Files
CypherCore/Source/Scripts/World/ActionIpLogger.cs
T
2023-10-13 16:11:34 -04:00

297 lines
11 KiB
C#

// Copyright (c) CypherCore <http://github.com/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;
}
}
}