You can now ban people that aren't on the server. Or that have never JOINED the server in the first place. Amazing!
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@@ -5,7 +5,6 @@ using Content.Shared.Administration;
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using Robust.Server.Player;
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using Robust.Shared.Console;
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using Robust.Shared.IoC;
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using Robust.Shared.Network;
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#nullable enable
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@@ -16,12 +15,13 @@ namespace Content.Server.Administration.Commands
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{
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public string Command => "ban";
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public string Description => "Bans somebody";
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public string Help => $"Usage: {Command} <name or user ID> <reason> <duration in minutes, or 0 for permanent ban>";
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public string Help => $"Usage: {Command} <name or user ID> <reason> [duration in minutes, leave out or 0 for permanent ban]";
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public async void Execute(IConsoleShell shell, string argStr, string[] args)
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{
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var player = shell.Player as IPlayerSession;
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var plyMgr = IoCManager.Resolve<IPlayerManager>();
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var locator = IoCManager.Resolve<IPlayerLocator>();
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var dbMan = IoCManager.Resolve<IServerDbManager>();
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string target;
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@@ -51,22 +51,15 @@ namespace Content.Server.Administration.Commands
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return;
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}
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NetUserId targetUid;
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if (plyMgr.TryGetSessionByUsername(target, out var targetSession))
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var resolvedUid = await locator.LookupIdByNameOrIdAsync(target);
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if (resolvedUid == null)
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{
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targetUid = targetSession.UserId;
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}
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else if (Guid.TryParse(target, out var targetGuid))
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{
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targetUid = new NetUserId(targetGuid);
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}
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else
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{
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shell.WriteLine("Unable to find user with that name.");
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shell.WriteError("Unable to find a player with that name.");
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return;
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}
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var targetUid = resolvedUid.Value;
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if (player != null && player.UserId == targetUid)
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{
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shell.WriteLine("You can't ban yourself!");
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@@ -81,7 +74,7 @@ namespace Content.Server.Administration.Commands
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await dbMan.AddServerBanAsync(new ServerBanDef(null, targetUid, null, DateTimeOffset.Now, expires, reason, player?.UserId, null));
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var response = new StringBuilder($"Banned {targetUid} with reason \"{reason}\"");
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var response = new StringBuilder($"Banned {target} with reason \"{reason}\"");
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response.Append(expires == null ?
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" permanently."
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135
Content.Server/Administration/PlayerLocator.cs
Normal file
135
Content.Server/Administration/PlayerLocator.cs
Normal file
@@ -0,0 +1,135 @@
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using System;
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using System.Net;
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using System.Net.Http;
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using System.Net.Http.Json;
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using System.Threading;
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using System.Threading.Tasks;
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using Content.Server.Database;
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using JetBrains.Annotations;
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using Robust.Server.Player;
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using Robust.Shared;
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using Robust.Shared.Configuration;
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using Robust.Shared.IoC;
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using Robust.Shared.Log;
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using Robust.Shared.Network;
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namespace Content.Server.Administration
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{
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/// <summary>
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/// Utilities for finding user IDs that extend to more than the server database.
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/// </summary>
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/// <remarks>
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/// Methods in this class will check connected clients, server database
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/// AND the authentication server for lookups, in that order.
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/// </remarks>
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public interface IPlayerLocator
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{
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/// <summary>
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/// Look up a user ID by name globally.
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/// </summary>
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/// <returns>Null if the player does not exist.</returns>
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Task<NetUserId?> LookupIdByNameAsync(string playerName, CancellationToken cancel = default);
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/// <summary>
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/// If passed a GUID, runs <see cref="DoesPlayerExistAsync"/> and only returns it if the account exists.
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/// If passed a player name, returns <see cref="LookupIdByNameAsync"/>.
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/// </summary>
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Task<NetUserId?> LookupIdByNameOrIdAsync(string playerName, CancellationToken cancel = default);
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/// <summary>
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/// Checks whether the specified user ID is an existing account, globally.
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/// </summary>
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/// <returns>True if the player account exists, false otherwise</returns>
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Task<bool> DoesPlayerExistAsync(NetUserId userId, CancellationToken cancel = default);
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}
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internal sealed class PlayerLocator : IPlayerLocator
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{
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[Dependency] private readonly IConfigurationManager _configurationManager = default!;
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[Dependency] private readonly IServerDbManager _db = default!;
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public async Task<NetUserId?> LookupIdByNameAsync(string playerName, CancellationToken cancel = default)
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{
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// Check people currently on the server, the easiest case.
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if (_playerManager.TryGetSessionByUsername(playerName, out var session))
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return session.UserId;
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// Check database for past players.
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var record = await _db.GetPlayerRecordByUserName(playerName, cancel);
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if (record != null)
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return record.UserId;
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// If all else fails, ask the auth server.
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var client = new HttpClient();
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var authServer = _configurationManager.GetCVar(CVars.AuthServer);
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var resp = await client.GetAsync($"{authServer}api/query/name?name={WebUtility.UrlEncode(playerName)}",
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cancel);
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if (resp.StatusCode == HttpStatusCode.NotFound)
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return null;
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if (!resp.IsSuccessStatusCode)
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{
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Logger.ErrorS("PlayerLocate", "Auth server returned bad response {StatusCode}!", resp.StatusCode);
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return null;
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}
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var responseData = await resp.Content.ReadFromJsonAsync<UserDataResponse>(cancellationToken: cancel);
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if (responseData == null)
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{
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Logger.ErrorS("PlayerLocate", "Auth server returned null response!");
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return null;
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}
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return new NetUserId(responseData.UserId);
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}
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public async Task<bool> DoesPlayerExistAsync(NetUserId userId, CancellationToken cancel = default)
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{
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// Check people currently on the server, the easiest case.
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if (_playerManager.ValidSessionId(userId))
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return true;
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// Check database for past players.
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var record = await _db.GetPlayerRecordByUserId(userId, cancel);
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if (record != null)
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return true;
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// If all else fails, ask the auth server.
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var client = new HttpClient();
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var authServer = _configurationManager.GetCVar(CVars.AuthServer);
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var requestUri = $"{authServer}api/query/userid?userid={WebUtility.UrlEncode(userId.UserId.ToString())}";
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var resp = await client.SendAsync(new HttpRequestMessage(HttpMethod.Head, requestUri), cancel);
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if (resp.StatusCode == HttpStatusCode.NotFound)
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return false;
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if (!resp.IsSuccessStatusCode)
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{
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Logger.ErrorS("PlayerLocate", "Auth server returned bad response {StatusCode}!", resp.StatusCode);
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return false;
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}
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return true;
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}
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public async Task<NetUserId?> LookupIdByNameOrIdAsync(string playerName, CancellationToken cancel = default)
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{
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if (Guid.TryParse(playerName, out var guid))
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{
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var userId = new NetUserId(guid);
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return await DoesPlayerExistAsync(userId, cancel) ? userId : null;
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}
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return await LookupIdByNameAsync(playerName, cancel);
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}
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[UsedImplicitly]
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private sealed record UserDataResponse(string UserName, Guid UserId)
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{
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}
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}
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}
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@@ -62,6 +62,7 @@ namespace Content.Server
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IoCManager.Register<IHolidayManager, HolidayManager>();
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IoCManager.Register<IVoteManager, VoteManager>();
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IoCManager.Register<INpcBehaviorManager, NpcBehaviorManager>();
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IoCManager.Register<IPlayerLocator, PlayerLocator>();
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}
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}
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}
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