// Copyright (c) CypherCore All rights reserved. // Licensed under the GNU GENERAL PUBLIC LICENSE. See LICENSE file in the project root for full license information. using Framework.Configuration; using Framework.Constants; using Framework.Database; using Framework.Networking; using Game.Entities; using System.Collections.Generic; using Game.AI; using Game.Scripting; using Game.Spells; namespace Scripts.World.Achievements { enum IPLoggingTypes { // AccountActionIpLogger(); AccountLogin = 0, AccountFailLogin = 1, AccountChangePw = 2, AccountChangePwFail = 3, // Only two types of account changes exist... AccountChangeEmail = 4, AccountChangeEmailFail = 5, // ...so we log them individually // Obsolete - AccountLogout = 6, Can not be logged. We still keep the type however // CharacterActionIpLogger(); CharacterCreate = 7, CharacterLogin = 8, CharacterLogout = 9, // CharacterDeleteActionIpLogger(); CharacterDelete = 10, CharacterFailedDelete = 11, // AccountActionIpLogger(), CharacterActionIpLogger(), CharacterActionIpLogger(); UnknownAction = 12 } class AccountActionIpLogger : AccountScript { public AccountActionIpLogger() : base("AccountActionIpLogger") { } // We log last_ip instead of last_attempt_ip, as login was successful // AccountLogin = 0 void OnAccountLogin(uint accountId) { AccountIPLogAction(accountId, AccountLogin); } // We log last_attempt_ip instead of last_ip, as failed login doesn't necessarily mean approperiate user // AccountFailLogin = 1 void OnFailedAccountLogin(uint accountId) { AccountIPLogAction(accountId, AccountFailLogin); } // AccountChangePw = 2 void OnPasswordChange(uint accountId) { AccountIPLogAction(accountId, AccountChangePw); } // AccountChangePwFail = 3 void OnFailedPasswordChange(uint accountId) { AccountIPLogAction(accountId, AccountChangePwFail); } // Registration Email can Not be changed apart from Gm level users. Thus, we do not require to log them... // AccountChangeEmail = 4 void OnEmailChange(uint accountId) { AccountIPLogAction(accountId, AccountChangeEmail); // ... they get logged by gm command logger anyway } // AccountChangeEmailFail = 5 void OnFailedEmailChange(uint accountId) { AccountIPLogAction(accountId, AccountChangeEmailFail); } // AccountLogout = 6 void AccountIPLogAction(uint accountId, IPLoggingTypes aType) { // Action Ip Logger is only intialized if config is set up // Else, this script isn't loaded in the first place: We require no config check. // We declare all the required variables uint playerGuid = accountId; uint realmId = realm.Id.Realm; std.string systemNote = "Error"; // "Error" is a placeholder here. We change it later. // With this switch, we change systemNote so that we have a more accurate phraMath.Sing of what type it is. // Avoids Magicnumbers in Sql table switch (aType) { case AccountLogin: systemNote = "Logged into WoW"; break; case AccountFailLogin: systemNote = "Login to WoW Failed"; break; case AccountChangePw: systemNote = "Password Reset Completed"; break; case AccountChangePwFail: systemNote = "Password Reset Failed"; break; case AccountChangeEmail: systemNote = "Email Change Completed"; break; case AccountChangeEmailFail: systemNote = "Email Change Failed"; break; case AccountLogout: systemNote = "Logged on AccountLogout"; //Can not be logged break; // Neither should happen. Ever. Period. If it does, call Ghostbusters and all your local software defences to investigate. case UnknownAction: default: systemNote = "Error! Unknown action!"; break; } // Once we have done everything, we can Add the new log. // Seeing as the time differences should be minimal, we do not get unixtime and the timestamp right now; // Rather, we let it be added with the Sql query. if (aType != AccountFailLogin) { // As we can assume most account actions are Not failed login, so this is the more accurate check. // For those, we need last_ip... stmt.setUint(0, playerGuid); stmt.setUInt64(1, 0); stmt.setUint(2, realmId); stmt.setUInt8(3, aType); stmt.setUint(4, playerGuid); stmt.setString(5, systemNote); LoginDatabase.Execute(stmt); } else // ... but for failed login, we query last_attempt_ip from account table. Which we do with an unique query { stmt.setUint(0, playerGuid); stmt.setUInt64(1, 0); stmt.setUint(2, realmId); stmt.setUInt8(3, aType); stmt.setUint(4, playerGuid); stmt.setString(5, systemNote); LoginDatabase.Execute(stmt); } return; } } class CharacterActionIpLogger : PlayerScript { public CharacterActionIpLogger() : base("CharacterActionIpLogger") { } // CharacterCreate = 7 void OnCreate(Player player) { CharacterIPLogAction(player, CharacterCreate); } // CharacterLogin = 8 void OnLogin(Player player, bool firstLogin) { CharacterIPLogAction(player, CharacterLogin); } // CharacterLogout = 9 void OnLogout(Player player) { CharacterIPLogAction(player, CharacterLogout); } // CharacterDelete = 10 // CharacterFailedDelete = 11 // We don't log either here - they require a guid // UnknownAction = 12 // There is no real hook we could use for that. // Shouldn't happen anyway, should it ? Nothing to see here. /// Logs a number of actions done by players with an Ip void CharacterIPLogAction(Player player, IPLoggingTypes aType) { // Action Ip Logger is only intialized if config is set up // Else, this script isn't loaded in the first place: We require no config check. // We declare all the required variables uint playerGuid = player.GetSession().GetAccountId(); uint realmId = realm.Id.Realm; std.string currentIp = player.GetSession().GetRemoteAddress(); std.string systemNote = "Error"; // "Error" is a placeholder here. We change it... // ... with this switch, so that we have a more accurate phraMath.Sing of what type it is switch (aType) { case CharacterCreate: systemNote = "Character Created"; break; case CharacterLogin: systemNote = "Logged onto Character"; break; case CharacterLogout: systemNote = "Logged out of Character"; break; case CharacterDelete: systemNote = "Character Deleted"; break; case CharacterFailedDelete: systemNote = "Character Deletion Failed"; break; // Neither should happen. Ever. Period. If it does, call Mythbusters. case UnknownAction: default: systemNote = "Error! Unknown action!"; break; } // Once we have done everything, we can Add the new log. stmt.setUint(0, playerGuid); stmt.setUInt64(1, player.GetGUID().GetCounter()); stmt.setUint(2, realmId); stmt.setUInt8(3, aType); stmt.setString(4, currentIp); // We query the ip here. stmt.setString(5, systemNote); // Seeing as the time differences should be minimal, we do not get unixtime and the timestamp right now; // Rather, we let it be added with the Sql query. LoginDatabase.Execute(stmt); return; } } class CharacterDeleteActionIpLogger : PlayerScript { public CharacterDeleteActionIpLogger() : base("CharacterDeleteActionIpLogger") { } // CharacterDelete = 10 void OnDelete(ObjectGuid guid, uint accountId) { DeleteIPLogAction(guid, accountId, CharacterDelete); } // CharacterFailedDelete = 11 void OnFailedDelete(ObjectGuid guid, uint accountId) { DeleteIPLogAction(guid, accountId, CharacterFailedDelete); } void DeleteIPLogAction(ObjectGuid guid, uint playerGuid, IPLoggingTypes aType) { // Action Ip Logger is only intialized if config is set up // Else, this script isn't loaded in the first place: We require no config check. uint realmId = realm.Id.Realm; // Query playerGuid/accountId, as we only have characterGuid std.string systemNote = "Error"; // "Error" is a placeholder here. We change it later. // With this switch, we change systemNote so that we have a more accurate phraMath.Sing of what type it is. // Avoids Magicnumbers in Sql table switch (aType) { case CharacterDelete: systemNote = "Character Deleted"; break; case CharacterFailedDelete: systemNote = "Character Deletion Failed"; break; // Neither should happen. Ever. Period. If it does, call to whatever god you have for mercy and guidance. case UnknownAction: default: systemNote = "Error! Unknown action!"; break; } // Once we have done everything, we can Add the new log. stmt.setUint(0, playerGuid); stmt.setUInt64(1, guid.GetCounter()); stmt.setUint(2, realmId); stmt.setUInt8(3, aType); stmt.setUint(4, playerGuid); stmt.setString(5, systemNote); // Seeing as the time differences should be minimal, we do not get unixtime and the timestamp right now; // Rather, we let it be added with the Sql query. LoginDatabase.Execute(stmt); return; } } }