* protocol changes * server changes * client changes for password reset and registration * add hashed password to change password in client * always use hashed password to log in * add warning to client when using plain text password * require real password for changing email on server this is backwards compatible as users logged in with a real password on older clients will not need this, only users logged in with a hashed password * implement password dialog when changing email * require min password length * use qstringlist to build query instead * use clear instead of = "" * add max to password dialog * use proper const ness in abstractclient * reject too long passwords instead of trimming
151 lines
7 KiB
C++
151 lines
7 KiB
C++
#ifndef SERVATRICE_DATABASE_INTERFACE_H
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#define SERVATRICE_DATABASE_INTERFACE_H
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#include "server.h"
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#include "server_database_interface.h"
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#include <QChar>
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#include <QHash>
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#include <QObject>
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#include <QSqlDatabase>
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#define DATABASE_SCHEMA_VERSION 28
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class Servatrice;
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class Servatrice_DatabaseInterface : public Server_DatabaseInterface
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{
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Q_OBJECT
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private:
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int instanceId;
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QSqlDatabase sqlDatabase;
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QHash<QString, QSqlQuery *> preparedStatements;
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Servatrice *server;
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ServerInfo_User evalUserQueryResult(const QSqlQuery *query, bool complete, bool withId = false);
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/** Must be called after checkSql and server is known to be in auth mode. */
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bool checkUserIsIdBanned(const QString &clientId, QString &banReason, int &banSecondsRemaining);
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/** Must be called after checkSql and server is known to be in auth mode. */
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bool checkUserIsIpBanned(const QString &ipAddress, QString &banReason, int &banSecondsRemaining);
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/** Must be called after checkSql and server is known to be in auth mode. */
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bool checkUserIsNameBanned(QString const &userName, QString &banReason, int &banSecondsRemaining);
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protected:
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AuthenticationResult checkUserPassword(Server_ProtocolHandler *handler,
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const QString &user,
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const QString &password,
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const QString &clientId,
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QString &reasonStr,
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int &banSecondsLeft,
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bool passwordNeedsHash);
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public slots:
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void initDatabase(const QSqlDatabase &_sqlDatabase);
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public:
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Servatrice_DatabaseInterface(int _instanceId, Servatrice *_server);
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~Servatrice_DatabaseInterface();
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bool initDatabase(const QString &type,
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const QString &hostName,
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const QString &databaseName,
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const QString &userName,
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const QString &password);
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bool openDatabase();
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bool checkSql();
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QSqlQuery *prepareQuery(const QString &queryText);
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bool execSqlQuery(QSqlQuery *query);
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const QSqlDatabase &getDatabase()
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{
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return sqlDatabase;
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}
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bool activeUserExists(const QString &user);
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bool userExists(const QString &user);
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QString getUserSalt(const QString &user);
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int getUserIdInDB(const QString &name);
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QMap<QString, ServerInfo_User> getBuddyList(const QString &name);
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QMap<QString, ServerInfo_User> getIgnoreList(const QString &name);
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bool isInBuddyList(const QString &whoseList, const QString &who);
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bool isInIgnoreList(const QString &whoseList, const QString &who);
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ServerInfo_User getUserData(const QString &name, bool withId = false);
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void storeGameInformation(const QString &roomName,
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const QStringList &roomGameTypes,
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const ServerInfo_Game &gameInfo,
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const QSet<QString> &allPlayersEver,
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const QSet<QString> &allSpectatorsEver,
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const QList<GameReplay *> &replayList);
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DeckList *getDeckFromDatabase(int deckId, int userId);
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int getNextGameId();
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int getNextReplayId();
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int getActiveUserCount(QString connectionType = QString());
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qint64 startSession(const QString &userName,
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const QString &address,
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const QString &clientId,
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const QString &connectionType);
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void endSession(qint64 sessionId);
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void clearSessionTables();
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void lockSessionTables();
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void unlockSessionTables();
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bool userSessionExists(const QString &userName);
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bool usernameIsValid(const QString &user, QString &error);
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bool checkUserIsBanned(const QString &ipAddress,
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const QString &userName,
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const QString &clientId,
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QString &banReason,
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int &banSecondsRemaining);
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int checkNumberOfUserAccounts(const QString &email);
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bool registerUser(const QString &userName,
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const QString &realName,
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const QString &password,
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bool passwordNeedsHash,
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const QString &emailAddress,
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const QString &country,
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bool active = false);
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bool activateUser(const QString &userName, const QString &token);
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void updateUsersClientID(const QString &userName, const QString &userClientID);
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void updateUsersLastLoginData(const QString &userName, const QString &clientVersion);
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void logMessage(const int senderId,
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const QString &senderName,
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const QString &senderIp,
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const QString &logMessage,
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LogMessage_TargetType targetType,
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const int targetId,
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const QString &targetName);
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bool changeUserPassword(const QString &user, const QString &password, bool passwordNeedsHash);
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bool changeUserPassword(const QString &user,
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const QString &oldPassword,
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bool oldPasswordNeedsHash,
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const QString &newPassword,
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bool newPasswordNeedsHash);
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QList<ServerInfo_Ban> getUserBanHistory(const QString userName);
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bool
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addWarning(const QString userName, const QString adminName, const QString warningReason, const QString clientID);
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QList<ServerInfo_Warning> getUserWarnHistory(const QString userName);
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QList<ServerInfo_ChatMessage> getMessageLogHistory(const QString &user,
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const QString &ipaddress,
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const QString &gamename,
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const QString &gameid,
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const QString &message,
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bool &chat,
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bool &game,
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bool &room,
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int &range,
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int &maxresults);
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bool addForgotPassword(const QString &user);
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bool removeForgotPassword(const QString &user);
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bool doesForgotPasswordExist(const QString &user);
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bool updateUserToken(const QString &token, const QString &user);
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bool validateTableColumnStringData(const QString &table,
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const QString &column,
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const QString &_user,
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const QString &_datatocheck);
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void addAuditRecord(const QString &user,
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const QString &ipaddress,
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const QString &clientid,
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const QString &action,
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const QString &details,
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const bool &results);
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};
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#endif
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