* feat(Core/DBLayer): replace `char const*` to `std::string_view` * CString * 1 * chore(Core/Misc): code cleanup * cl * db fix * fmt style sql * to fmt * py * del old * 1 * 2 * 3 * 1 * 1
321 lines
12 KiB
C++
321 lines
12 KiB
C++
/*
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* This file is part of the AzerothCore Project. See AUTHORS file for Copyright information
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU Affero General Public License as published by the
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* Free Software Foundation; either version 3 of the License, or (at your
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* option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU Affero General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "Channel.h"
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#include "Group.h"
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#include "Guild.h"
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#include "ScriptMgr.h"
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enum IPLoggingTypes
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{
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// AccountActionIpLogger();
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ACCOUNT_LOGIN = 0,
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ACCOUNT_FAIL_LOGIN = 1,
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ACCOUNT_CHANGE_PW = 2,
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ACCOUNT_CHANGE_PW_FAIL = 3, // Only two types of account changes exist...
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ACCOUNT_CHANGE_EMAIL = 4,
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ACCOUNT_CHANGE_EMAIL_FAIL = 5, // ...so we log them individually
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// OBSOLETE - ACCOUNT_LOGOUT = 6, /* Can not be logged. We still keep the type however */
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// CharacterActionIpLogger();
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CHARACTER_CREATE = 7,
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CHARACTER_LOGIN = 8,
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CHARACTER_LOGOUT = 9,
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// CharacterDeleteActionIpLogger();
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CHARACTER_DELETE = 10,
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CHARACTER_FAILED_DELETE = 11,
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// AccountActionIpLogger(), CharacterActionIpLogger(), CharacterActionIpLogger();
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UNKNOWN_ACTION = 12
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};
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class AccountActionIpLogger : public AccountScript
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{
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public:
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AccountActionIpLogger() : AccountScript("AccountActionIpLogger") { }
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// We log last_ip instead of last_attempt_ip, as login was successful
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// ACCOUNT_LOGIN = 0
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void OnAccountLogin(uint32 accountId) override
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{
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AccountIPLogAction(accountId, ACCOUNT_LOGIN);
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}
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// We log last_attempt_ip instead of last_ip, as failed login doesn't necessarily mean approperiate user
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// ACCOUNT_FAIL_LOGIN = 1
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void OnFailedAccountLogin(uint32 accountId) override
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{
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AccountIPLogAction(accountId, ACCOUNT_FAIL_LOGIN);
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}
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// ACCOUNT_CHANGE_PW = 2
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void OnPasswordChange(uint32 accountId) override
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{
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AccountIPLogAction(accountId, ACCOUNT_CHANGE_PW);
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}
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// ACCOUNT_CHANGE_PW_FAIL = 3
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void OnFailedPasswordChange(uint32 accountId) override
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{
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AccountIPLogAction(accountId, ACCOUNT_CHANGE_PW_FAIL);
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}
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// Registration Email can NOT be changed apart from GM level users. Thus, we do not require to log them...
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// ACCOUNT_CHANGE_EMAIL = 4
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void OnEmailChange(uint32 accountId) override
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{
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AccountIPLogAction(accountId, ACCOUNT_CHANGE_EMAIL); // ... they get logged by gm command logger anyway
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}
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// ACCOUNT_CHANGE_EMAIL_FAIL = 5
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void OnFailedEmailChange(uint32 accountId) override
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{
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AccountIPLogAction(accountId, ACCOUNT_CHANGE_EMAIL_FAIL);
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}
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/* It's impossible to log the account logout process out of character selection - shouldn't matter anyway,
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* as ip doesn't change through playing (obviously).*/
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// ACCOUNT_LOGOUT = 6
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void AccountIPLogAction(uint32 accountId, IPLoggingTypes aType)
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{
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if (!sWorld->getBoolConfig(CONFIG_IP_BASED_ACTION_LOGGING))
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return;
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// Action IP Logger is only intialized if config is set up
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// Else, this script isn't loaded in the first place: We require no config check.
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// We declare all the required variables
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uint32 playerGuid = accountId;
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uint32 characterGuid = 0;
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std::string systemNote = "ERROR"; // "ERROR" is a placeholder here. We change it later.
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// With this switch, we change systemNote so that we have a more accurate phrasing of what type it is.
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// Avoids Magicnumbers in SQL table
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switch (aType)
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{
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case ACCOUNT_LOGIN:
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systemNote = "Logged on Successful AccountLogin";
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break;
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case ACCOUNT_FAIL_LOGIN:
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systemNote = "Logged on Failed AccountLogin";
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break;
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case ACCOUNT_CHANGE_PW:
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systemNote = "Logged on Successful Account Password Change";
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break;
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case ACCOUNT_CHANGE_PW_FAIL:
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systemNote = "Logged on Failed Account Password Change";
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break;
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case ACCOUNT_CHANGE_EMAIL:
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systemNote = "Logged on Successful Account Email Change";
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break;
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case ACCOUNT_CHANGE_EMAIL_FAIL:
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systemNote = "Logged on Failed Account Email Change";
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break;
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/*case ACCOUNT_LOGOUT:
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systemNote = "Logged on AccountLogout"; //Can not be logged
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break;*/
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// Neither should happen. Ever. Period. If it does, call Ghostbusters and all your local software defences to investigate.
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case UNKNOWN_ACTION:
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default:
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systemNote = "ERROR! Unknown action!";
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break;
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}
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// Once we have done everything, we can insert the new log.
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// Seeing as the time differences should be minimal, we do not get unixtime and the timestamp right now;
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// Rather, we let it be added with the SQL query.
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if (aType != ACCOUNT_FAIL_LOGIN)
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{
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// As we can assume most account actions are NOT failed login, so this is the more accurate check.
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// For those, we need last_ip...
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LoginDatabasePreparedStatement* stmt = LoginDatabase.GetPreparedStatement(LOGIN_INS_ALDL_IP_LOGGING);
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stmt->SetData(0, playerGuid);
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stmt->SetData(1, characterGuid);
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stmt->SetData(2, aType);
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stmt->SetData(3, playerGuid);
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stmt->SetData(4, systemNote.c_str());
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LoginDatabase.Execute(stmt);
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}
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else // ... but for failed login, we query last_attempt_ip from account table. Which we do with an unique query
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{
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LoginDatabasePreparedStatement* stmt = LoginDatabase.GetPreparedStatement(LOGIN_INS_FACL_IP_LOGGING);
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stmt->SetData(0, playerGuid);
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stmt->SetData(1, characterGuid);
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stmt->SetData(2, aType);
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stmt->SetData(3, playerGuid);
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stmt->SetData(4, systemNote.c_str());
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LoginDatabase.Execute(stmt);
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}
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return;
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}
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};
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class CharacterActionIpLogger : public PlayerScript
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{
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public:
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CharacterActionIpLogger() : PlayerScript("CharacterActionIpLogger") { }
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// CHARACTER_CREATE = 7
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void OnCreate(Player* player) override
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{
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CharacterIPLogAction(player, CHARACTER_CREATE);
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}
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// CHARACTER_LOGIN = 8
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void OnLogin(Player* player) override
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{
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CharacterIPLogAction(player, CHARACTER_LOGIN);
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}
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// CHARACTER_LOGOUT = 9
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void OnLogout(Player* player) override
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{
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CharacterIPLogAction(player, CHARACTER_LOGOUT);
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}
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// CHARACTER_DELETE = 10
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// CHARACTER_FAILED_DELETE = 11
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// We don't log either here - they require a guid
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// UNKNOWN_ACTION = 12
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// There is no real hook we could use for that.
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// Shouldn't happen anyway, should it ? Nothing to see here.
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/// Logs a number of actions done by players with an IP
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void CharacterIPLogAction(Player* player, IPLoggingTypes aType)
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{
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if (!sWorld->getBoolConfig(CONFIG_IP_BASED_ACTION_LOGGING))
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return;
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// Action IP Logger is only intialized if config is set up
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// Else, this script isn't loaded in the first place: We require no config check.
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// We declare all the required variables
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uint32 playerGuid = player->GetSession()->GetAccountId();
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ObjectGuid::LowType characterGuid = player->GetGUID().GetCounter();
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const std::string currentIp = player->GetSession()->GetRemoteAddress();
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std::string systemNote = "ERROR"; // "ERROR" is a placeholder here. We change it...
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// ... with this switch, so that we have a more accurate phrasing of what type it is
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switch (aType)
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{
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case CHARACTER_CREATE:
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systemNote = "Logged on CharacterCreate";
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break;
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case CHARACTER_LOGIN:
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systemNote = "Logged on CharacterLogin";
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break;
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case CHARACTER_LOGOUT:
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systemNote = "Logged on CharacterLogout";
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break;
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case CHARACTER_DELETE:
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systemNote = "Logged on CharacterDelete";
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break;
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case CHARACTER_FAILED_DELETE:
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systemNote = "Logged on Failed CharacterDelete";
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break;
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// Neither should happen. Ever. Period. If it does, call Mythbusters.
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case UNKNOWN_ACTION:
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default:
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systemNote = "ERROR! Unknown action!";
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break;
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}
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// Once we have done everything, we can insert the new log.
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LoginDatabasePreparedStatement* stmt = LoginDatabase.GetPreparedStatement(LOGIN_INS_CHAR_IP_LOGGING);
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stmt->SetData(0, playerGuid);
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stmt->SetData(1, characterGuid);
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stmt->SetData(2, aType);
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stmt->SetData(3, currentIp.c_str()); // We query the ip here.
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stmt->SetData(4, systemNote.c_str());
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// Seeing as the time differences should be minimal, we do not get unixtime and the timestamp right now;
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// Rather, we let it be added with the SQL query.
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LoginDatabase.Execute(stmt);
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return;
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}
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};
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class CharacterDeleteActionIpLogger : public PlayerScript
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{
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public:
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CharacterDeleteActionIpLogger() : PlayerScript("CharacterDeleteActionIpLogger") { }
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// CHARACTER_DELETE = 10
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void OnDelete(ObjectGuid guid, uint32 accountId) override
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{
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DeleteIPLogAction(guid, accountId, CHARACTER_DELETE);
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}
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// CHARACTER_FAILED_DELETE = 11
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void OnFailedDelete(ObjectGuid guid, uint32 accountId) override
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{
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DeleteIPLogAction(guid, accountId, CHARACTER_FAILED_DELETE);
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}
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void DeleteIPLogAction(ObjectGuid guid, ObjectGuid::LowType playerGuid, IPLoggingTypes aType)
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{
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if (!sWorld->getBoolConfig(CONFIG_IP_BASED_ACTION_LOGGING))
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return;
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// Action IP Logger is only intialized if config is set up
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// Else, this script isn't loaded in the first place: We require no config check.
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// We declare all the required variables
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ObjectGuid::LowType characterGuid = guid.GetCounter(); // We have no access to any member function of Player* or WorldSession*. So use old-fashioned way.
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// Query playerGuid/accountId, as we only have characterGuid
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std::string systemNote = "ERROR"; // "ERROR" is a placeholder here. We change it later.
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// With this switch, we change systemNote so that we have a more accurate phrasing of what type it is.
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// Avoids Magicnumbers in SQL table
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switch (aType)
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{
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case CHARACTER_DELETE:
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systemNote = "Logged on CharacterDelete";
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break;
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case CHARACTER_FAILED_DELETE:
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systemNote = "Logged on Failed CharacterDelete";
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break;
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// Neither should happen. Ever. Period. If it does, call to whatever god you have for mercy and guidance.
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case UNKNOWN_ACTION:
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default:
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systemNote = "ERROR! Unknown action!";
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break;
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}
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// Once we have done everything, we can insert the new log.
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LoginDatabasePreparedStatement* stmt2 = LoginDatabase.GetPreparedStatement(LOGIN_INS_ALDL_IP_LOGGING);
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stmt2->SetData(0, playerGuid);
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stmt2->SetData(1, characterGuid);
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stmt2->SetData(2, aType);
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stmt2->SetData(3, playerGuid);
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stmt2->SetData(4, systemNote.c_str());
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// Seeing as the time differences should be minimal, we do not get unixtime and the timestamp right now;
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// Rather, we let it be added with the SQL query.
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LoginDatabase.Execute(stmt2);
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return;
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}
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};
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void AddSC_action_ip_logger()
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{
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new AccountActionIpLogger();
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new CharacterActionIpLogger();
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new CharacterDeleteActionIpLogger();
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}
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