// Do it
lua_newtable(L);
int table = lua_gettop(L);
- u64 privs_i = server->getPlayerAuthPrivs(name);
- // Special case for the "name" setting (local player / server owner)
- if(name == g_settings->get("name"))
- privs_i = PRIV_ALL;
+ u64 privs_i = server->getPlayerEffectivePrivs(name);
std::set<std::string> privs_s = privsToSet(privs_i);
for(std::set<std::string>::const_iterator
i = privs_s.begin(); i != privs_s.end(); i++){
return os.str();
}
+u64 Server::getPlayerAuthPrivs(const std::string &name)
+{
+ try{
+ return m_authmanager.getPrivs(name);
+ }
+ catch(AuthNotFoundException &e)
+ {
+ dstream<<"WARNING: Auth not found for "<<name<<std::endl;
+ return 0;
+ }
+}
+
+void Server::setPlayerAuthPrivs(const std::string &name, u64 privs)
+{
+ try{
+ return m_authmanager.setPrivs(name, privs);
+ }
+ catch(AuthNotFoundException &e)
+ {
+ dstream<<"WARNING: Auth not found for "<<name<<std::endl;
+ }
+}
+
+u64 Server::getPlayerEffectivePrivs(const std::string &name)
+{
+ // Local player gets all privileges regardless of
+ // what's set on their account.
+ if(m_simple_singleplayer_mode)
+ return PRIV_ALL;
+ if(name == g_settings->get("name"))
+ return PRIV_ALL;
+ return getPlayerAuthPrivs(name);
+}
+
void Server::setPlayerPassword(const std::string &name, const std::wstring &password)
{
// Add player to auth manager
if(player==NULL)
return 0;
std::string playername = player->getName();
- // Local player gets all privileges regardless of
- // what's set on their account.
- if(g_settings->get("name") == playername)
- {
- return PRIV_ALL;
- }
- else
- {
- return getPlayerAuthPrivs(playername);
- }
+ return getPlayerEffectivePrivs(playername);
}
void dedicated_server_loop(Server &server, bool &kill)
m_shutdown_requested = true;
}
-
// Envlock and conlock should be locked when calling this
void SendMovePlayer(Player *player);
- u64 getPlayerAuthPrivs(const std::string &name)
- {
- try{
- return m_authmanager.getPrivs(name);
- }
- catch(AuthNotFoundException &e)
- {
- dstream<<"WARNING: Auth not found for "<<name<<std::endl;
- return 0;
- }
- }
-
- void setPlayerAuthPrivs(const std::string &name, u64 privs)
- {
- try{
- return m_authmanager.setPrivs(name, privs);
- }
- catch(AuthNotFoundException &e)
- {
- dstream<<"WARNING: Auth not found for "<<name<<std::endl;
- }
- }
+ // Thread-safe
+ u64 getPlayerAuthPrivs(const std::string &name);
+ void setPlayerAuthPrivs(const std::string &name, u64 privs);
+ u64 getPlayerEffectivePrivs(const std::string &name);
// Changes a player's password, password must be given as plaintext
// If the player doesn't exist, a new entry is added to the auth manager