mainmenu_csm/builtin/game/auth.lua

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-- Minetest: builtin/auth.lua
--
-- Builtin authentication handler
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--
local auth_file_path = core.get_worldpath().."/auth.txt"
local auth_table = {}
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local function read_auth_file()
local newtable = {}
local file, errmsg = io.open(auth_file_path, 'rb')
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if not file then
core.log("info", auth_file_path.." could not be opened for reading ("..errmsg.."); assuming new world")
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return
end
for line in file:lines() do
if line ~= "" then
local fields = line:split(":", true)
local name, password, privilege_string, last_login = unpack(fields)
last_login = tonumber(last_login)
if not (name and password and privilege_string) then
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error("Invalid line in auth.txt: "..dump(line))
end
local privileges = core.string_to_privs(privilege_string)
newtable[name] = {password=password, privileges=privileges, last_login=last_login}
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end
end
io.close(file)
auth_table = newtable
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core.notify_authentication_modified()
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end
local function save_auth_file()
local newtable = {}
-- Check table for validness before attempting to save
for name, stuff in pairs(auth_table) do
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assert(type(name) == "string")
assert(name ~= "")
assert(type(stuff) == "table")
assert(type(stuff.password) == "string")
assert(type(stuff.privileges) == "table")
assert(stuff.last_login == nil or type(stuff.last_login) == "number")
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end
local content = ""
for name, stuff in pairs(auth_table) do
local priv_string = core.privs_to_string(stuff.privileges)
local parts = {name, stuff.password, priv_string, stuff.last_login or ""}
content = content .. table.concat(parts, ":") .. "\n"
end
if not core.safe_file_write(auth_file_path, content) then
error(auth_file_path.." could not be written to")
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end
end
read_auth_file()
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core.builtin_auth_handler = {
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get_auth = function(name)
assert(type(name) == "string")
-- Figure out what password to use for a new player (singleplayer
-- always has an empty password, otherwise use default, which is
-- usually empty too)
local new_password_hash = ""
-- If not in authentication table, return nil
if not auth_table[name] then
return nil
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end
-- Figure out what privileges the player should have.
-- Take a copy of the privilege table
local privileges = {}
for priv, _ in pairs(auth_table[name].privileges) do
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privileges[priv] = true
end
-- If singleplayer, give all privileges except those marked as give_to_singleplayer = false
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if core.is_singleplayer() then
for priv, def in pairs(core.registered_privileges) do
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if def.give_to_singleplayer then
privileges[priv] = true
end
end
-- For the admin, give everything
elseif name == core.settings:get("name") then
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for priv, def in pairs(core.registered_privileges) do
if def.give_to_admin then
privileges[priv] = true
end
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end
end
-- All done
return {
password = auth_table[name].password,
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privileges = privileges,
-- Is set to nil if unknown
last_login = auth_table[name].last_login,
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}
end,
create_auth = function(name, password)
assert(type(name) == "string")
assert(type(password) == "string")
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core.log('info', "Built-in authentication handler adding player '"..name.."'")
auth_table[name] = {
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password = password,
privileges = core.string_to_privs(core.settings:get("default_privs")),
last_login = os.time(),
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}
save_auth_file()
end,
set_password = function(name, password)
assert(type(name) == "string")
assert(type(password) == "string")
if not auth_table[name] then
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core.builtin_auth_handler.create_auth(name, password)
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else
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core.log('info', "Built-in authentication handler setting password of player '"..name.."'")
auth_table[name].password = password
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save_auth_file()
end
return true
end,
set_privileges = function(name, privileges)
assert(type(name) == "string")
assert(type(privileges) == "table")
if not auth_table[name] then
core.builtin_auth_handler.create_auth(name,
core.get_password_hash(name,
core.settings:get("default_password")))
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end
-- Run grant callbacks
for priv, _ in pairs(privileges) do
if not auth_table[name].privileges[priv] then
core.run_priv_callbacks(name, priv, nil, "grant")
end
end
-- Run revoke callbacks
for priv, _ in pairs(auth_table[name].privileges) do
if not privileges[priv] then
core.run_priv_callbacks(name, priv, nil, "revoke")
end
end
auth_table[name].privileges = privileges
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core.notify_authentication_modified(name)
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save_auth_file()
end,
reload = function()
read_auth_file()
return true
end,
record_login = function(name)
assert(type(name) == "string")
assert(auth_table[name]).last_login = os.time()
save_auth_file()
end,
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}
core.register_on_prejoinplayer(function(name, ip)
if core.registered_auth_handler ~= nil then
return -- Don't do anything if custom auth handler registered
end
if auth_table[name] ~= nil then
return
end
local name_lower = name:lower()
for k in pairs(auth_table) do
if k:lower() == name_lower then
return string.format("\nCannot create new player called '%s'. "..
"Another account called '%s' is already registered. "..
"Please check the spelling if it's your account "..
"or use a different nickname.", name, k)
end
end
end)
--
-- Authentication API
--
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function core.register_authentication_handler(handler)
if core.registered_auth_handler then
error("Add-on authentication handler already registered by "..core.registered_auth_handler_modname)
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end
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core.registered_auth_handler = handler
core.registered_auth_handler_modname = core.get_current_modname()
handler.mod_origin = core.registered_auth_handler_modname
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end
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function core.get_auth_handler()
return core.registered_auth_handler or core.builtin_auth_handler
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end
local function auth_pass(name)
return function(...)
local auth_handler = core.get_auth_handler()
if auth_handler[name] then
return auth_handler[name](...)
end
return false
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end
end
core.set_player_password = auth_pass("set_password")
core.set_player_privs = auth_pass("set_privileges")
core.auth_reload = auth_pass("reload")
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local record_login = auth_pass("record_login")
core.register_on_joinplayer(function(player)
record_login(player:get_player_name())
end)