31.07.2011, 09:27
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Last edited by Kush; 08/09/2012 at 11:05 AM.
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Login and Register System - Dialogs - Using Y_INI
What is this?
A simple tutorial on how to make a Login and Register system using Y_INI.
What is Y_INI?
What is Y_INI?
Y_INI is an extensive .INI based file reader and writer, also known as a 'File Management System' created by ******. This is included in the YSI Library/Directory along with other useful includes such as y_commands (YCMD) and y_groups.
What's the difference between this and my file writer?
Y_INI has not only been said, but has been proven to be one of the fastest and most efficient .INI file readers and writers created. You can read more by visiting: https://sampforum.blast.hk/showthread.php?tid=175565
How to 'install' y_ini?
You must first download y_INI ----> https://sampforum.blast.hk/showthread.php?tid=175565. Once the download has finished, place the YSI folder in your includes folder.
Step I
Add the Y_INI Include at the beginning of the script.
Add the Y_INI Include at the beginning of the script.
pawn Code:
#include <YSI\y_ini>
This include contains all necessary functions needed to create our Login and Register system.
Step II
Lets define some Dialogs.
pawn Code:
#define DIALOG_REGISTER 1
#define DIALOG_LOGIN 2
#define DIALOG_SUCCESS_1 3
#define DIALOG_SUCCESS_2 4
Step III
Defining the 'PATH' of the .INI file.
pawn Code:
#define PATH "/Users/%s.ini"
Lets add some colors.
pawn Code:
#define COL_WHITE "{FFFFFF}"
#define COL_RED "{F81414}"
#define COL_GREEN "{00FF22}"
#define COL_LIGHTBLUE "{00CED1}"
We're going to use an enum, to store our variables.
pawn Code:
enum pInfo
{
pPass,
pCash,
pAdmin,
pKills,
pDeaths
}
new PlayerInfo[MAX_PLAYERS][pInfo];
Step VI
Now, we're going to create a function to Load the User's data.
pawn Code:
forward LoadUser_data(playerid,name[],value[]);
public LoadUser_data(playerid,name[],value[])
{
INI_Int("Password",PlayerInfo[playerid][pPass]);
INI_Int("Cash",PlayerInfo[playerid][pCash]);
INI_Int("Admin",PlayerInfo[playerid][pAdmin]);
INI_Int("Kills",PlayerInfo[playerid][pKills]);
INI_Int("Deaths",PlayerInfo[playerid][pDeaths]);
return 1;
}
Step VII
Lets create a simple stock function.
pawn Code:
stock UserPath(playerid)
{
new string[128],playername[MAX_PLAYER_NAME];
GetPlayerName(playerid,playername,sizeof(playername));
format(string,sizeof(string),PATH,playername);
return string;
}
Step VIII
Add this code below your previous stock function.
pawn Code:
/*Credits to Dracoblue*/
stock udb_hash(buf[]) {
new length=strlen(buf);
new s1 = 1;
new s2 = 0;
new n;
for (n=0; n<length; n++)
{
s1 = (s1 + buf[n]) % 65521;
s2 = (s2 + s1) % 65521;
}
return (s2 << 16) + s1;
}
The stock above is a simple 'hasher', and will be used to hash passwords, Credits to Dracoblue.
Step IX
We're going to now use the 'OnPlayerConnect' callback to check whether the player is registered or not.
pawn Code:
public OnPlayerConnect(playerid)
{
if(fexist(UserPath(playerid)))
{
INI_ParseFile(UserPath(playerid), "LoadUser_%s", .bExtra = true, .extra = playerid);
ShowPlayerDialog(playerid, DIALOG_LOGIN, DIALOG_STYLE_INPUT,""COL_WHITE"Login",""COL_WHITE"Type your password below to login.","Login","Quit");
}
else
{
ShowPlayerDialog(playerid, DIALOG_REGISTER, DIALOG_STYLE_INPUT,""COL_WHITE"Registering...",""COL_WHITE"Type your password below to register a new account.","Register","Quit");
}
return 1;
}
We'll be using the native 'fexist' function to search for our file. Parameters are set to our stock function which we've created. If the file exists, you will receive a 'Login' dialog. If it doesn't, you will receive a register dialog.
Step X
pawn Code:
public OnDialogResponse(playerid, dialogid, response, listitem, inputtext[])
{
switch( dialogid )
{
case DIALOG_REGISTER:
{
if (!response) return Kick(playerid);
if(response)
{
if(!strlen(inputtext)) return ShowPlayerDialog(playerid, DIALOG_REGISTER, DIALOG_STYLE_INPUT, ""COL_WHITE"Registering...",""COL_RED"You have entered an invalid password.\n"COL_WHITE"Type your password below to register a new account.","Register","Quit");
new INI:File = INI_Open(UserPath(playerid));
INI_SetTag(File,"data");
INI_WriteInt(File,"Password",udb_hash(inputtext));
INI_WriteInt(File,"Cash",0);
INI_WriteInt(File,"Admin",0);
INI_WriteInt(File,"Kills",0);
INI_WriteInt(File,"Deaths",0);
INI_Close(File);
SetSpawnInfo(playerid, 0, 0, 1958.33, 1343.12, 15.36, 269.15, 0, 0, 0, 0, 0, 0);
SpawnPlayer(playerid);
ShowPlayerDialog(playerid, DIALOG_SUCCESS_1, DIALOG_STYLE_MSGBOX,""COL_WHITE"Success!",""COL_GREEN"Great! Your Y_INI system works perfectly. Relog to save your stats!","Ok","");
}
}
case DIALOG_LOGIN:
{
if ( !response ) return Kick ( playerid );
if( response )
{
if(udb_hash(inputtext) == PlayerInfo[playerid][pPass])
{
INI_ParseFile(UserPath(playerid), "LoadUser_%s", .bExtra = true, .extra = playerid);
GivePlayerMoney(playerid, PlayerInfo[playerid][pCash]);
ShowPlayerDialog(playerid, DIALOG_SUCCESS_2, DIALOG_STYLE_MSGBOX,""COL_WHITE"Success!",""COL_GREEN"You have successfully logged in!","Ok","");
}
else
{
ShowPlayerDialog(playerid, DIALOG_LOGIN, DIALOG_STYLE_INPUT,""COL_WHITE"Login",""COL_RED"You have entered an incorrect password.\n"COL_WHITE"Type your password below to login.","Login","Quit");
}
return 1;
}
}
}
return 1;
}
The if(!strlen(inputtext)) explains if nothing has been entered into the dialog (input), you would then be prompted to another dialog which shows you 'Incorrect Password'.
If all goes well, the function INI_Open is then 'executed' which loads and opens the Userfile. Once open, the function 'INI_WriteInt' is then called and starts writing the data into the userfile. The udb_hash would generate a hash code from the player's inputtext (what you've typed). And after all this is completed, it is then closed by 'INI_Close' function.
Once finished, you will then be prompted to the 'Login' dialog.
In 'DIALOG_LOGIN', if the response is false (you have clicked 'QUIT), you would then be kicked. If given the correct information (password provided), the INI_Parsefile function would then scan and load your player's data.
Step XI
Don't forget, you would need a way to save those variables. The OnPlayerDisconnect callback simply re-opens the files, write what-ever values which has been stored and then closes it.
pawn Code:
public OnPlayerDisconnect(playerid, reason)
{
new INI:File = INI_Open(UserPath(playerid));
INI_SetTag(File,"data");
INI_WriteInt(File,"Cash",GetPlayerMoney(playerid));
INI_WriteInt(File,"Admin",PlayerInfo[playerid][pAdmin]);
INI_WriteInt(File,"Kills",PlayerInfo[playerid][pKills]);
INI_WriteInt(File,"Deaths",PlayerInfo[playerid][pDeaths]);
INI_Close(File);
return 1;
}
Step XII
Finally, add this to OnPlayerDeath to add value(s) to kills and deaths.
pawn Code:
public OnPlayerDeath(playerid, killerid, reason)
{
PlayerInfo[killerid][pKills]++;
PlayerInfo[playerid][pDeaths]++;
return 1;
}
Pastebin - http://pastebin.com/r4htbbcJ
Full Package - http://www.sendspace.com/file/ca1jvf
Credits:
****** - y_ini.