-Added REST per-endpoint permissions.

-Added REST endpoint "/v2/server/restart".
-Added REST endpoint "/v2/server/reload".
-Added REST endpoint "/v3/server/rawcmd", will output all returned lines as an array instead.
-Added "uptime", "serverpassword", "rules/ServerSideInventory" fields to REST endpoint "/v2/server/status".
-REST requests are now logged.
-Endpoint "/v2/server/rawcmd" does now check whether the user has the sufficient permission to execute the command.
-Fixed Config.EnableTokenEndpointAuthentication not working properly before.
-Removed obsolete "api" permission (only "restapi" now).
This commit is contained in:
CoderCow 2013-07-25 12:31:11 +02:00
parent 4e7b497ae4
commit 0ea83746cf
9 changed files with 415 additions and 237 deletions

View file

@ -560,6 +560,36 @@ namespace TShockAPI
// Disconnect after kick as that signifies server is exiting and could cause a race
Netplay.disconnect = true;
}
/// <summary>
/// Stops the server after kicking all players with a reason message, and optionally saving the world then attempts to
/// restart it.
/// </summary>
/// <param name="save">bool perform a world save before stop (default: true)</param>
/// <param name="reason">string reason (default: "Server shutting down!")</param>
public void RestartServer(bool save = true, string reason = "Server shutting down!")
{
if (TShock.Config.ServerSideInventory)
foreach (TSPlayer player in TShock.Players)
if (player != null && player.IsLoggedIn && !player.IgnoreActionsForClearingTrashCan)
TShock.InventoryDB.InsertPlayerData(player);
StopServer(true, reason);
System.Diagnostics.Process.Start(System.Reflection.Assembly.GetExecutingAssembly().GetName().CodeBase);
Environment.Exit(0);
}
/// <summary>
/// Reloads all configuration settings, groups, regions and raises the reload event.
/// </summary>
public void Reload(TSPlayer player)
{
FileTools.SetupConfig();
TShock.HandleCommandLinePostConfigLoad(Environment.GetCommandLineArgs());
TShock.Groups.LoadPermisions();
TShock.Regions.ReloadAllRegions();
Hooks.GeneralHooks.OnReloadEvent(player);
}
#if COMPAT_SIGS