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Diffstat (limited to 'src/RankManager.h')
-rw-r--r-- | src/RankManager.h | 213 |
1 files changed, 213 insertions, 0 deletions
diff --git a/src/RankManager.h b/src/RankManager.h new file mode 100644 index 000000000..3ccbd2fd4 --- /dev/null +++ b/src/RankManager.h @@ -0,0 +1,213 @@ + +// RankManager.h + +// Declares the cRankManager class that represents the rank manager responsible for assigning permissions and message visuals to players + + + + +#pragma once + +#include "SQLiteCpp/Database.h" +#include "SQLiteCpp/Transaction.h" + + + + + +class cMojangAPI; + + + + + +class cRankManager +{ +public: + /** Acquire this lock to perform mass changes. + Improves performance by wrapping everything into a transaction. + Makes sure that no other thread is accessing the DB. */ + class cMassChangeLock + { + public: + cMassChangeLock(cRankManager & a_RankManager) : + m_Lock(a_RankManager.m_CS), + m_Transaction(a_RankManager.m_DB) + { + } + + ~cMassChangeLock() + { + m_Transaction.commit(); + } + + protected: + cCSLock m_Lock; + SQLite::Transaction m_Transaction; + }; + + + /** Creates the rank manager. Needs to be initialized before other use. */ + cRankManager(void); + + /** Initializes the rank manager. Performs migration and default-setting if no data is found in the DB. + The a_MojangAPI param is used when migrating from old ini files, to look up player UUIDs. */ + void Initialize(cMojangAPI & a_MojangAPI); + + /** Returns the name of the rank that the specified player has assigned to them. */ + AString GetPlayerRankName(const AString & a_PlayerUUID); + + /** Returns the names of Groups that the specified player has assigned to them. */ + AStringVector GetPlayerGroups(const AString & a_PlayerUUID); + + /** Returns the permissions that the specified player has assigned to them. */ + AStringVector GetPlayerPermissions(const AString & a_PlayerUUID); + + /** Returns the names of groups that the specified rank has assigned to it. + Returns an empty vector if the rank doesn't exist. */ + AStringVector GetRankGroups(const AString & a_RankName); + + /** Returns the permissions that the specified group has assigned to it. + Returns an empty vector if the group doesn't exist. */ + AStringVector GetGroupPermissions(const AString & a_GroupName); + + /** Returns all permissions that the specified rank has assigned to it, through all its groups. + Returns an empty vector if the rank doesn't exist. Any non-existent groups are ignored. */ + AStringVector GetRankPermissions(const AString & a_RankName); + + /** Returns the names of all defined ranks. */ + AStringVector GetAllRanks(void); + + /** Returns the names of all permission groups. */ + AStringVector GetAllGroups(void); + + /** Returns all the distinct permissions that are stored in the DB. */ + AStringVector GetAllPermissions(void); + + /** Returns the message visuals (prefix, postfix, color) for the specified player. + Returns true if the visuals were read from the DB, false if not (player not found etc). */ + bool GetPlayerMsgVisuals( + const AString & a_PlayerUUID, + AString & a_MsgPrefix, + AString & a_MsgSuffix, + AString & a_MsgNameColorCode + ); + + /** Adds a new rank. No action if the rank already exists. */ + void AddRank( + const AString & a_RankName, + const AString & a_MsgPrefix, + const AString & a_MsgSuffix, + const AString & a_MsgNameColorCode + ); + + /** Adds a new permission group. No action if such a group already exists. */ + void AddGroup(const AString & a_GroupName); + + /** Bulk-adds groups. Group names that already exist are silently skipped. */ + void AddGroups(const AStringVector & a_GroupNames); + + /** Adds the specified permission group to the specified rank. + Fails if the rank or group names are not found. + Returns true if successful, false on error. */ + bool AddGroupToRank(const AString & a_GroupName, const AString & a_RankName); + + /** Adds the specified permission to the specified permission group. + Fails if the permission group name is not found. + Returns true if successful, false on error. */ + bool AddPermissionToGroup(const AString & a_Permission, const AString & a_GroupName); + + /** Adds the specified permissions to the specified permission group. + Fails if the permission group name is not found. + Returns true if successful, false on error. */ + bool AddPermissionsToGroup(const AStringVector & a_Permissions, const AString & a_GroupName); + + /** Removes the specified rank. + All players assigned to that rank will be re-assigned to a_ReplacementRankName. + If a_ReplacementRankName is empty or not a valid rank, the player will be removed from the DB, + which means they will receive the default rank the next time they are queried. */ + void RemoveRank(const AString & a_RankName, const AString & a_ReplacementRankName); + + /** Removes the specified group completely. + The group will first be removed from all ranks using it, and then removed itself. */ + void RemoveGroup(const AString & a_GroupName); + + /** Removes the specified group from the specified rank. + The group will stay defined, even if no rank is using it. */ + void RemoveGroupFromRank(const AString & a_GroupName, const AString & a_RankName); + + /** Removes the specified permission from the specified group. */ + void RemovePermissionFromGroup(const AString & a_Permission, const AString & a_GroupName); + + /** Renames the specified rank. No action if the rank name is not found. + Fails if the new name is already used. + Returns true on success, false on failure. */ + bool RenameRank(const AString & a_OldName, const AString & a_NewName); + + /** Renames the specified group. No action if the rank name is not found. + Fails if the new name is already used. + Returns true on success, false on failure. */ + bool RenameGroup(const AString & a_OldName, const AString & a_NewName); + + /** Sets the specified player's rank. + If the player already had rank assigned to them, it is overwritten with the new rank and name. + Note that this doesn't change the cPlayer if the player is already connected, you need to update all the + cPlayer instances manually. + The PlayerName is provided for reference, so that GetRankPlayerNames() can work. */ + void SetPlayerRank(const AString & a_PlayerUUID, const AString & a_PlayerName, const AString & a_RankName); + + /** Sets the message visuals of an existing rank. No action if the rank name is not found. */ + void SetRankVisuals( + const AString & a_RankName, + const AString & a_MsgPrefix, + const AString & a_MsgSuffix, + const AString & a_MsgNameColorCode + ); + + /** Returns the message visuals of an existing rank. + Returns true if successful, false on error (rank doesn't exist). */ + bool GetRankVisuals( + const AString & a_RankName, + AString & a_MsgPrefix, + AString & a_MsgSuffix, + AString & a_MsgNameColorCode + ); + + /** Returns true iff the specified rank exists in the DB. */ + bool RankExists(const AString & a_RankName); + + /** Returns true iff the specified group exists in the DB. */ + bool GroupExists(const AString & a_GroupName); + + /** Returns true iff the specified player has a rank assigned to them in the DB. */ + bool IsPlayerRankSet(const AString & a_PlayerUUID); + + /** Returns true iff the specified rank contains the specified group. */ + bool IsGroupInRank(const AString & a_GroupName, const AString & a_RankName); + + /** Returns true iff the specified group contains the specified permission. */ + bool IsPermissionInGroup(const AString & a_Permission, const AString & a_GroupName); + +protected: + + /** The database storage for all the data. Protected by m_CS. */ + SQLite::Database m_DB; + + /** The mutex protecting m_DB against multi-threaded access. */ + cCriticalSection m_CS; + + /** Set to true once the manager is initialized. */ + bool m_IsInitialized; + + + /** Returns true if all the DB tables are empty, indicating a fresh new install. */ + bool AreDBTablesEmpty(void); + + /** Returns true iff the specified DB table is empty. + If there's an error while querying, returns false. */ + bool IsDBTableEmpty(const AString & a_TableName); +} ; + + + + |