchoClient->SendEcho ( "auto-login: You successfully logged in" );
else
pEchoClient->SendEcho ( "login: You successfully logged in" );
}
// Update who was info
if ( pClient->GetClientType () == CClient::CLIENT_PLAYER )
g_pGame->GetConsole ()->GetWhoWas ()->OnPlayerLogin ( static_cast < CPlayer* > ( pClient ) );
// Delete the old account if it was a guest account
if ( !pCurrentAccount->IsRegistered () )
delete pCurrentAccount;
return true;
}