More updates to scripts (still wont build)
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// Copyright (c) CypherCore <http://github.com/CypherCore> All rights reserved.
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// Licensed under the GNU GENERAL PUBLIC LICENSE. See LICENSE file in the project root for full license information.
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using Framework.Configuration;
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using Framework.Constants;
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using Framework.Database;
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using Framework.Networking;
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using Game.Entities;
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using System.Collections.Generic;
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using Game.AI;
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using Game.Scripting;
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using Game.Spells;
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namespace Scripts.World.Achievements
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{
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enum IPLoggingTypes
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{
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// AccountActionIpLogger();
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AccountLogin = 0,
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AccountFailLogin = 1,
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AccountChangePw = 2,
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AccountChangePwFail = 3, // Only two types of account changes exist...
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AccountChangeEmail = 4,
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AccountChangeEmailFail = 5, // ...so we log them individually
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// Obsolete - AccountLogout = 6, Can not be logged. We still keep the type however
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// CharacterActionIpLogger();
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CharacterCreate = 7,
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CharacterLogin = 8,
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CharacterLogout = 9,
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// CharacterDeleteActionIpLogger();
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CharacterDelete = 10,
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CharacterFailedDelete = 11,
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// AccountActionIpLogger(), CharacterActionIpLogger(), CharacterActionIpLogger();
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UnknownAction = 12
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}
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class AccountActionIpLogger : AccountScript
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{
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public AccountActionIpLogger() : base("AccountActionIpLogger") { }
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// We log last_ip instead of last_attempt_ip, as login was successful
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// AccountLogin = 0
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void OnAccountLogin(uint accountId)
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{
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AccountIPLogAction(accountId, AccountLogin);
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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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// AccountFailLogin = 1
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void OnFailedAccountLogin(uint accountId)
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{
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AccountIPLogAction(accountId, AccountFailLogin);
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}
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// AccountChangePw = 2
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void OnPasswordChange(uint accountId)
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{
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AccountIPLogAction(accountId, AccountChangePw);
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}
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// AccountChangePwFail = 3
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void OnFailedPasswordChange(uint accountId)
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{
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AccountIPLogAction(accountId, AccountChangePwFail);
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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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// AccountChangeEmail = 4
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void OnEmailChange(uint accountId)
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{
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AccountIPLogAction(accountId, AccountChangeEmail); // ... they get logged by gm command logger anyway
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}
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// AccountChangeEmailFail = 5
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void OnFailedEmailChange(uint accountId)
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{
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AccountIPLogAction(accountId, AccountChangeEmailFail);
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}
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// AccountLogout = 6
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void AccountIPLogAction(uint accountId, IPLoggingTypes aType)
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{
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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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uint playerGuid = accountId;
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uint realmId = realm.Id.Realm;
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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 phraMath.Sing 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 AccountLogin:
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systemNote = "Logged into WoW";
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break;
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case AccountFailLogin:
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systemNote = "Login to WoW Failed";
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break;
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case AccountChangePw:
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systemNote = "Password Reset Completed";
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break;
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case AccountChangePwFail:
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systemNote = "Password Reset Failed";
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break;
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case AccountChangeEmail:
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systemNote = "Email Change Completed";
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break;
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case AccountChangeEmailFail:
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systemNote = "Email Change Failed";
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break;
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case AccountLogout:
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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 UnknownAction:
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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 Add 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 != AccountFailLogin)
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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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stmt.setUint(0, playerGuid);
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stmt.setUInt64(1, 0);
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stmt.setUint(2, realmId);
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stmt.setUInt8(3, aType);
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stmt.setUint(4, playerGuid);
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stmt.setString(5, systemNote);
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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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stmt.setUint(0, playerGuid);
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stmt.setUInt64(1, 0);
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stmt.setUint(2, realmId);
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stmt.setUInt8(3, aType);
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stmt.setUint(4, playerGuid);
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stmt.setString(5, systemNote);
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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 : PlayerScript
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{
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public CharacterActionIpLogger() : base("CharacterActionIpLogger") { }
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// CharacterCreate = 7
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void OnCreate(Player player)
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{
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CharacterIPLogAction(player, CharacterCreate);
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}
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// CharacterLogin = 8
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void OnLogin(Player player, bool firstLogin)
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{
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CharacterIPLogAction(player, CharacterLogin);
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}
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// CharacterLogout = 9
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void OnLogout(Player player)
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{
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CharacterIPLogAction(player, CharacterLogout);
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}
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// CharacterDelete = 10
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// CharacterFailedDelete = 11
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// We don't log either here - they require a guid
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// UnknownAction = 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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// 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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uint playerGuid = player.GetSession().GetAccountId();
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uint realmId = realm.Id.Realm;
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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 phraMath.Sing of what type it is
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switch (aType)
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{
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case CharacterCreate:
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systemNote = "Character Created";
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break;
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case CharacterLogin:
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systemNote = "Logged onto Character";
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break;
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case CharacterLogout:
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systemNote = "Logged out of Character";
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break;
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case CharacterDelete:
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systemNote = "Character Deleted";
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break;
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case CharacterFailedDelete:
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systemNote = "Character Deletion Failed";
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break;
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// Neither should happen. Ever. Period. If it does, call Mythbusters.
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case UnknownAction:
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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 Add the new log.
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stmt.setUint(0, playerGuid);
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stmt.setUInt64(1, player.GetGUID().GetCounter());
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stmt.setUint(2, realmId);
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stmt.setUInt8(3, aType);
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stmt.setString(4, currentIp); // We query the ip here.
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stmt.setString(5, systemNote);
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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 : PlayerScript
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{
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public CharacterDeleteActionIpLogger() : base("CharacterDeleteActionIpLogger") { }
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// CharacterDelete = 10
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void OnDelete(ObjectGuid guid, uint accountId)
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{
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DeleteIPLogAction(guid, accountId, CharacterDelete);
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}
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// CharacterFailedDelete = 11
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void OnFailedDelete(ObjectGuid guid, uint accountId)
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{
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DeleteIPLogAction(guid, accountId, CharacterFailedDelete);
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}
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void DeleteIPLogAction(ObjectGuid guid, uint playerGuid, IPLoggingTypes aType)
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{
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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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uint realmId = realm.Id.Realm;
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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 phraMath.Sing 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 CharacterDelete:
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systemNote = "Character Deleted";
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break;
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case CharacterFailedDelete:
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systemNote = "Character Deletion Failed";
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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 UnknownAction:
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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 Add the new log.
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stmt.setUint(0, playerGuid);
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stmt.setUInt64(1, guid.GetCounter());
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stmt.setUint(2, realmId);
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stmt.setUInt8(3, aType);
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stmt.setUint(4, playerGuid);
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stmt.setString(5, systemNote);
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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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}
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