TShock/TShockAPI/TSPlayer.cs

1943 lines
60 KiB
C#

/*
TShock, a server mod for Terraria
Copyright (C) 2011-2019 Pryaxis & TShock Contributors
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
using Microsoft.Xna.Framework;
using System;
using System.Collections.Concurrent;
using System.Collections.Generic;
using System.Diagnostics;
using System.IO;
using System.Text;
using System.Threading;
using System.Timers;
using Terraria;
using Terraria.DataStructures;
using Terraria.ID;
using Terraria.Localization;
using TShockAPI.DB;
using TShockAPI.Hooks;
using TShockAPI.Net;
using Timer = System.Timers.Timer;
using System.Linq;
namespace TShockAPI
{
/// <summary>
/// Bitflags used with the <see cref="Disable(string, DisableFlags)"></see> method
/// </summary>
[Flags]
public enum DisableFlags
{
/// <summary>
/// Disable the player and leave no messages
/// </summary>
None,
/// <summary>
/// Write the Disable message to the console
/// </summary>
WriteToConsole,
/// <summary>
/// Write the Disable message to the log
/// </summary>
WriteToLog,
/// <summary>
/// Equivalent to WriteToConsole | WriteToLog
/// </summary>
WriteToLogAndConsole
}
public class TSPlayer
{
/// <summary>
/// This represents the server as a player.
/// </summary>
public static readonly TSServerPlayer Server = new TSServerPlayer();
/// <summary>
/// This player represents all the players.
/// </summary>
public static readonly TSPlayer All = new TSPlayer("All");
/// <summary>
/// Finds a TSPlayer based on name or ID.
/// If the string comes with tsi: or tsn:, we'll only return a list with one element,
/// either the player with the matching ID or name, respectively.
/// </summary>
/// <param name="plr">Player name or ID</param>
/// <returns>A list of matching players</returns>
public static List<TSPlayer> FindByNameOrID(string search)
{
var found = new List<TSPlayer>();
search = search.Trim();
// tsi: and tsn: are used to disambiguate between usernames and not
// and are also both 3 characters to remove them from the search
// (the goal was to pick prefixes unlikely to be used by names)
// (and not to collide with other prefixes used by other commands)
var exactIndexOnly = search.StartsWith("tsi:");
var exactNameOnly = search.StartsWith("tsn:");
if (exactNameOnly || exactIndexOnly)
search = search.Remove(0, 4);
// Avoid errors caused by null search
if (search == null || search == "")
return found;
byte searchID;
if (byte.TryParse(search, out searchID) && searchID < Main.maxPlayers)
{
TSPlayer player = TShock.Players[searchID];
if (player != null && player.Active)
{
if (exactIndexOnly)
return new List<TSPlayer> { player };
found.Add(player);
}
}
string searchLower = search.ToLower();
foreach (TSPlayer player in TShock.Players)
{
if (player != null)
{
if ((search == player.Name) && exactNameOnly)
return new List<TSPlayer> { player };
if (player.Name.ToLower().StartsWith(searchLower))
found.Add(player);
}
}
return found;
}
/// <summary>
/// Used in preventing players from seeing the npc spawnrate permission error on join.
/// </summary>
internal bool HasReceivedNPCPermissionError { get; set; }
/// <summary>
/// The amount of tiles that the player has killed in the last second.
/// </summary>
public int TileKillThreshold { get; set; }
/// <summary>
/// The amount of tiles the player has placed in the last second.
/// </summary>
public int TilePlaceThreshold { get; set; }
/// <summary>
/// The amount of liquid (in tiles) that the player has placed in the last second.
/// </summary>
public int TileLiquidThreshold { get; set; }
/// <summary>
/// The amount of tiles that the player has painted in the last second.
/// </summary>
public int PaintThreshold { get; set; }
/// <summary>
/// The number of projectiles created by the player in the last second.
/// </summary>
public int ProjectileThreshold { get; set; }
/// <summary>
/// The number of HealOtherPlayer packets sent by the player in the last second.
/// </summary>
public int HealOtherThreshold { get; set; }
/// <summary>
/// A timer to keep track of whether or not the player has recently thrown an explosive
/// </summary>
public int RecentFuse = 0;
/// <summary>
/// Whether to ignore packets that are SSC-relevant.
/// </summary>
public bool IgnoreSSCPackets { get; set; }
/// <summary>
/// A system to delay Remembered Position Teleports a few seconds
/// </summary>
public int RPPending = 0;
public int sX = -1;
public int sY = -1;
/// <summary>
/// A queue of tiles destroyed by the player for reverting.
/// </summary>
public Dictionary<Vector2, ITile> TilesDestroyed { get; protected set; }
/// <summary>
/// A queue of tiles placed by the player for reverting.
/// </summary>
public Dictionary<Vector2, ITile> TilesCreated { get; protected set; }
/// <summary>
/// The player's group.
/// </summary>
public Group Group
{
get
{
if (tempGroup != null)
return tempGroup;
return group;
}
set { group = value; }
}
/// <summary>
/// The player's temporary group. This overrides the user's actual group.
/// </summary>
public Group tempGroup = null;
public Timer tempGroupTimer;
private Group group = null;
public bool ReceivedInfo { get; set; }
/// <summary>
/// The players index in the player array( Main.players[] ).
/// </summary>
public int Index { get; protected set; }
/// <summary>
/// The last time the player changed their team or pvp status.
/// </summary>
public DateTime LastPvPTeamChange;
/// <summary>
/// Temp points for use in regions and other plugins.
/// </summary>
public Point[] TempPoints = new Point[2];
/// <summary>
/// Whether the player is waiting to place/break a tile to set as a temp point.
/// </summary>
public int AwaitingTempPoint { get; set; }
/// <summary>
/// A list of command callbacks indexed by the command they need to do.
/// </summary>
public Dictionary<string, Action<object>> AwaitingResponse;
public bool AwaitingName { get; set; }
public string[] AwaitingNameParameters { get; set; }
/// <summary>
/// The last time a player broke a grief check.
/// </summary>
public DateTime LastThreat { get; set; }
/// <summary>
/// Whether the player should see logs.
/// </summary>
public bool DisplayLogs = true;
/// <summary>
/// The last player that the player whispered with (to or from).
/// </summary>
public TSPlayer LastWhisper;
/// <summary>
/// The number of unsuccessful login attempts.
/// </summary>
public int LoginAttempts { get; set; }
/// <summary>
/// Unused.
/// </summary>
public Vector2 TeleportCoords = new Vector2(-1, -1);
/// <summary>
/// The player's last known position from PlayerUpdate packet.
/// </summary>
public Vector2 LastNetPosition = Vector2.Zero;
/// <summary>
/// UserAccount object associated with the player.
/// Set when the player logs in.
/// </summary>
public UserAccount Account { get; set; }
/// <summary>
/// Whether the player performed a valid login attempt (i.e. entered valid user name and password) but is still blocked
/// from logging in because of SSI.
/// </summary>
public bool LoginFailsBySsi { get; set; }
/// <summary>
/// Whether the player is logged in or not.
/// </summary>
public bool IsLoggedIn;
/// <summary>
/// Whether the player has sent their whole inventory to the server while connecting.
/// </summary>
public bool HasSentInventory { get; set; }
/// <summary>
/// Whether the player has been nagged about logging in.
/// </summary>
public bool HasBeenNaggedAboutLoggingIn;
/// <summary>
/// Whether other players can teleport to the player.
/// </summary>
public bool TPAllow = true;
/// <summary>
/// Whether the player is muted or not.
/// </summary>
public bool mute;
private Player FakePlayer;
public bool RequestedSection;
/// <summary>
/// The player's respawn timer.
/// </summary>
public int RespawnTimer
{
get => _respawnTimer;
set => TPlayer.respawnTimer = (_respawnTimer = value) * 60;
}
private int _respawnTimer;
/// <summary>
/// Whether the player is dead or not.
/// </summary>
public bool Dead;
public string Country = "??";
/// <summary>
/// The players difficulty( normal[softcore], mediumcore, hardcore ).
/// </summary>
public int Difficulty;
private string CacheIP;
/// <summary>Determines if the player is disabled by the SSC subsystem for not being logged in.</summary>
public bool IsDisabledForSSC = false;
/// <summary>Determines if the player is disabled by Bouncer for having hacked item stacks.</summary>
public bool IsDisabledForStackDetection = false;
/// <summary>Determines if the player is disabled by the item bans system for having banned wearables on the server.</summary>
public bool IsDisabledForBannedWearable = false;
/// <summary>Determines if the player is disabled for not clearing their trash. A re-login is the only way to reset this.</summary>
public bool IsDisabledPendingTrashRemoval;
/// <summary>Checks to see if active throttling is happening on events by Bouncer. Rejects repeated events by malicious clients in a short window.</summary>
/// <returns>If the player is currently being throttled by Bouncer, or not.</returns>
public bool IsBouncerThrottled()
{
return (DateTime.UtcNow - LastThreat).TotalMilliseconds < 5000;
}
/// <summary>Easy check if a player has any of IsDisabledForSSC, IsDisabledForStackDetection, IsDisabledForBannedWearable, or IsDisabledPendingTrashRemoval set. Or if they're not logged in and a login is required.</summary>
/// <returns>If any of the checks that warrant disabling are set on this player. If true, Disable() is repeatedly called on them.</returns>
public bool IsBeingDisabled()
{
return IsDisabledForSSC
|| IsDisabledForStackDetection
|| IsDisabledForBannedWearable
|| IsDisabledPendingTrashRemoval
|| !IsLoggedIn && TShock.Config.Settings.RequireLogin;
}
/// <summary>Checks to see if a player has hacked item stacks in their inventory, and messages them as it checks.</summary>
/// <param name="shouldWarnPlayer">If the check should send a message to the player with the results of the check.</param>
/// <returns>True if any stacks don't conform.</returns>
public bool HasHackedItemStacks(bool shouldWarnPlayer = false)
{
// Iterates through each inventory location a player has.
// This section is sub divided into number ranges for what each range of slots corresponds to.
bool check = false;
Item[] inventory = TPlayer.inventory;
Item[] armor = TPlayer.armor;
Item[] dye = TPlayer.dye;
Item[] miscEquips = TPlayer.miscEquips;
Item[] miscDyes = TPlayer.miscDyes;
Item[] piggy = TPlayer.bank.item;
Item[] safe = TPlayer.bank2.item;
Item[] forge = TPlayer.bank3.item;
Item[] voidVault = TPlayer.bank4.item;
Item trash = TPlayer.trashItem;
for (int i = 0; i < NetItem.MaxInventory; i++)
{
if (i < NetItem.InventoryIndex.Item2)
{
// From above: this is slots 0-58 in the inventory.
// 0-58
Item item = new Item();
if (inventory[i] != null && inventory[i].netID != 0)
{
item.netDefaults(inventory[i].netID);
item.Prefix(inventory[i].prefix);
item.AffixName();
if (inventory[i].stack > item.maxStack || inventory[i].stack < 0)
{
check = true;
if (shouldWarnPlayer)
{
SendErrorMessage("Stack cheat detected. Remove item {0} ({1}) and then rejoin.", item.Name, inventory[i].stack);
}
}
}
}
else if (i < NetItem.ArmorIndex.Item2)
{
// 59-78
var index = i - NetItem.ArmorIndex.Item1;
Item item = new Item();
if (armor[index] != null && armor[index].netID != 0)
{
item.netDefaults(armor[index].netID);
item.Prefix(armor[index].prefix);
item.AffixName();
if (armor[index].stack > item.maxStack || armor[index].stack < 0)
{
check = true;
if (shouldWarnPlayer)
{
SendErrorMessage("Stack cheat detected. Remove armor {0} ({1}) and then rejoin.", item.Name, armor[index].stack);
}
}
}
}
else if (i < NetItem.DyeIndex.Item2)
{
// 79-88
var index = i - NetItem.DyeIndex.Item1;
Item item = new Item();
if (dye[index] != null && dye[index].netID != 0)
{
item.netDefaults(dye[index].netID);
item.Prefix(dye[index].prefix);
item.AffixName();
if (dye[index].stack > item.maxStack || dye[index].stack < 0)
{
check = true;
if (shouldWarnPlayer)
{
SendErrorMessage("Stack cheat detected. Remove dye {0} ({1}) and then rejoin.", item.Name, dye[index].stack);
}
}
}
}
else if (i < NetItem.MiscEquipIndex.Item2)
{
// 89-93
var index = i - NetItem.MiscEquipIndex.Item1;
Item item = new Item();
if (miscEquips[index] != null && miscEquips[index].netID != 0)
{
item.netDefaults(miscEquips[index].netID);
item.Prefix(miscEquips[index].prefix);
item.AffixName();
if (miscEquips[index].stack > item.maxStack || miscEquips[index].stack < 0)
{
check = true;
if (shouldWarnPlayer)
{
SendErrorMessage("Stack cheat detected. Remove item {0} ({1}) and then rejoin.", item.Name, miscEquips[index].stack);
}
}
}
}
else if (i < NetItem.MiscDyeIndex.Item2)
{
// 93-98
var index = i - NetItem.MiscDyeIndex.Item1;
Item item = new Item();
if (miscDyes[index] != null && miscDyes[index].netID != 0)
{
item.netDefaults(miscDyes[index].netID);
item.Prefix(miscDyes[index].prefix);
item.AffixName();
if (miscDyes[index].stack > item.maxStack || miscDyes[index].stack < 0)
{
check = true;
if (shouldWarnPlayer)
{
SendErrorMessage("Stack cheat detected. Remove item dye {0} ({1}) and then rejoin.", item.Name, miscDyes[index].stack);
}
}
}
}
else if (i < NetItem.PiggyIndex.Item2)
{
// 98-138
var index = i - NetItem.PiggyIndex.Item1;
Item item = new Item();
if (piggy[index] != null && piggy[index].netID != 0)
{
item.netDefaults(piggy[index].netID);
item.Prefix(piggy[index].prefix);
item.AffixName();
if (piggy[index].stack > item.maxStack || piggy[index].stack < 0)
{
check = true;
if (shouldWarnPlayer)
{
SendErrorMessage("Stack cheat detected. Remove piggy-bank item {0} ({1}) and then rejoin.", item.Name, piggy[index].stack);
}
}
}
}
else if (i < NetItem.SafeIndex.Item2)
{
// 138-178
var index = i - NetItem.SafeIndex.Item1;
Item item = new Item();
if (safe[index] != null && safe[index].netID != 0)
{
item.netDefaults(safe[index].netID);
item.Prefix(safe[index].prefix);
item.AffixName();
if (safe[index].stack > item.maxStack || safe[index].stack < 0)
{
check = true;
if (shouldWarnPlayer)
{
SendErrorMessage("Stack cheat detected. Remove safe item {0} ({1}) and then rejoin.", item.Name, safe[index].stack);
}
}
}
}
else if (i < NetItem.TrashIndex.Item2)
{
// 178-179
Item item = new Item();
if (trash != null && trash.netID != 0)
{
item.netDefaults(trash.netID);
item.Prefix(trash.prefix);
item.AffixName();
if (trash.stack > item.maxStack)
{
check = true;
if (shouldWarnPlayer)
{
SendErrorMessage("Stack cheat detected. Remove trash item {0} ({1}) and then rejoin.", item.Name, trash.stack);
}
}
}
}
else if (i < NetItem.ForgeIndex.Item2)
{
// 179-220
var index = i - NetItem.ForgeIndex.Item1;
Item item = new Item();
if (forge[index] != null && forge[index].netID != 0)
{
item.netDefaults(forge[index].netID);
item.Prefix(forge[index].prefix);
item.AffixName();
if (forge[index].stack > item.maxStack || forge[index].stack < 0)
{
check = true;
if (shouldWarnPlayer)
{
SendErrorMessage("Stack cheat detected. Remove Defender's Forge item {0} ({1}) and then rejoin.", item.Name, forge[index].stack);
}
}
}
}
else if (i < NetItem.VoidIndex.Item2)
{
// 220-260
var index = i - NetItem.VoidIndex.Item1;
Item item = new Item();
if (voidVault[index] != null && voidVault[index].netID != 0)
{
item.netDefaults(voidVault[index].netID);
item.Prefix(voidVault[index].prefix);
item.AffixName();
if (voidVault[index].stack > item.maxStack || voidVault[index].stack < 0)
{
check = true;
if (shouldWarnPlayer)
{
SendErrorMessage("Stack cheat detected. Remove Void Vault item {0} ({1}) and then rejoin.", item.Name, voidVault[index].stack);
}
}
}
}
}
return check;
}
/// <summary>
/// The player's server side inventory data.
/// </summary>
public PlayerData PlayerData;
/// <summary>
/// Whether the player needs to specify a password upon connection( either server or user account ).
/// </summary>
public bool RequiresPassword;
public bool SilentKickInProgress;
public bool SilentJoinInProgress;
/// <summary>
/// Whether the player is accepting whispers from other users
/// </summary>
public bool AcceptingWhispers = true;
/// <summary>Checks if a player is in range of a given tile if range checks are enabled.</summary>
/// <param name="x"> The x coordinate of the tile.</param>
/// <param name="y">The y coordinate of the tile.</param>
/// <param name="range">The range to check for.</param>
/// <returns>True if the player is in range of a tile or if range checks are off. False if not.</returns>
public bool IsInRange(int x, int y, int range = 32)
{
int rgX = Math.Abs(TileX - x);
int rgY = Math.Abs(TileY - y);
if (TShock.Config.Settings.RangeChecks && ((rgX > range) || (rgY > range)))
{
TShock.Log.ConsoleDebug("Rangecheck failed for {0} ({1}, {2}) (rg: {3}/{5}, {4}/{5})", Name, x, y, rgX, rgY, range);
return false;
}
return true;
}
private enum BuildPermissionFailPoint
{
GeneralBuild,
SpawnProtect,
Regions
}
/// <summary>Determines if the player can build on a given point.</summary>
/// <param name="x">The x coordinate they want to build at.</param>
/// <param name="y">The y coordinate they want to build at.</param>
/// <param name="shouldWarnPlayer">Whether or not the player should be warned if their build attempt fails</param>
/// <returns>True if the player can build at the given point from build, spawn, and region protection.</returns>
public bool HasBuildPermission(int x, int y, bool shouldWarnPlayer = true)
{
BuildPermissionFailPoint failure = BuildPermissionFailPoint.GeneralBuild;
// The goal is to short circuit on easy stuff as much as possible.
// Don't compute permissions unless needed, and don't compute taxing stuff unless needed.
// If the player has bypass on build protection or building is enabled; continue
// (General build protection takes precedence over spawn protection)
if (!TShock.Config.Settings.DisableBuild || HasPermission(Permissions.antibuild))
{
failure = BuildPermissionFailPoint.SpawnProtect;
// If they have spawn protect bypass, or it isn't spawn, or it isn't in spawn; continue
// (If they have spawn protect bypass, we don't care if it's spawn or not)
if (!TShock.Config.Settings.SpawnProtection || HasPermission(Permissions.editspawn) || !Utils.IsInSpawn(x, y))
{
failure = BuildPermissionFailPoint.Regions;
// If they have build permission in this region, then they're allowed to continue
if (TShock.Regions.CanBuild(x, y, this))
{
return true;
}
}
}
// If they lack build permission, they end up here.
// If they have build permission but lack the ability to edit spawn and it's spawn, they end up here.
// If they have build, it isn't spawn, or they can edit spawn, but they fail the region check, they end up here.
// If they shouldn't be warned, exit early.
if (!shouldWarnPlayer)
return false;
// Space out warnings by 2 seconds so that they don't get spammed.
if (((DateTime.Now.Ticks / TimeSpan.TicksPerMillisecond) - lastPermissionWarning) < 2000)
{
return false;
}
// If they should be warned, warn them.
if (!TShock.Config.Settings.SuppressPermissionFailureNotices)
{
switch (failure)
{
case BuildPermissionFailPoint.GeneralBuild:
SendErrorMessage("You do not have permission to build on this server.");
break;
case BuildPermissionFailPoint.SpawnProtect:
SendErrorMessage("You do not have permission to build in the spawn point.");
break;
case BuildPermissionFailPoint.Regions:
SendErrorMessage("You do not have permission to build in this region.");
break;
}
}
// Set the last warning time to now.
lastPermissionWarning = DateTime.Now.Ticks / TimeSpan.TicksPerMillisecond;
return false;
}
/// <summary>
/// Determines if the player can build a multi-block tile object on a given point.
/// Tile objects include things like Doors, Trap Doors, Item Frames, Beds, and Dressers.
/// </summary>
/// <param name="x">The x coordinate they want to build at.</param>
/// <param name="y">The y coordinate they want to build at.</param>
/// <param name="width">The width of the tile object</param>
/// <param name="height">The height of the tile object</param>
/// <param name="shouldWarnPlayer">Whether or not the player should be warned if their build attempt fails</param>
/// <returns>True if the player can build at the given point from build, spawn, and region protection.</returns>
public bool HasBuildPermissionForTileObject(int x, int y, int width, int height, bool shouldWarnPlayer = true)
{
for (int realx = x; realx < x + width; realx++)
{
for (int realy = y; realy < y + height; realy++)
{
if (!HasBuildPermission(realx, realy, shouldWarnPlayer))
{
return false;
}
}
}
return true;
}
/// <summary>Determines if the player can paint on a given point. Checks general build permissions, then paint.</summary>
/// <param name="x">The x coordinate they want to paint at.</param>
/// <param name="y">The y coordinate they want to paint at.</param>
/// <returns>True if they can paint.</returns>
public bool HasPaintPermission(int x, int y)
{
return HasBuildPermission(x, y) && HasPermission(Permissions.canpaint);
}
/// <summary>Checks if a player can place ice, and if they can, tracks ice placements and removals.</summary>
/// <param name="x">The x coordinate of the suspected ice block.</param>
/// <param name="y">The y coordinate of the suspected ice block.</param>
/// <param name="tileType">The tile type of the suspected ice block.</param>
/// <param name="editAction">The EditAction on the suspected ice block.</param>
/// <returns>True if a player successfully places an ice tile or removes one of their past ice tiles.</returns>
public bool HasModifiedIceSuccessfully(int x, int y, short tileType, GetDataHandlers.EditAction editAction)
{
// The goal is to short circuit ASAP.
// A subsequent call to HasBuildPermission can figure this out if not explicitly ice.
if (!TShock.Config.Settings.AllowIce)
{
return false;
}
// They've placed some ice. Horrible!
if (editAction == GetDataHandlers.EditAction.PlaceTile && tileType == TileID.MagicalIceBlock)
{
IceTiles.Add(new Point(x, y));
return true;
}
// The edit wasn't an add, so we check to see if the position matches any of the known ice tiles
if (editAction == GetDataHandlers.EditAction.KillTile)
{
foreach (Point p in IceTiles)
{
// If they're trying to kill ice or dirt, and the tile was in the list, we allow it.
if (p.X == x && p.Y == y && (Main.tile[p.X, p.Y].type == TileID.Dirt || Main.tile[p.X, p.Y].type == TileID.MagicalIceBlock))
{
IceTiles.Remove(p);
return true;
}
}
}
// Only a small number of cases let this happen.
return false;
}
/// <summary>
/// A list of points where ice tiles have been placed.
/// </summary>
public List<Point> IceTiles;
/// <summary>
/// The last time the player was warned for build permissions.
/// In MS, defaults to 1 (so it will warn on the first attempt).
/// </summary>
public long lastPermissionWarning = 1;
/// <summary>
/// The time in ms when the player has logged in.
/// </summary>
public long LoginMS;
/// <summary>
/// Whether the player has been harrassed about logging in due to server side inventory or forced login.
/// </summary>
public bool LoginHarassed = false;
/// <summary>
/// Player cant die, unless onehit
/// </summary>
public bool GodMode = false;
/// <summary>
/// Players controls are inverted if using SSC
/// </summary>
public bool Confused = false;
/// <summary>
/// The last projectile type this player tried to kill.
/// </summary>
public int LastKilledProjectile = 0;
/// <summary>
/// Keeps track of recently created projectiles by this player. TShock.cs OnSecondUpdate() removes from this in an async task.
/// Projectiles older than 5 seconds are purged from this collection as they are no longer "recent."
/// </summary>
public List<TShockAPI.GetDataHandlers.ProjectileStruct> RecentlyCreatedProjectiles = new List<TShockAPI.GetDataHandlers.ProjectileStruct>();
/// <summary>
/// The current region this player is in, or null if none.
/// </summary>
public Region CurrentRegion = null;
/// <summary>
/// Contains data stored by plugins
/// </summary>
protected ConcurrentDictionary<string, object> data = new ConcurrentDictionary<string, object>();
/// <summary>
/// Whether the player is a real, human, player on the server.
/// </summary>
public bool RealPlayer
{
get { return Index >= 0 && Index < Main.maxNetPlayers && Main.player[Index] != null; }
}
/// <summary>
/// Checks if the player is active and not pending termination.
/// </summary>
public bool ConnectionAlive
{
get
{
return RealPlayer
&& (Netplay.Clients[Index] != null && Netplay.Clients[Index].IsActive && !Netplay.Clients[Index].PendingTermination);
}
}
/// <summary>
/// Gets the item that the player is currently holding.
/// </summary>
public Item SelectedItem
{
get { return TPlayer.inventory[TPlayer.selectedItem]; }
}
/// <summary>
/// Gets the player's Client State.
/// </summary>
public int State
{
get { return Netplay.Clients[Index].State; }
set { Netplay.Clients[Index].State = value; }
}
/// <summary>
/// Gets the player's UUID.
/// </summary>
public string UUID
{
get { return RealPlayer ? Netplay.Clients[Index].ClientUUID : ""; }
}
/// <summary>
/// Gets the player's IP.
/// </summary>
public string IP
{
get
{
if (string.IsNullOrEmpty(CacheIP))
return
CacheIP = RealPlayer ? (Netplay.Clients[Index].Socket.IsConnected()
? TShock.Utils.GetRealIP(Netplay.Clients[Index].Socket.GetRemoteAddress().ToString())
: "")
: "127.0.0.1";
else
return CacheIP;
}
}
/// <summary>
/// Gets the player's inventory (first 5 rows)
/// </summary>
public IEnumerable<Item> Inventory
{
get
{
for (int i = 0; i < 50; i++)
yield return TPlayer.inventory[i];
}
}
/// <summary>
/// Gets the player's accessories.
/// </summary>
public IEnumerable<Item> Accessories
{
get
{
for (int i = 3; i < 10; i++)
yield return TPlayer.armor[i];
}
}
/// <summary>
/// Saves the player's inventory to SSC
/// </summary>
/// <returns>bool - True/false if it saved successfully</returns>
public bool SaveServerCharacter()
{
if (!Main.ServerSideCharacter)
{
return false;
}
try
{
if (HasPermission(Permissions.bypassssc))
{
TShock.Log.ConsoleInfo("Skipping SSC save (due to tshock.ignore.ssc) for " + Account.Name);
return true;
}
PlayerData.CopyCharacter(this);
TShock.CharacterDB.InsertPlayerData(this);
return true;
}
catch (Exception e)
{
TShock.Log.Error(e.Message);
return false;
}
}
/// <summary>
/// Sends the players server side character to client
/// </summary>
/// <returns>bool - True/false if it saved successfully</returns>
public bool SendServerCharacter()
{
if (!Main.ServerSideCharacter)
{
return false;
}
try
{
PlayerData.RestoreCharacter(this);
return true;
}
catch (Exception e)
{
TShock.Log.Error(e.Message);
return false;
}
}
/// <summary>
/// Gets the Terraria Player object associated with the player.
/// </summary>
public Player TPlayer
{
get { return FakePlayer ?? Main.player[Index]; }
}
/// <summary>
/// Gets the player's name.
/// </summary>
public string Name
{
get { return TPlayer.name; }
}
/// <summary>
/// Gets the player's active state.
/// </summary>
public bool Active
{
get { return TPlayer != null && TPlayer.active; }
}
/// <summary>
/// Gets the player's team.
/// </summary>
public int Team
{
get { return TPlayer.team; }
}
/// <summary>
/// Gets the player's X coordinate.
/// </summary>
public float X
{
get { return RealPlayer ? TPlayer.position.X : Main.spawnTileX * 16; }
}
/// <summary>
/// Gets the player's Y coordinate.
/// </summary>
public float Y
{
get { return RealPlayer ? TPlayer.position.Y : Main.spawnTileY * 16; }
}
/// <summary>
/// Player X coordinate divided by 16. Supposed X world coordinate.
/// </summary>
public int TileX
{
get { return (int)(X / 16); }
}
/// <summary>
/// Player Y coordinate divided by 16. Supposed Y world coordinate.
/// </summary>
public int TileY
{
get { return (int)(Y / 16); }
}
/// <summary>
/// Checks if the player has any inventory slots available.
/// </summary>
public bool InventorySlotAvailable
{
get
{
bool flag = false;
if (RealPlayer)
{
for (int i = 0; i < 50; i++) //51 is trash can, 52-55 is coins, 56-59 is ammo
{
if (TPlayer.inventory[i] == null || !TPlayer.inventory[i].active || TPlayer.inventory[i].Name == "")
{
flag = true;
break;
}
}
}
return flag;
}
}
/// <summary>
/// This contains the character data a player has when they join the server.
/// </summary>
public PlayerData DataWhenJoined { get; set; }
/// <summary>
/// Determines whether the player's storage contains the given key.
/// </summary>
/// <param name="key">Key to test.</param>
/// <returns></returns>
public bool ContainsData(string key)
{
return data.ContainsKey(key);
}
/// <summary>
/// Returns the stored object associated with the given key.
/// </summary>
/// <typeparam name="T">Type of the object being retrieved.</typeparam>
/// <param name="key">Key with which to access the object.</param>
/// <returns>The stored object, or default(T) if not found.</returns>
public T GetData<T>(string key)
{
object obj;
if (!data.TryGetValue(key, out obj))
{
return default(T);
}
return (T)obj;
}
/// <summary>
/// Stores an object on this player, accessible with the given key.
/// </summary>
/// <typeparam name="T">Type of the object being stored.</typeparam>
/// <param name="key">Key with which to access the object.</param>
/// <param name="value">Object to store.</param>
public void SetData<T>(string key, T value)
{
if (!data.TryAdd(key, value))
{
data.TryUpdate(key, value, data[key]);
}
}
/// <summary>
/// Removes the stored object associated with the given key.
/// </summary>
/// <param name="key">Key with which to access the object.</param>
/// <returns>The removed object. </returns>
public object RemoveData(string key)
{
object rem;
if (data.TryRemove(key, out rem))
{
return rem;
}
return null;
}
/// <summary>
/// Logs the player out of an account.
/// </summary>
public void Logout()
{
PlayerHooks.OnPlayerLogout(this);
if (Main.ServerSideCharacter)
{
IsDisabledForSSC = true;
if (!IsDisabledPendingTrashRemoval && (!Dead || TPlayer.difficulty != 2))
{
PlayerData.CopyCharacter(this);
TShock.CharacterDB.InsertPlayerData(this);
}
}
PlayerData = new PlayerData(this);
Group = TShock.Groups.GetGroupByName(TShock.Config.Settings.DefaultGuestGroupName);
tempGroup = null;
if (tempGroupTimer != null)
{
tempGroupTimer.Stop();
}
Account = null;
IsLoggedIn = false;
}
/// <summary>
/// Initializes a new instance of the <see cref="TSPlayer"/> class.
/// </summary>
/// <param name="index">The player's index in the.</param>
public TSPlayer(int index)
{
TilesDestroyed = new Dictionary<Vector2, ITile>();
TilesCreated = new Dictionary<Vector2, ITile>();
Index = index;
Group = Group.DefaultGroup;
IceTiles = new List<Point>();
AwaitingResponse = new Dictionary<string, Action<object>>();
}
/// <summary>
/// Initializes a new instance of the <see cref="TSPlayer"/> class.
/// </summary>
/// <param name="playerName">The player's name.</param>
protected TSPlayer(String playerName)
{
TilesDestroyed = new Dictionary<Vector2, ITile>();
TilesCreated = new Dictionary<Vector2, ITile>();
Index = -1;
FakePlayer = new Player { name = playerName, whoAmI = -1 };
Group = Group.DefaultGroup;
AwaitingResponse = new Dictionary<string, Action<object>>();
}
/// <summary>
/// Disconnects the player from the server.
/// </summary>
/// <param name="reason">The reason why the player was disconnected.</param>
public virtual void Disconnect(string reason)
{
SendData(PacketTypes.Disconnect, reason);
}
/// <summary>
/// Fired when the player's temporary group access expires.
/// </summary>
/// <param name="sender"></param>
/// <param name="args"></param>
public void TempGroupTimerElapsed(object sender, ElapsedEventArgs args)
{
SendWarningMessage("Your temporary group access has expired.");
tempGroup = null;
if (sender != null)
{
((Timer)sender).Stop();
}
}
/// <summary>
/// Teleports the player to the given coordinates in the world.
/// </summary>
/// <param name="x">The X coordinate.</param>
/// <param name="y">The Y coordinate.</param>
/// <param name="style">The teleportation style.</param>
/// <returns>True or false.</returns>
public bool Teleport(float x, float y, byte style = 1)
{
if (x > Main.rightWorld - 992)
{
x = Main.rightWorld - 992;
}
if (x < 992)
{
x = 992;
}
if (y > Main.bottomWorld - 992)
{
y = Main.bottomWorld - 992;
}
if (y < 992)
{
y = 992;
}
SendTileSquareCentered((int)(x / 16), (int)(y / 16), 15);
TPlayer.Teleport(new Vector2(x, y), style);
NetMessage.SendData((int)PacketTypes.Teleport, -1, -1, NetworkText.Empty, 0, TPlayer.whoAmI, x, y, style);
return true;
}
/// <summary>
/// Heals the player.
/// </summary>
/// <param name="health">Heal health amount.</param>
public void Heal(int health = 600)
{
NetMessage.SendData((int)PacketTypes.PlayerHealOther, -1, -1, NetworkText.Empty, this.TPlayer.whoAmI, health);
}
/// <summary>
/// Spawns the player at his spawn point.
/// </summary>
public void Spawn(PlayerSpawnContext context, int? respawnTimer = null)
{
if (this.sX > 0 && this.sY > 0)
{
Spawn(this.sX, this.sY, context, respawnTimer);
}
else
{
Spawn(TPlayer.SpawnX, TPlayer.SpawnY, context, respawnTimer);
}
}
/// <summary>
/// Spawns the player at the given coordinates.
/// </summary>
/// <param name="tilex">The X coordinate.</param>
/// <param name="tiley">The Y coordinate.</param>
/// <param name="context">The PlayerSpawnContext.</param>
/// <param name="respawnTimer">The respawn timer, will be Player.respawnTimer if parameter is null.</param>
public void Spawn(int tilex, int tiley, PlayerSpawnContext context, int? respawnTimer = null)
{
using (var ms = new MemoryStream())
{
var msg = new SpawnMsg
{
PlayerIndex = (byte)Index,
TileX = (short)tilex,
TileY = (short)tiley,
RespawnTimer = respawnTimer ?? TShock.Players[Index].RespawnTimer * 60,
PlayerSpawnContext = context,
};
msg.PackFull(ms);
SendRawData(ms.ToArray());
}
}
/// <summary>
/// Removes the projectile with the given index and owner.
/// </summary>
/// <param name="index">The projectile's index.</param>
/// <param name="owner">The projectile's owner.</param>
public void RemoveProjectile(int index, int owner)
{
using (var ms = new MemoryStream())
{
var msg = new ProjectileRemoveMsg
{
Index = (short)index,
Owner = (byte)owner
};
msg.PackFull(ms);
SendRawData(ms.ToArray());
}
}
/// <summary>Sends a tile square at a location with a given size.
/// Typically used to revert changes by Bouncer through sending the
/// "old" version of modified data back to a client.
/// Prevents desync issues.
/// </summary>
/// <param name="x">The x coordinate to send.</param>
/// <param name="y">The y coordinate to send.</param>
/// <param name="size">The size square set of tiles to send.</param>
/// <returns>true if the tile square was sent successfully, else false</returns>
[Obsolete("This method may not send tiles the way you would expect it to. The (x,y) coordinates are the top left corner of the tile square, switch to " + nameof(SendTileSquareCentered) + " if you wish for the coordindates to be the center of the square.")]
public virtual bool SendTileSquare(int x, int y, int size = 10)
{
return SendTileRect((short)x, (short)y, (byte)size, (byte)size);
}
/// <summary>
/// Sends a tile square at a center location with a given size.
/// Typically used to revert changes by Bouncer through sending the
/// "old" version of modified data back to a client.
/// Prevents desync issues.
/// </summary>
/// <param name="x">The x coordinates of the center of the square.</param>
/// <param name="y">The y coordinates of the center of the square.</param>
/// <param name="size">The size square set of tiles to send.</param>
/// <returns>true if the tile square was sent successfully, else false</returns>
public virtual bool SendTileSquareCentered(int x, int y, byte size = 10)
{
return SendTileRect((short)(x - (size / 2)), (short)(y - (size / 2)), size, size);
}
/// <summary>
/// Sends a rectangle of tiles at a location with the given length and width.
/// </summary>
/// <param name="x">The x coordinate the rectangle will begin at</param>
/// <param name="y">The y coordinate the rectangle will begin at</param>
/// <param name="width">The width of the rectangle</param>
/// <param name="length">The length of the rectangle</param>
/// <param name="changeType">Optional change type. Default None</param>
/// <returns></returns>
public virtual bool SendTileRect(short x, short y, byte width = 10, byte length = 10, TileChangeType changeType = TileChangeType.None)
{
try
{
NetMessage.SendTileSquare(Index, x, y, width, length, changeType);
return true;
}
catch (Exception ex)
{
TShock.Log.Error(ex.ToString());
}
return false;
}
/// <summary>
/// Gives an item to the player. Includes banned item spawn prevention to check if the player can spawn the item.
/// </summary>
/// <param name="type">The item ID.</param>
/// <param name="name">The item name.</param>
/// <param name="stack">The item stack.</param>
/// <param name="prefix">The item prefix.</param>
/// <returns>True or false, depending if the item passed the check or not.</returns>
public bool GiveItemCheck(int type, string name, int stack, int prefix = 0)
{
if ((TShock.ItemBans.DataModel.ItemIsBanned(name) && TShock.Config.Settings.PreventBannedItemSpawn) &&
(TShock.ItemBans.DataModel.ItemIsBanned(name, this) || !TShock.Config.Settings.AllowAllowedGroupsToSpawnBannedItems))
return false;
GiveItem(type, stack, prefix);
return true;
}
/// <summary>
/// Gives an item to the player.
/// </summary>
/// <param name="type">The item ID.</param>
/// <param name="stack">The item stack.</param>
/// <param name="prefix">The item prefix.</param>
public virtual void GiveItem(int type, int stack, int prefix = 0)
{
int itemIndex = Item.NewItem((int)X, (int)Y, TPlayer.width, TPlayer.height, type, stack, true, prefix, true);
SendData(PacketTypes.ItemDrop, "", itemIndex);
}
/// <summary>
/// Sends an information message to the player.
/// </summary>
/// <param name="msg">The message.</param>
public virtual void SendInfoMessage(string msg)
{
SendMessage(msg, Color.Yellow);
}
/// <summary>
/// Sends an information message to the player.
/// Replaces format items in the message with the string representation of a specified object.
/// </summary>
/// <param name="format">The message.</param>
/// <param name="args">An array of objects to format.</param>
public void SendInfoMessage(string format, params object[] args)
{
SendInfoMessage(string.Format(format, args));
}
/// <summary>
/// Sends a success message to the player.
/// </summary>
/// <param name="msg">The message.</param>
public virtual void SendSuccessMessage(string msg)
{
SendMessage(msg, Color.LimeGreen);
}
/// <summary>
/// Sends a success message to the player.
/// Replaces format items in the message with the string representation of a specified object.
/// </summary>
/// <param name="format">The message.</param>
/// <param name="args">An array of objects to format.</param>
public void SendSuccessMessage(string format, params object[] args)
{
SendSuccessMessage(string.Format(format, args));
}
/// <summary>
/// Sends a warning message to the player.
/// </summary>
/// <param name="msg">The message.</param>
public virtual void SendWarningMessage(string msg)
{
SendMessage(msg, Color.OrangeRed);
}
/// <summary>
/// Sends a warning message to the player.
/// Replaces format items in the message with the string representation of a specified object.
/// </summary>
/// <param name="format">The message.</param>
/// <param name="args">An array of objects to format.</param>
public void SendWarningMessage(string format, params object[] args)
{
SendWarningMessage(string.Format(format, args));
}
/// <summary>
/// Sends an error message to the player.
/// </summary>
/// <param name="msg">The message.</param>
public virtual void SendErrorMessage(string msg)
{
SendMessage(msg, Color.Red);
}
/// <summary>
/// Sends an error message to the player.
/// Replaces format items in the message with the string representation of a specified object
/// </summary>
/// <param name="format">The message.</param>
/// <param name="args">An array of objects to format.</param>
public void SendErrorMessage(string format, params object[] args)
{
SendErrorMessage(string.Format(format, args));
}
/// <summary>
/// Sends a message with the specified color.
/// </summary>
/// <param name="msg">The message.</param>
/// <param name="color">The message color.</param>
public virtual void SendMessage(string msg, Color color)
{
SendMessage(msg, color.R, color.G, color.B);
}
/// <summary>
/// Sends a message with the specified RGB color.
/// </summary>
/// <param name="msg">The message.</param>
/// <param name="red">The amount of red color to factor in. Max: 255.</param>
/// <param name="green">The amount of green color to factor in. Max: 255</param>
/// <param name="blue">The amount of blue color to factor in. Max: 255</param>
public virtual void SendMessage(string msg, byte red, byte green, byte blue)
{
if (msg.Contains("\n"))
{
string[] msgs = msg.Split('\n');
foreach (string message in msgs)
{
SendMessage(message, red, green, blue);
}
return;
}
if (this.Index == -1) //-1 is our broadcast index - this implies we're using TSPlayer.All.SendMessage and broadcasting to all clients
{
Terraria.Chat.ChatHelper.BroadcastChatMessage(NetworkText.FromLiteral(msg), new Color(red, green, blue));
}
else
{
Terraria.Chat.ChatHelper.SendChatMessageToClient(NetworkText.FromLiteral(msg), new Color(red, green, blue), this.Index);
}
}
/// <summary>
/// Sends a message to the player with the specified RGB color.
/// </summary>
/// <param name="msg">The message.</param>
/// <param name="red">The amount of red color to factor in. Max: 255.</param>
/// <param name="green">The amount of green color to factor in. Max: 255.</param>
/// <param name="blue">The amount of blue color to factor in. Max: 255.</param>
/// <param name="ply">The player who receives the message.</param>
public virtual void SendMessageFromPlayer(string msg, byte red, byte green, byte blue, int ply)
{
if (msg.Contains("\n"))
{
string[] msgs = msg.Split('\n');
foreach (string message in msgs)
{
SendMessageFromPlayer(message, red, green, blue, ply);
}
return;
}
Terraria.Chat.ChatHelper.BroadcastChatMessageAs((byte)ply, NetworkText.FromLiteral(msg), new Color(red, green, blue));
}
/// <summary>
/// Sends the text of a given file to the player. Replacement of %map% and %players% if in the file.
/// </summary>
/// <param name="file">Filename relative to <see cref="TShock.SavePath"></see></param>
public void SendFileTextAsMessage(string file)
{
string foo = "";
bool containsOldFormat = false;
using (var tr = new StreamReader(file))
{
Color lineColor;
while ((foo = tr.ReadLine()) != null)
{
lineColor = Color.White;
if (string.IsNullOrWhiteSpace(foo))
{
continue;
}
var players = new List<string>();
foreach (TSPlayer ply in TShock.Players)
{
if (ply != null && ply.Active)
{
players.Add(ply.Name);
}
}
foo = foo.Replace("%map%", (TShock.Config.Settings.UseServerName ? TShock.Config.Settings.ServerName : Main.worldName));
foo = foo.Replace("%players%", String.Join(", ", players));
foo = foo.Replace("%specifier%", TShock.Config.Settings.CommandSpecifier);
foo = foo.Replace("%onlineplayers%", TShock.Utils.GetActivePlayerCount().ToString());
foo = foo.Replace("%serverslots%", TShock.Config.Settings.MaxSlots.ToString());
SendMessage(foo, lineColor);
}
}
}
/// <summary>
/// Wounds the player with the given damage.
/// </summary>
/// <param name="damage">The amount of damage the player will take.</param>
public virtual void DamagePlayer(int damage)
{
NetMessage.SendPlayerHurt(Index, PlayerDeathReason.LegacyDefault(), damage, (new Random()).Next(-1, 1), false, false, 0, -1, -1);
}
/// <summary>
/// Kills the player.
/// </summary>
public virtual void KillPlayer()
{
NetMessage.SendPlayerDeath(Index, PlayerDeathReason.LegacyDefault(), 99999, (new Random()).Next(-1, 1), false, -1, -1);
}
/// <summary>
/// Sets the player's team.
/// </summary>
/// <param name="team">The team color index.</param>
public virtual void SetTeam(int team)
{
Main.player[Index].team = team;
NetMessage.SendData((int)PacketTypes.PlayerTeam, -1, -1, NetworkText.Empty, Index);
}
/// <summary>
/// Sets the player's pvp.
/// </summary>
/// <param name="mode">The state of the pvp mode.</param>
public virtual void SetPvP(bool mode, bool withMsg = false)
{
Main.player[Index].hostile = mode;
NetMessage.SendData((int)PacketTypes.TogglePvp, -1, -1, NetworkText.Empty, Index);
if (withMsg)
TSPlayer.All.SendMessage(Language.GetTextValue(mode ? "LegacyMultiplayer.11" : "LegacyMultiplayer.12", Name), Main.teamColor[Team]);
}
private DateTime LastDisableNotification = DateTime.UtcNow;
/// <summary>
/// Represents the ID of the chest that the player is viewing.
/// </summary>
public int ActiveChest = -1;
/// <summary>
/// Represents the current item the player is holding.
/// </summary>
public Item ItemInHand = new Item();
/// <summary>
/// Disables the player for the given <paramref name="reason"/>
/// </summary>
/// <param name="reason">The reason why the player was disabled.</param>
/// <param name="flags">Flags to dictate where this event is logged to.</param>
public virtual void Disable(string reason = "", DisableFlags flags = DisableFlags.WriteToLog)
{
LastThreat = DateTime.UtcNow;
SetBuff(BuffID.Webbed, 330, true);
if (ActiveChest != -1)
{
ActiveChest = -1;
SendData(PacketTypes.ChestOpen, "", -1);
}
if (!string.IsNullOrEmpty(reason))
{
if ((DateTime.UtcNow - LastDisableNotification).TotalMilliseconds > 5000)
{
if (flags.HasFlag(DisableFlags.WriteToConsole))
{
if (flags.HasFlag(DisableFlags.WriteToLog))
{
TShock.Log.ConsoleInfo("Player {0} has been disabled for {1}.", Name, reason);
}
else
{
Server.SendInfoMessage("Player {0} has been disabled for {1}.", Name, reason);
}
}
LastDisableNotification = DateTime.UtcNow;
}
}
/*
* Calling new StackTrace() is incredibly expensive, and must be disabled
* in release builds. Use a conditional call instead.
*/
LogStackFrame();
}
/// <summary>
/// Disconnects this player from the server with a reason.
/// </summary>
/// <param name="reason">The reason to display to the user and to the server on kick.</param>
/// <param name="force">If the kick should happen regardless of immunity to kick permissions.</param>
/// <param name="silent">If no message should be broadcasted to the server.</param>
/// <param name="adminUserName">The originator of the kick, for display purposes.</param>
/// <param name="saveSSI">If the player's server side character should be saved on kick.</param>
public bool Kick(string reason, bool force = false, bool silent = false, string adminUserName = null, bool saveSSI = false)
{
if (!ConnectionAlive)
return true;
if (force || !HasPermission(Permissions.immunetokick))
{
SilentKickInProgress = silent;
if (IsLoggedIn && saveSSI)
SaveServerCharacter();
Disconnect(string.Format("Kicked: {0}", reason));
TShock.Log.ConsoleInfo(string.Format("Kicked {0} for : '{1}'", Name, reason));
string verb = force ? "force " : "";
if (!silent)
{
if (string.IsNullOrWhiteSpace(adminUserName))
TShock.Utils.Broadcast(string.Format("{0} was {1}kicked for '{2}'", Name, verb, reason.ToLower()), Color.Green);
else
TShock.Utils.Broadcast(string.Format("{0} {1}kicked {2} for '{3}'", adminUserName, verb, Name, reason.ToLower()), Color.Green);
}
return true;
}
return false;
}
/// <summary>
/// Bans and disconnects the player from the server.
/// </summary>
/// <param name="reason">The reason to be displayed to the server.</param>
/// <param name="force">If the ban should bypass immunity to ban checks.</param>
/// <param name="adminUserName">The player who initiated the ban.</param>
public bool Ban(string reason, bool force = false, string adminUserName = null)
{
if (!ConnectionAlive)
return true;
if (force)
{
TShock.Bans.InsertBan($"{Identifier.IP}{IP}", reason, adminUserName, DateTime.UtcNow, DateTime.MaxValue);
TShock.Bans.InsertBan($"{Identifier.UUID}{UUID}", reason, adminUserName, DateTime.UtcNow, DateTime.MaxValue);
if (Account != null)
{
TShock.Bans.InsertBan($"{Identifier.Account}{Account.Name}", reason, adminUserName, DateTime.UtcNow, DateTime.MaxValue);
}
Disconnect(string.Format("Banned: {0}", reason));
string verb = force ? "force " : "";
if (string.IsNullOrWhiteSpace(adminUserName))
TSPlayer.All.SendInfoMessage("{0} was {1}banned for '{2}'.", Name, verb, reason);
else
TSPlayer.All.SendInfoMessage("{0} {1}banned {2} for '{3}'.", adminUserName, verb, Name, reason);
return true;
}
return false;
}
/// <summary>
/// Sends the player an error message stating that more than one match was found
/// appending a csv list of the matches.
/// </summary>
/// <param name="matches">An enumerable list with the matches</param>
public void SendMultipleMatchError(IEnumerable<object> matches)
{
SendErrorMessage("More than one match found -- unable to decide which is correct: ");
var lines = PaginationTools.BuildLinesFromTerms(matches.ToArray());
lines.ForEach(SendInfoMessage);
SendErrorMessage("Use \"my query\" for items with spaces.");
SendErrorMessage("Use tsi:[number] or tsn:[username] to distinguish between user IDs and usernames.");
}
[Conditional("DEBUG")]
private void LogStackFrame()
{
var trace = new StackTrace();
StackFrame frame = null;
frame = trace.GetFrame(1);
if (frame != null && frame.GetMethod().DeclaringType != null)
TShock.Log.Debug(frame.GetMethod().DeclaringType.Name + " called Disable().");
}
/// <summary>
/// Annoys the player for a specified amount of time.
/// </summary>
/// <param name="time">The</param>
public virtual void Whoopie(object time)
{
var time2 = (int)time;
var launch = DateTime.UtcNow;
var startname = Name;
while ((DateTime.UtcNow - launch).TotalSeconds < time2 && startname == Name)
{
SendData(PacketTypes.NpcSpecial, number: Index, number2: 2f);
Thread.Sleep(50);
}
}
/// <summary>
/// Applies a buff to the player.
/// </summary>
/// <param name="type">The buff type.</param>
/// <param name="time">The buff duration.</param>
/// <param name="bypass"></param>
public virtual void SetBuff(int type, int time = 3600, bool bypass = false)
{
if ((DateTime.UtcNow - LastThreat).TotalMilliseconds < 5000 && !bypass)
return;
SendData(PacketTypes.PlayerAddBuff, number: Index, number2: type, number3: time);
}
//Todo: Separate this into a few functions. SendTo, SendToAll, etc
/// <summary>
/// Sends data to the player.
/// </summary>
/// <param name="msgType">The sent packet</param>
/// <param name="text">The packet text.</param>
/// <param name="number"></param>
/// <param name="number2"></param>
/// <param name="number3"></param>
/// <param name="number4"></param>
/// <param name="number5"></param>
public virtual void SendData(PacketTypes msgType, string text = "", int number = 0, float number2 = 0f,
float number3 = 0f, float number4 = 0f, int number5 = 0)
{
if (RealPlayer && !ConnectionAlive)
return;
NetMessage.SendData((int)msgType, Index, -1, text == null ? null : NetworkText.FromLiteral(text), number, number2, number3, number4, number5);
}
/// <summary>
/// Sends data from the given player.
/// </summary>
/// <param name="msgType">The sent packet.</param>
/// <param name="ply">The packet sender.</param>
/// <param name="text">The packet text.</param>
/// <param name="number2"></param>
/// <param name="number3"></param>
/// <param name="number4"></param>
/// <param name="number5"></param>
public virtual void SendDataFromPlayer(PacketTypes msgType, int ply, string text = "", float number2 = 0f,
float number3 = 0f, float number4 = 0f, int number5 = 0)
{
if (RealPlayer && !ConnectionAlive)
return;
NetMessage.SendData((int)msgType, Index, -1, NetworkText.FromFormattable(text), ply, number2, number3, number4, number5);
}
/// <summary>
/// Sends raw data to the player's socket object.
/// </summary>
/// <param name="data">The data to send.</param>
public virtual void SendRawData(byte[] data)
{
if (!RealPlayer || !ConnectionAlive)
return;
Netplay.Clients[Index].Socket.AsyncSend(data, 0, data.Length, Netplay.Clients[Index].ServerWriteCallBack);
}
/// <summary>
/// Adds a command callback to a specified command string.
/// </summary>
/// <param name="name">The string representing the command i.e "yes" == /yes</param>
/// <param name="callback">The method that will be executed on confirmation ie user accepts</param>
public void AddResponse(string name, Action<object> callback)
{
if (AwaitingResponse.ContainsKey(name))
{
AwaitingResponse.Remove(name);
}
AwaitingResponse.Add(name, callback);
}
/// <summary>
/// Checks to see if a player has a specific permission.
/// Fires the <see cref="PlayerHooks.OnPlayerPermission"/> hook which may be handled to override permission checks.
/// If the OnPlayerPermission hook is not handled and the player is assigned a temporary group, this method calls <see cref="Group.HasPermission"/> on the temporary group and returns the result.
/// If the OnPlayerPermission hook is not handled and the player is not assigned a temporary group, this method calls <see cref="Group.HasPermission"/> on the player's current group.
/// </summary>
/// <param name="permission">The permission to check.</param>
/// <returns>True if the player has that permission.</returns>
public bool HasPermission(string permission)
{
PermissionHookResult hookResult = PlayerHooks.OnPlayerPermission(this, permission);
if (hookResult != PermissionHookResult.Unhandled)
return hookResult == PermissionHookResult.Granted;
if (tempGroup != null)
return tempGroup.HasPermission(permission);
else
return Group.HasPermission(permission);
}
/// <summary>
/// Checks to see if a player has permission to use the specific banned item.
/// Fires the <see cref="PlayerHooks.OnPlayerItembanPermission"/> hook which may be handled to override item ban permission checks.
/// </summary>
/// <param name="bannedItem">The <see cref="ItemBan" /> to check.</param>
/// <returns>True if the player has permission to use the banned item.</returns>
public bool HasPermission(ItemBan bannedItem)
{
return TShock.ItemBans.DataModel.ItemIsBanned(bannedItem.Name, this);
}
/// <summary>
/// Checks to see if a player has permission to use the specific banned projectile.
/// Fires the <see cref="PlayerHooks.OnPlayerProjbanPermission"/> hook which may be handled to override projectile ban permission checks.
/// </summary>
/// <param name="bannedProj">The <see cref="ProjectileBan" /> to check.</param>
/// <returns>True if the player has permission to use the banned projectile.</returns>
public bool HasPermission(ProjectileBan bannedProj)
{
return TShock.ProjectileBans.ProjectileIsBanned(bannedProj.ID, this);
}
/// <summary>
/// Checks to see if a player has permission to use the specific banned tile.
/// Fires the <see cref="PlayerHooks.OnPlayerTilebanPermission"/> hook which may be handled to override tile ban permission checks.
/// </summary>
/// <param name="bannedTile">The <see cref="TileBan" /> to check.</param>
/// <returns>True if the player has permission to use the banned tile.</returns>
public bool HasPermission(TileBan bannedTile)
{
return TShock.TileBans.TileIsBanned(bannedTile.ID, this);
}
}
public class TSRestPlayer : TSPlayer
{
internal List<string> CommandOutput = new List<string>();
public TSRestPlayer(string playerName, Group playerGroup) : base(playerName)
{
Group = playerGroup;
AwaitingResponse = new Dictionary<string, Action<object>>();
}
public override void SendMessage(string msg, Color color)
{
SendMessage(msg, color.R, color.G, color.B);
}
public override void SendMessage(string msg, byte red, byte green, byte blue)
{
this.CommandOutput.Add(msg);
}
public override void SendInfoMessage(string msg)
{
SendMessage(msg, Color.Yellow);
}
public override void SendSuccessMessage(string msg)
{
SendMessage(msg, Color.Green);
}
public override void SendWarningMessage(string msg)
{
SendMessage(msg, Color.OrangeRed);
}
public override void SendErrorMessage(string msg)
{
SendMessage(msg, Color.Red);
}
public List<string> GetCommandOutput()
{
return this.CommandOutput;
}
}
}