#include <a_samp>
#include <a_mysql>
#include <foreach>
#define MYSQL_HOST "Your DB Host" // Change this to your MySQL Remote IP or "localhost".
#define MYSQL_USER "Your DB User" // Change this to your MySQL Database username.
#define MYSQL_PASS "Your DB Pass" // Change this to your MySQL Database password.
#define MYSQL_DATABASE "Your DB Name" // Change this to your MySQL Database name.
#define DIALOG_REGISTER (0)
#define DIALOG_LOGIN (1)
// Make sure the dialog IDs above do not match any dialog ID you're using in your
// gamemode otherwise they won't do their job properly.
new
MySQL: Database, Corrupt_Check[MAX_PLAYERS];
// Now creating an enumerator to store player's data for further use (as below).
enum ENUM_PLAYER_DATA
{
ID,
Name[25],
Password[65],
Salt[11],
PasswordFails,
Kills,
Deaths,
Score,
Cash,
Cache: Player_Cache,
bool:LoggedIn
}
new pInfo[MAX_PLAYERS][ENUM_PLAYER_DATA];
public OnGameModeInit() { new MySQLOpt: option_id = mysql_init_options(); mysql_set_option(option_id, AUTO_RECONNECT, true); // We will set that option to automatically reconnect on timeouts. Database = mysql_connect(MYSQL_HOST, MYSQL_USER, MYSQL_PASS, MYSQL_DATABASE, option_id); // Setting up the "Database" handle on the given MySQL details above. if(Database == MYSQL_INVALID_HANDLE || mysql_errno(Database) != 0) // Checking if the database connection is invalid to shutdown. { print("I couldn't connect to the MySQL server, closing."); // Printing a message to the log. SendRconCommand("exit"); // Sending console command to shut down server. return 1; } print("I have connected to the MySQL server."); // If the given MySQL details were all okay, this message prints to the log. // Now, we will set up the information table of the player's information. mysql_tquery(Database, "CREATE TABLE IF NOT EXISTS `PLAYERS` (`ID` int(11) NOT NULL AUTO_INCREMENT,`USERNAME` varchar(24) NOT NULL,`PASSWORD` char(65) NOT NULL,`SALT` char(11) NOT NULL,`SCORE` mediumint(7), `KILLS` mediumint(7), `CASH` mediumint(7) NOT NULL DEFAULT '0',`DEATHS` mediumint(7) NOT NULL DEFAULT '0', PRIMARY KEY (`ID`), UNIQUE KEY `USERNAME` (`USERNAME`))"); // So, this code is probably the only one which you haven't understood. // Well, we firstly create a table only if not existing in the database which is "USERS". // We create "ID" and set it as a primary key with auto increment to use it in retrieving information and many more uses. // We create "USERNAME" and set it as a unique key, the USERNAME stores every player's name in the database so you can // Control the players in offline mode and when a player leaves everything storted like kills, deaths, password and Saltion key // Wouldn't be lost upon server's close or player's disconnection. // We store kills, deaths, score and cash as written above so they might be useful for further use. return 1; }
public OnGameModeExit() { foreach(new i: Player) { if(IsPlayerConnected(i)) // Checking if the players stored in "i" are connected. { OnPlayerDisconnect(i, 1); // We do that so players wouldn't lose their data upon server's close. } } mysql_close(Database); // Closing the database. return 1; }
public OnPlayerConnect(playerid) { new DB_Query[115]; //Resetting player information. pInfo[playerid][Kills] = 0; pInfo[playerid][Deaths] = 0; pInfo[playerid][PasswordFails] = 0; GetPlayerName(playerid, pInfo[playerid][Name], MAX_PLAYER_NAME); // Getting the player's name. Corrupt_Check[playerid]++; mysql_format(Database, DB_Query, sizeof(DB_Query), "SELECT * FROM `PLAYERS` WHERE `USERNAME` = '%e' LIMIT 1", pInfo[playerid][Name]); mysql_tquery(Database, DB_Query, "OnPlayerDataCheck", "ii", playerid, Corrupt_Check[playerid]); return 1; }
forward public OnPlayerDataCheck(playerid, corrupt_check); public OnPlayerDataCheck(playerid, corrupt_check) { if (corrupt_check != Corrupt_Check[playerid]) return Kick(playerid); // You'd have asked already what's corrput_check and how it'd benefit me? // Well basically MySQL query takes long, incase a player leaves while its not proceeded // With ID 1 for example, then another player comes as ID 1 it'll basically corrupt the data // So, once the query is done, the player will have the wrong data assigned for himself. new String[150]; if(cache_num_rows() > 0) { // If the player exists, everything is okay and nothing is wrongly detected // The player's password and Saltion key gets stored as seen below // So we won't have to get a headache just to match player's password. cache_get_value(0, "PASSWORD", pInfo[playerid][Password], 65); cache_get_value(0, "SALT", pInfo[playerid][Salt], 11); pInfo[playerid][Player_Cache] = cache_save(); // ^ Storing the cache ID of the player for further use later. format(String, sizeof(String), "{FFFFFF}Welcome back, %s.\n\n{0099FF}This account is already registered.\n\ {0099FF}Please, input your password below to proceed to the game.\n\n", pInfo[playerid][Name]); ShowPlayerDialog(playerid, DIALOG_LOGIN, DIALOG_STYLE_PASSWORD, "Login System", String, "Login", "Leave"); } else { format(String, sizeof(String), "{FFFFFF}Welcome %s.\n\n{0099FF}This account is not registered.\n\ {0099FF}Please, input your password below to proceed to the game.\n\n", pInfo[playerid][Name]); ShowPlayerDialog(playerid, DIALOG_REGISTER, DIALOG_STYLE_PASSWORD, "Registration System", String, "Register", "Leave"); } return 1; }
public OnPlayerDisconnect(playerid, reason) { Corrupt_Check[playerid]++; new DB_Query[256]; //Running a query to save the player's data using the stored stuff. mysql_format(Database, DB_Query, sizeof(DB_Query), "UPDATE `PLAYERS` SET `SCORE` = %d, `CASH` = %d, `KILLS` = %d, `DEATHS` = %d WHERE `ID` = %d LIMIT 1", pInfo[playerid][Score], pInfo[playerid][Cash], pInfo[playerid][Kills], pInfo[playerid][Deaths], pInfo[playerid][ID]); mysql_tquery(Database, DB_Query); if(cache_is_valid(pInfo[playerid][Player_Cache])) //Checking if the player's cache ID is valid. { cache_delete(pInfo[playerid][Player_Cache]); // Deleting the cache. pInfo[playerid][Player_Cache] = MYSQL_INVALID_CACHE; // Setting the stored player Cache as invalid. } pInfo[playerid][LoggedIn] = false; print("OnPlayerDisconnect has been called."); // Sending message once OnPlayerDisconnect is called. return 1; }
public OnDialogResponse(playerid, dialogid, response, listitem, inputtext[]) { switch (dialogid) { case DIALOG_LOGIN: { if(!response) return Kick(playerid); new Salted_Key[65]; SHA256_PassHash(inputtext, pInfo[playerid][Salt], Salted_Key, 65); if(strcmp(Salted_Key, pInfo[playerid][Password]) == 0) { // Now, password should be correct as well as the strings // Matched with each other, so nothing is wrong until now. // We will activate the cache of player to make use of it e.g. // Retrieve their data. cache_set_active(pInfo[playerid][Player_Cache]); // Okay, we are retrieving the information now.. cache_get_value_int(0, "ID", pInfo[playerid][ID]); cache_get_value_int(0, "KILLS", pInfo[playerid][Kills]); cache_get_value_int(0, "DEATHS", pInfo[playerid][Deaths]); cache_get_value_int(0, "SCORE", pInfo[playerid][Score]); cache_get_value_int(0, "CASH", pInfo[playerid][Cash]); SetPlayerScore(playerid, pInfo[playerid][Score]); ResetPlayerMoney(playerid); GivePlayerMoney(playerid, pInfo[playerid][Cash]); // So, we have successfully retrieved data? Now deactivating the cache. cache_delete(pInfo[playerid][Player_Cache]); pInfo[playerid][Player_Cache] = MYSQL_INVALID_CACHE; pInfo[playerid][LoggedIn] = true; SendClientMessage(playerid, 0x00FF00FF, "Logged in to the account."); } else { new String[150]; pInfo[playerid][PasswordFails] += 1; printf("%s has been failed to login. (%d)", pInfo[playerid][Name], pInfo[playerid][PasswordFails]); // Printing the message that someone has failed to login to his account. if (pInfo[playerid][PasswordFails] >= 3) // If the fails exceeded the limit we kick the player. { format(String, sizeof(String), "%s has been kicked Reason: {FF0000}(%d/3) Login fails.", pInfo[playerid][Name], pInfo[playerid][PasswordFails]); SendClientMessageToAll(0x969696FF, String); Kick(playerid); } else { // If the player didn't exceed the limits we send him a message that the password is wrong. format(String, sizeof(String), "Wrong password, you have %d out of 3 tries.", pInfo[playerid][PasswordFails]); SendClientMessage(playerid, 0xFF0000FF, String); format(String, sizeof(String), "{FFFFFF}Welcome back, %s.\n\n{0099FF}This account is already registered.\n\ {0099FF}Please, input your password below to proceed to the game.\n\n", pInfo[playerid][Name]); ShowPlayerDialog(playerid, DIALOG_LOGIN, DIALOG_STYLE_PASSWORD, "Login System", String, "Login", "Leave"); } } } case DIALOG_REGISTER: { if(!response) return Kick(playerid); if(strlen(inputtext) <= 5 || strlen(inputtext) > 60) { // If the password length is less than or equal to 5 and more than 60 // It repeats the process and shows error message as seen below. SendClientMessage(playerid, 0x969696FF, "Invalid password length, should be 5 - 60."); new String[150]; format(String, sizeof(String), "{FFFFFF}Welcome %s.\n\n{0099FF}This account is not registered.\n\ {0099FF}Please, input your password below to proceed.\n\n", pInfo[playerid][Name]); ShowPlayerDialog(playerid, DIALOG_REGISTER, DIALOG_STYLE_PASSWORD, "Registration System", String, "Register", "Leave"); } else { // Salting the player's password using SHA256 for a better security. for (new i = 0; i < 10; i++) { pInfo[playerid][Salt][i] = random(79) + 47; } pInfo[playerid][Salt][10] = 0; SHA256_PassHash(inputtext, pInfo[playerid][Salt], pInfo[playerid][Password], 65); new DB_Query[225]; // Storing player's information if everything goes right. mysql_format(Database, DB_Query, sizeof(DB_Query), "INSERT INTO `PLAYERS` (`USERNAME`, `PASSWORD`, `SALT`, `SCORE`, `KILLS`, `CASH`, `DEATHS`)\ VALUES ('%e', '%s', '%e', '20', '0', '0', '0')", pInfo[playerid][Name], pInfo[playerid][Password], pInfo[playerid][Salt]); mysql_tquery(Database, DB_Query, "OnPlayerRegister", "d", playerid); } } } return 1; }
forward public OnPlayerRegister(playerid); public OnPlayerRegister(playerid) { // This gets called only when the player registers a new account. SendClientMessage(playerid, 0x00FF00FF, "You are now registered and has been logged in."); pInfo[playerid][LoggedIn] = true; return 1; }
public OnPlayerDeath(playerid, killerid, reason) { if(killerid != INVALID_PLAYER_ID) // Checking if the killer of the player is valid. { //Increasing the kills of the killer and the deaths of the player. pInfo[killerid][Kills]++; pInfo[playerid][Deaths]++; } return 1; }
public OnPlayerRequestSpawn(playerid) { if(pInfo[playerid][LoggedIn] == false) return 0; // Ignoring the request incase player isn't logged in. return 1; }
I am not calling it twice, and this is the most appropriate way to save the player's data upon the server's closure otherwise players data would be simply lost just after the server closes.
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public OnPlayerDisconnect(playerid, reason) { Corrupt_Check[playerid]++; new DB_Query[256]; //Running a query to save the player's data using the stored stuff. mysql_format(Database, DB_Query, sizeof(DB_Query), "UPDATE `PLAYERS` SET `SCORE` = %d, `CASH` = %d, `KILLS` = %d, `DEATHS` = %d WHERE `ID` = %d LIMIT 1", pInfo[playerid][Score], pInfo[playerid][Cash], pInfo[playerid][Kills], pInfo[playerid][Deaths], pInfo[playerid][ID]); mysql_tquery(Database, DB_Query); if(cache_is_valid(pInfo[playerid][Player_Cache])) //Checking if the player's cache ID is valid. { cache_delete(pInfo[playerid][Player_Cache]); // Deleting the cache. pInfo[playerid][Player_Cache] = MYSQL_INVALID_CACHE; // Setting the stored player Cache as invalid. } pInfo[playerid][LoggedIn] = 0; print("OnPlayerDisconnect has been called."); // Sending message once OnPlayerDisconnect is called. return 1; }
[13:40:00] [connection] 10.42.0.74:61008 requests connection cookie. [13:40:01] [connection] incoming connection: 10.42.0.74:61008 id: 0 [13:40:01] [join] Variable has joined the server (0:10.42.0.74) [13:40:12] RCON (In-Game): Player #0 (Variable) has logged in. [13:40:14] RCON (In-Game): Player [Variable] sent command: exit [13:40:14] --- Server Shutting Down. [13:40:14] OnPlayerDisconnect has been called. [13:40:15] [part] Variable has left the server (0:0)
public OnGameModeExit() { /* for(new i = 0, j = GetPlayerPoolSize(); i <= j; i++) // Getting the highest player ID in the game. { if(IsPlayerConnected(i)) // Checking if the players stored in "i" are connected. { OnPlayerDisconnect(i, 1); // We do that so players wouldn't lose their data upon server's close. } }*/ mysql_close(Database); // Closing the database. return 1; }
public OnPlayerDisconnect(playerid, reason) { Corrupt_Check[playerid]++; new DB_Query[256]; //Running a query to save the player's data using the stored stuff. mysql_format(Database, DB_Query, sizeof(DB_Query), "UPDATE `PLAYERS` SET `SCORE` = %d, `CASH` = %d, `KILLS` = %d, `DEATHS` = %d WHERE `ID` = %d LIMIT 1", pInfo[playerid][Score], pInfo[playerid][Cash], pInfo[playerid][Kills], pInfo[playerid][Deaths], pInfo[playerid][ID]); mysql_tquery(Database, DB_Query); if(cache_is_valid(pInfo[playerid][Player_Cache])) //Checking if the player's cache ID is valid. { cache_delete(pInfo[playerid][Player_Cache]); // Deleting the cache. pInfo[playerid][Player_Cache] = MYSQL_INVALID_CACHE; // Setting the stored player Cache as invalid. } pInfo[playerid][LoggedIn] = 0; print("OnPlayerDisconnect has been called."); // Sending message once OnPlayerDisconnect is called. return 1; }
[13:57:34] [connection] 10.42.0.74:61529 requests connection cookie. [13:57:35] [connection] incoming connection: 10.42.0.74:61529 id: 0 [13:57:35] [join] Variable has joined the server (0:10.42.0.74) [13:57:49] RCON (In-Game): Player #0 (Variable) has logged in. [13:57:52] RCON (In-Game): Player [Variable] sent command: exit [13:57:52] --- Server Shutting Down. [13:57:52] [part] Variable has left the server (0:0)
I won't talk too much, I have debugged what you have said above just to show that your statements are wrong. Well, I have made a message prints to the log once the server shuts down with the "/rcon exit" method.
My OnPlayerDisconnect Code: Код:
public OnPlayerDisconnect(playerid, reason) { Corrupt_Check[playerid]++; new DB_Query[256]; //Running a query to save the player's data using the stored stuff. mysql_format(Database, DB_Query, sizeof(DB_Query), "UPDATE `PLAYERS` SET `SCORE` = %d, `CASH` = %d, `KILLS` = %d, `DEATHS` = %d WHERE `ID` = %d LIMIT 1", pInfo[playerid][Score], pInfo[playerid][Cash], pInfo[playerid][Kills], pInfo[playerid][Deaths], pInfo[playerid][ID]); mysql_tquery(Database, DB_Query); if(cache_is_valid(pInfo[playerid][Player_Cache])) //Checking if the player's cache ID is valid. { cache_delete(pInfo[playerid][Player_Cache]); // Deleting the cache. pInfo[playerid][Player_Cache] = MYSQL_INVALID_CACHE; // Setting the stored player Cache as invalid. } pInfo[playerid][LoggedIn] = 0; print("OnPlayerDisconnect has been called."); // Sending message once OnPlayerDisconnect is called. return 1; } Код:
[13:40:00] [connection] 10.42.0.74:61008 requests connection cookie. [13:40:01] [connection] incoming connection: 10.42.0.74:61008 id: 0 [13:40:01] [join] Variable has joined the server (0:10.42.0.74) [13:40:12] RCON (In-Game): Player #0 (Variable) has logged in. [13:40:14] RCON (In-Game): Player [Variable] sent command: exit [13:40:14] --- Server Shutting Down. [13:40:14] OnPlayerDisconnect has been called. [13:40:15] [part] Variable has left the server (0:0) Hopefully you'll next time make sure of what you state before you do and thanks. You can also try that by yourself. ======================================= Would like to make sure the OnPlayerDisconnect doesn't get called twice? Here's another evidence! When I removed the part from OnGameModeExit, the message didn't show anymore. Код:
public OnGameModeExit() { /* for(new i = 0, j = GetPlayerPoolSize(); i <= j; i++) // Getting the highest player ID in the game. { if(IsPlayerConnected(i)) // Checking if the players stored in "i" are connected. { OnPlayerDisconnect(i, 1); // We do that so players wouldn't lose their data upon server's close. } }*/ mysql_close(Database); // Closing the database. return 1; } Код:
public OnPlayerDisconnect(playerid, reason) { Corrupt_Check[playerid]++; new DB_Query[256]; //Running a query to save the player's data using the stored stuff. mysql_format(Database, DB_Query, sizeof(DB_Query), "UPDATE `PLAYERS` SET `SCORE` = %d, `CASH` = %d, `KILLS` = %d, `DEATHS` = %d WHERE `ID` = %d LIMIT 1", pInfo[playerid][Score], pInfo[playerid][Cash], pInfo[playerid][Kills], pInfo[playerid][Deaths], pInfo[playerid][ID]); mysql_tquery(Database, DB_Query); if(cache_is_valid(pInfo[playerid][Player_Cache])) //Checking if the player's cache ID is valid. { cache_delete(pInfo[playerid][Player_Cache]); // Deleting the cache. pInfo[playerid][Player_Cache] = MYSQL_INVALID_CACHE; // Setting the stored player Cache as invalid. } pInfo[playerid][LoggedIn] = 0; print("OnPlayerDisconnect has been called."); // Sending message once OnPlayerDisconnect is called. return 1; } Код:
[13:57:34] [connection] 10.42.0.74:61529 requests connection cookie. [13:57:35] [connection] incoming connection: 10.42.0.74:61529 id: 0 [13:57:35] [join] Variable has joined the server (0:10.42.0.74) [13:57:49] RCON (In-Game): Player #0 (Variable) has logged in. [13:57:52] RCON (In-Game): Player [Variable] sent command: exit [13:57:52] --- Server Shutting Down. [13:57:52] [part] Variable has left the server (0:0) For "/rcon gmx" method
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// This function is used to give (or take) money to/from the player
Player_GiveMoney(playerid, amount)
{
// Setup local variables
new query[128];
// Add the given Money to the player's account
APlayerData[playerid][Money] = APlayerData[playerid][Money] + amount;
// Also update the client immediately instead of waiting for the GlobalTimer1000 to update it
ResetPlayerMoney(playerid);
GivePlayerMoney(playerid, APlayerData[playerid][Money]);
// Update money for this player in the player's account in MySQL
mysql_format(SQL_db, query, sizeof(query), "UPDATE playerdata SET Money = '%i' WHERE UserID = '%i'", APlayerData[playerid][Money], APlayerData[playerid][UserID]);
mysql_tquery(SQL_db, query, "", "");
return 1;
}
//Resetting player information.
pInfo[playerid][Kills] = 0;
pInfo[playerid][Deaths] = 0;
pInfo[playerid][PasswordFails] = 0;
new clean[ENUM_PLAYER_DATA];
pInfo[playerid] = clean;
What you basically did is copy example login-system-cache from mysql github and changed some variables name and released it as a tutorial.
https://raw.githubusercontent.com/pB...stem-cache.pwn |