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+
+// 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"
+
+
+
+
+
+class cRankManager
+{
+public:
+ cRankManager(void);
+
+ /** 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);
+
+ /** 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);
+
+ /** 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 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:
+
+ SQLite::Database m_DB;
+} ;
+
+
+
+