Merge branch 'general-devel' into fragments

This commit is contained in:
Lucas Nicodemus 2017-12-14 07:06:31 -07:00
commit 2f4b1a5bfc
8 changed files with 288 additions and 162 deletions

View file

@ -220,7 +220,7 @@ namespace TShockAPI
ChatCommands.Add(cmd);
};
add(new Command(AuthToken, "auth")
add(new Command(SetupToken, "setup")
{
AllowServer = false,
HelpText = "Used to authenticate as superadmin when first setting up TShock."
@ -4736,7 +4736,7 @@ namespace TShockAPI
}
IEnumerable<string> cmdNames = from cmd in ChatCommands
where cmd.CanRun(args.Player) && (cmd.Name != "auth" || TShock.AuthToken != 0)
where cmd.CanRun(args.Player) && (cmd.Name != "auth" || TShock.SetupToken != 0)
select Specifier + cmd.Name;
PaginationTools.SendPage(args.Player, pageNumber, PaginationTools.BuildLinesFromTerms(cmdNames),
@ -4829,17 +4829,17 @@ namespace TShockAPI
);
}
private static void AuthToken(CommandArgs args)
private static void SetupToken(CommandArgs args)
{
if (TShock.AuthToken == 0)
if (TShock.SetupToken == 0)
{
if (args.Player.Group.Name == new SuperAdminGroup().Name)
args.Player.SendInfoMessage("The auth system is already disabled.");
args.Player.SendInfoMessage("The initial setup system is already disabled.");
else
{
args.Player.SendWarningMessage("The auth system is disabled. This incident has been logged.");
TShock.Utils.ForceKick(args.Player, "Auth system is disabled.", true, true);
TShock.Log.Warn("{0} attempted to use {1}auth even though it's disabled.", args.Player.IP, Specifier);
args.Player.SendWarningMessage("The initial setup system is disabled. This incident has been logged.");
TShock.Utils.ForceKick(args.Player, "The initial setup system is disabled.", true, true);
TShock.Log.Warn("{0} attempted to use the initial setup system even though it's disabled.", args.Player.IP);
return;
}
}
@ -4847,28 +4847,28 @@ namespace TShockAPI
// If the user account is already a superadmin (permanent), disable the system
if (args.Player.IsLoggedIn && args.Player.tempGroup == null && args.Player.Group.Name == new SuperAdminGroup().Name)
{
args.Player.SendSuccessMessage("Your new account has been verified, and the {0}auth system has been turned off.", Specifier);
args.Player.SendSuccessMessage("Your new account has been verified, and the {0}setup system has been turned off.", Specifier);
args.Player.SendSuccessMessage("You can always use the {0}user command to manage players.", Specifier);
args.Player.SendSuccessMessage("The auth system will remain disabled as long as a superadmin exists (even if you delete auth.lck).");
args.Player.SendSuccessMessage("The setup system will remain disabled as long as a superadmin exists (even if you delete setup.lock).");
args.Player.SendSuccessMessage("Share your server, talk with other admins, and more on our forums -- https://tshock.co/");
args.Player.SendSuccessMessage("Thank you for using TShock for Terraria!");
FileTools.CreateFile(Path.Combine(TShock.SavePath, "auth.lck"));
File.Delete(Path.Combine(TShock.SavePath, "authcode.txt"));
TShock.AuthToken = 0;
FileTools.CreateFile(Path.Combine(TShock.SavePath, "setup.lock"));
File.Delete(Path.Combine(TShock.SavePath, "setup-code.txt"));
TShock.SetupToken = 0;
return;
}
if (args.Parameters.Count == 0)
{
args.Player.SendErrorMessage("You must provide an auth code!");
args.Player.SendErrorMessage("You must provide a setup code!");
return;
}
int givenCode;
if (!Int32.TryParse(args.Parameters[0], out givenCode) || givenCode != TShock.AuthToken)
if (!Int32.TryParse(args.Parameters[0], out givenCode) || givenCode != TShock.SetupToken)
{
args.Player.SendErrorMessage("Incorrect auth code. This incident has been logged.");
TShock.Log.Warn(args.Player.IP + " attempted to use an incorrect auth code.");
args.Player.SendErrorMessage("Incorrect setup code. This incident has been logged.");
TShock.Log.Warn(args.Player.IP + " attempted to use an incorrect setup code.");
return;
}
@ -4880,7 +4880,7 @@ namespace TShockAPI
args.Player.SendInfoMessage("{0}user add <username> <password> owner", Specifier);
args.Player.SendInfoMessage("Creates: <username> with the password <password> as part of the owner group.");
args.Player.SendInfoMessage("Please use {0}login <username> <password> after this process.", Specifier);
args.Player.SendInfoMessage("If you understand, please {0}login <username> <password> now, and then type {0}auth.", Specifier);
args.Player.SendInfoMessage("If you understand, please {0}login <username> <password> now, and then type {0}setup.", Specifier);
return;
}

View file

@ -57,7 +57,7 @@ namespace TShockAPI
/// <summary>VersionNum - The version number the TerrariaAPI will return back to the API. We just use the Assembly info.</summary>
public static readonly Version VersionNum = Assembly.GetExecutingAssembly().GetName().Version;
/// <summary>VersionCodename - The version codename is displayed when the server starts. Inspired by software codenames conventions.</summary>
public static readonly string VersionCodename = "Mintaka";
public static readonly string VersionCodename = "Alnitak";
/// <summary>SavePath - This is the path TShock saves its data in. This path is relative to the TerrariaServer.exe (not in ServerPlugins).</summary>
public static string SavePath = "tshock";
@ -843,8 +843,8 @@ namespace TShockAPI
CliParser.ParseFromSource(parms);
}
/// <summary>AuthToken - The auth token used by the /auth system to grant temporary superadmin access to new admins.</summary>
public static int AuthToken = -1;
/// <summary>SetupToken - The auth token used by the setup system to grant temporary superadmin access to new admins.</summary>
public static int SetupToken = -1;
private string _cliPassword = null;
/// <summary>OnPostInit - Fired when the server loads a map, to perform world specific operations.</summary>
@ -863,41 +863,41 @@ namespace TShockAPI
Config.ServerPassword = _cliPassword;
}
// Disable the auth system if "auth.lck" is present or a superadmin exists
if (File.Exists(Path.Combine(SavePath, "auth.lck")) || UserAccounts.GetUserAccounts().Exists(u => u.Group == new SuperAdminGroup().Name))
// Disable the auth system if "setup.lock" is present or a user account already exists
if (File.Exists(Path.Combine(SavePath, "setup.lock")) || (UserAccounts.GetUserAccounts().Count() > 0))
{
AuthToken = 0;
SetupToken = 0;
if (File.Exists(Path.Combine(SavePath, "authcode.txt")))
if (File.Exists(Path.Combine(SavePath, "setup-code.txt")))
{
Log.ConsoleInfo("A superadmin account has been detected in the user database, but authcode.txt is still present.");
Log.ConsoleInfo("TShock will now disable the auth system and remove authcode.txt as it is no longer needed.");
File.Delete(Path.Combine(SavePath, "authcode.txt"));
Log.ConsoleInfo("A superadmin account has been detected in the user database, but setup-code.txt is still present.");
Log.ConsoleInfo("TShock will now disable the initial setup system and remove setup-code.txt as it is no longer needed.");
File.Delete(Path.Combine(SavePath, "setup-code.txt"));
}
if (!File.Exists(Path.Combine(SavePath, "auth.lck")))
if (!File.Exists(Path.Combine(SavePath, "setup.lock")))
{
// This avoids unnecessary database work, which can get ridiculously high on old servers as all users need to be fetched
File.Create(Path.Combine(SavePath, "auth.lck"));
File.Create(Path.Combine(SavePath, "setup.lock"));
}
}
else if (!File.Exists(Path.Combine(SavePath, "authcode.txt")))
else if (!File.Exists(Path.Combine(SavePath, "setup-code.txt")))
{
var r = new Random((int)DateTime.Now.ToBinary());
AuthToken = r.Next(100000, 10000000);
SetupToken = r.Next(100000, 10000000);
Console.ForegroundColor = ConsoleColor.Yellow;
Console.WriteLine("TShock Notice: To become SuperAdmin, join the game and type {0}auth {1}", Commands.Specifier, AuthToken);
Console.WriteLine("This token will display until disabled by verification. ({0}auth)", Commands.Specifier);
Console.WriteLine("To setup the server, join the game and type {0}setup {1}", Commands.Specifier, SetupToken);
Console.WriteLine("This token will display until disabled by verification. ({0}setup)", Commands.Specifier);
Console.ResetColor();
File.WriteAllText(Path.Combine(SavePath, "authcode.txt"), AuthToken.ToString());
File.WriteAllText(Path.Combine(SavePath, "setup-code.txt"), SetupToken.ToString());
}
else
{
AuthToken = Convert.ToInt32(File.ReadAllText(Path.Combine(SavePath, "authcode.txt")));
SetupToken = Convert.ToInt32(File.ReadAllText(Path.Combine(SavePath, "setup-code.txt")));
Console.ForegroundColor = ConsoleColor.Yellow;
Console.WriteLine("TShock Notice: authcode.txt is still present, and the AuthToken located in that file will be used.");
Console.WriteLine("To become superadmin, join the game and type {0}auth {1}", Commands.Specifier, AuthToken);
Console.WriteLine("This token will display until disabled by verification. ({0}auth)", Commands.Specifier);
Console.WriteLine("TShock Notice: setup-code.txt is still present, and the code located in that file will be used.");
Console.WriteLine("To setup the server, join the game and type {0}setup {1}", Commands.Specifier, SetupToken);
Console.WriteLine("This token will display until disabled by verification. ({0}setup)", Commands.Specifier);
Console.ResetColor();
}