/**--------------------------------------------------------------------------**\
===================================
y_users - Registration functions.
===================================
Description:
Provides access to a user system for registering and saving users.
Legal:
Version: MPL 1.1
The contents of this file are subject to the Mozilla Public License Version
1.1 (the "License"); you may not use this file except in compliance with
the License. You may obtain a copy of the License at
http://www.mozilla.org/MPL/
Software distributed under the License is distributed on an "AS IS" basis,
WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
for the specific language governing rights and limitations under the
License.
The Original Code is the YSI malloc include.
The Initial Developer of the Original Code is Alex "Y_Less" Cole.
Portions created by the Initial Developer are Copyright (C) 2011
the Initial Developer. All Rights Reserved.
Contributors:
ZeeX, koolk, JoeBullet/Google63, g_aSlice/Slice
Thanks:
JoeBullet/Google63 - Handy arbitrary ASM jump code using SCTRL.
ZeeX - Very productive conversations.
koolk - IsPlayerinAreaEx code.
TheAlpha - Danish translation.
breadfish - German translation.
Fireburn - Dutch translation.
yom - French translation.
50p - Polish translation.
Zamaroht - Spanish translation.
Dracoblue, sintax, mabako, Xtreme, other coders - Producing other modes
for me to strive to better.
Pixels^ - Running XScripters where the idea was born.
Matite - Pestering me to release it and using it.
Very special thanks to:
Thiadmer - PAWN, whose limits continue to amaze me!
Kye/Kalcor - SA:MP.
SA:MP Team past, present and future - SA:MP.
Version:
2.2
Changelog:
02/02/13:
Added bits and join timestamp to preload data.
Added backwards compatible salting to the hash.
15/11/11:
Added comments.
Added language to the top-level player data (needed for login).
11/11/11:
First version.
Functions:
Public
-
Core:
-
Stock:
-
Static:
-
Inline:
-
API:
-
Callbacks:
-
Definitions:
-
Enums:
-
Macros:
-
Tags:
-
Variables:
Global:
-
Static:
-
Commands:
-
Compile options:
-
Operators:
-
\**--------------------------------------------------------------------------**/
loadtext core[ysi_players];
enum E_USER_PRELOAD
{
E_USER_PRELOAD_YID,
Language:E_USER_PRELOAD_LANG,
E_USER_PRELOAD_PASS[MAX_PASSWORD_LENGTH + 1],
E_USER_PRELOAD_BITS,
E_USER_PRELOAD_DATE
}
static stock
YSI_g_sPlayerIndexFile,
INI:YSI_g_sPlayerWriteFile = INI_NO_FILE,
YSI_g_sPlayerYID[MAX_PLAYERS] = {-2, ...},
//YSI_g_sCallbacks,
YSI_g_sPreloadData[MAX_PLAYERS][E_USER_PRELOAD];
//#define Player_GetIndexFile(%0,%1) ((YSI_g_sPlayerIndexFile=%1[0]),%0[sizeof(%0)-5]=(('a'<=(YSI_g_sPlayerIndexFile|0x20)<='z')?(YSI_g_sPlayerIndexFile|0x20):(('0'<=YSI_g_sPlayerIndexFile<='9')?('0'):('_'))))
#define Player_GetIndexFile(%0,%1) ((YSI_g_sPlayerIndexFile=%1),%0[USER_FILE_LENGTH+4]=(('a'<=(YSI_g_sPlayerIndexFile|0x20)<='z')?(YSI_g_sPlayerIndexFile|0x20):(('0'<=YSI_g_sPlayerIndexFile<='9')?('0'):('_'))))
//foreign Player_DoLogout(playerid, uid);
foreign Player_TryRegister(playerid, string:password[]);
foreign Player_TryLogin(playerid, string:password[]);
foreign Player_TryGroup(playerid, string:other[], string:password[]);
// No longer global because the YID is shared in all scripts.
//foreign Player_GetYID(playerid);
foreign Player_ChangePassword(playerid, string:password[]);
foreign Player_ForceGroup(playerid, string:other[]);
foreign Player_ForceLogin(playerid);
/**--------------------------------------------------------------------------**\
Player_Reload
Player who changed name.
-
Reload a player's basic data when they change name.
\**--------------------------------------------------------------------------**/
stock Player_Reload(playerid)
{
new
name[MAX_PLAYER_NAME];
GetPlayerName(playerid, name, sizeof (name));
Player_Preload(name, YSI_g_sPreloadData[playerid]);
}
stock Player_SetPreload(playerid, data[E_USER_PRELOAD])
{
if (0 <= playerid < MAX_PLAYERS)
{
YSI_g_sPreloadData[playerid] = data;
}
}
/**--------------------------------------------------------------------------**\
Player_Preload
Player who is logging in.
-
Loads a player's data to an array.
\**--------------------------------------------------------------------------**/
#if _YSI_PLUGINS_MYSQL == 7
public _Player_Preload(ret[E_USER_PRELOAD])
{
// Need to use some clever AMX hacking to pass the "ret" array...
}
#endif
stock Player_Preload(string:name[], ret[E_USER_PRELOAD])
{
// First, find the player's file. This should be the ONLY place where the
// password is to be loaded.
P:4("Player_Preload called: %s", name);
ret[E_USER_PRELOAD_YID] = -2;
ret[E_USER_PRELOAD_PASS] = '\0';
ret[E_USER_PRELOAD_LANG] = NO_LANGUAGE;
ret[E_USER_PRELOAD_BITS] = 0;
ret[E_USER_PRELOAD_DATE] = 0;
#if _YSI_PLUGINS_MYSQL == 7
// Right then, lets get coding...
new
query[110];
mysql_format(YSI_g_sMySQL, query, "SELECT `uid`, `language`, `hash` FROM `y_users_register` WHERE `name` = '%e' LIMIT 0,1", name);
mysql_function_query(YSI_g_sMySQL, query, true, "_Player_Preload", "ii", );
#else
new
namelen = strlen(name),
filename[] = USER_FILE_PATH "ind_X.YSI",
File:fIndex;
Player_GetIndexFile(filename, name[0]);
fIndex = fopen(filename, io_read);
if (fIndex)
{
P:5("Player_Preload: fIndex OK");
new
line[INDEX_DATA_LINE_LENGTH],
len;
while ((len = fread(fIndex, line)))
{
P:6("Player_Preload: while");
//new
// len;
//len = strlen(line);
// Check if the line is the right length (could be one of three
// lengths depending on newlines). Skip blanks.
if (len < INDEX_DATA_LINE_LENGTH - 3)
{
continue;
}
P:6("Player_Preload: Not len");
// Check the name on the line.
if (!strcmp(line[MAX_INDEX_LENGTH + 1], name, false, namelen) && line[MAX_INDEX_LENGTH + 1 + namelen] == ' ')
{
P:6("Player_Preload: checked name");
// Found the section on this one player.
//P:6("Player_Preload: check pass: %s ?= %s", hash, line[MAX_INDEX_LENGTH + 1 + MAX_PLAYER_NAME + 1]);
// Save the loaded data.
line[MAX_INDEX_LENGTH] = '\0';
//printf("line: %s", line);
ret[E_USER_PRELOAD_YID] = strval(line);
//printf("%d %d %d", ret[E_USER_PRELOAD_YID], strval(line), strval("00000022"));
//printf("%d", strval(line));
line[MAX_INDEX_LENGTH + 1 + MAX_PLAYER_NAME + 1 + MAX_PASSWORD_LENGTH + 1 + 2] = '\0';
ret[E_USER_PRELOAD_LANG] = Langs_GetLanguage(line[MAX_INDEX_LENGTH + 1 + MAX_PLAYER_NAME + 1 + MAX_PASSWORD_LENGTH + 1]);
strcat(ret[E_USER_PRELOAD_PASS], line[MAX_INDEX_LENGTH + 1 + MAX_PLAYER_NAME + 1], MAX_PASSWORD_LENGTH + 1);
// Load the 32 extra "bits".
ret[E_USER_PRELOAD_BITS] = hexstr(line[MAX_INDEX_LENGTH + 1 + MAX_PLAYER_NAME + 1 + MAX_PASSWORD_LENGTH + 1 + 2 + 1]);
// Load the user registration date (if they have one).
ret[E_USER_PRELOAD_DATE] = hexstr(line[MAX_INDEX_LENGTH + 1 + MAX_PLAYER_NAME + 1 + MAX_PASSWORD_LENGTH + 1 + 2 + 1 + 8 + 1]);
P:6("Player_Preload: %s %d %d %x %x", ret[E_USER_PRELOAD_PASS], ret[E_USER_PRELOAD_YID], _:ret[E_USER_PRELOAD_LANG], ret[E_USER_PRELOAD_BITS], ret[E_USER_PRELOAD_DATE]);
fclose(fIndex);
return 1;
}
}
fclose(fIndex);
}
else if (fexist(filename))
{
P:E("Error reading index %c.", filename[0]);
return -1;
}
ret[E_USER_PRELOAD_YID] = -1;
#endif
return 0;
}
stock Language:Player_GetPreloadLanguage(playerid)
{
return Language:YSI_g_sPreloadData[playerid][E_USER_PRELOAD_LANG];
}
stock Player_GetPreloadBits(playerid)
{
return YSI_g_sPreloadData[playerid][E_USER_PRELOAD_BITS];
}
static remotefunc void:_Player_SetPreloadBits(playerid, bits)
{
YSI_g_sPreloadData[playerid][E_USER_PRELOAD_BITS] = bits;
}
stock Player_SetPreloadBits(playerid, bits)
{
broadcastfunc _Player_SetPreloadBits(playerid, bits);
Player_RewritePreload(playerid);
}
stock Player_GetPreloadDate(playerid)
{
if (0 <= YSI_g_sPreloadData[playerid][E_USER_PRELOAD_DATE] < 1234567890)
{
return -1;
}
return YSI_g_sPreloadData[playerid][E_USER_PRELOAD_DATE];
}
stock Player_IsRegistered(playerid)
{
return YSI_g_sPreloadData[playerid][E_USER_PRELOAD_YID] != -1;
}
hook OnScriptInit()
{
switch (ftouch(USER_FILE_PATH "index.YSI"))
{
case -1:
{
P:E(USER_FILE_PATH "index.YSI does not exist and couldn't be created.");
}
case 1:
{
if (!Player_CreateNewID())
{
P:E(USER_FILE_PATH "index.YSI does not exist and couldn't be created.");
}
}
}
// NOT using "ALS" for chaining.
/*if (funcidx("OnPlayerLogin") != -1)
{
YSI_g_sCallbacks |= 1;
}
if (funcidx("OnPlayerLogout") != -1)
{
YSI_g_sCallbacks |= 2;
}*/
}
public OnGameModeInit()
{
if (YSI_FILTERSCRIPT)
{
//if (YSI_g_sCallbacks & 16)
//{
//Users_OnGameModeInit();
#if defined Users_OnGameModeInit
Users_OnGameModeInit();
#endif
//}
}
else
{
#if defined Users_OnGameModeInit
Users_OnGameModeInit();
#endif
//Users_OnGameModeInit();
Users_DoUpgrade0();
Users_DoUpgrade1();
}
return 1;
}
#if defined _ALS_OnGameModeInit
#undef OnGameModeInit
#else
#define _ALS_OnGameModeInit
#endif
#if defined Users_OnGameModeInit
forward Users_OnGameModeInit();
#endif
#define OnGameModeInit(%0) Users_OnGameModeInit(%0)
public OnFilterScriptInit()
{
//if (funcidx("Users_OnGameModeInit") != -1)
//{
// YSI_g_sCallbacks |= 16;
//}
// DO ALL (MOST) OTHER INITS FIRST. ENSURE WE COME LATER.
//Users_OnFilterScriptInit();
#if defined Users_OnFilterScriptInit
Users_OnFilterScriptInit();
#endif
Users_DoUpgrade0();
Users_DoUpgrade1();
return 1;
}
#if defined _ALS_OnFilterScriptInit
#undef OnFilterScriptInit
#else
#define _ALS_OnFilterScriptInit
#endif
#if defined Users_OnFilterScriptInit
forward Users_OnFilterScriptInit();
#endif
#define OnFilterScriptInit(%0) Users_OnFilterScriptInit(%0)
static stock Users_DoUpgrade0()
{
// Only ever do this upgrade once.
switch (ftouch(USER_FILE_PATH "y_users_v2_1.YSI"))
{
case -1:
{
P:E("Could not upgrade user files.");
}
case 1:
{
#if !defined YSI_DO_USER_UPGRADE
P:E("y_users needs to upgrade user files. Please back up the old ones and recompile/rerun once with YSI_DO_USER_UPGRADE.");
fremove(USER_FILE_PATH "y_users_v2_1.YSI");
#else
// Do the upgrade to add languages to all files (could take a
// little while, but needs doing).
P:I("Please wait, upgrading user files.");
new
ch,
filename[] = USER_FILE_PATH "ind_X.YSI",
File:f,
File:g,
line[INDEX_DATA_LINE_LENGTH],
//Language:def = Langs_GetLanguageAt(0),
code[3];
strcpy(code, Langs_GetCode(Langs_GetLanguageAt(0)));
for (new i = -2; i != 26; ++i)
{
if (i == -2)
{
ch = '_';
}
else if (i == -1)
{
ch = '0';
}
else
{
ch = 'a' + i;
}
Player_GetIndexFile(filename, ch);
f = fopen(filename, io_read);
if (!f)
{
if (fexist(filename))
{
P:E("Upgrade %c failed.", filename[USER_FILE_LENGTH + 4]);
}
continue;
}
g = ftemp();
if (!g)
{
fclose(f);
P:E("Upgrade %c failed.", filename[USER_FILE_LENGTH + 4]);
continue;
}
while ((ch = fread(f, line)))
{
//ch = strlen(line);
if (ch > 3)
{
if (line[ch - 2] < ' ')
{
// "/r/n" or "/n/r".
// Copy the existing line ending.
line[ch + 1] = line[ch - 2];
line[ch + 2] = line[ch - 1];
line[ch - 2] = ' ';
line[ch - 1] = code[0];
line[ch ] = code[1];
line[ch + 3] = '\0';
//line[ch - 1] = '\0';
fwrite(g, line);
}
else
{
// "/n" or "/r".
// Copy the existing line ending.
line[ch + 2] = line[ch - 1];
line[ch - 1] = ' ';
line[ch ] = code[0];
line[ch + 1] = code[1];
line[ch + 2] = '\0';
//line[ch - 1] = '\0';
fwrite(g, line);
}
}
}
fseek(g);
fclose(f);
fremove(filename);
f = fopen(filename, io_write);
if (!f)
{
fclose(g);
P:E("Upgrade %c failed.", filename[USER_FILE_LENGTH + 4]);
continue;
}
while (fread(g, line))
{
fwrite(f, line);
}
fclose(f);
fclose(g);
}
f = fopen(USER_FILE_PATH "index.YSI", io_append);
if (f)
{
fwrite(f, " ");
fclose(f);
}
else
{
P:E("Upgrade index failed.");
}
P:I("Upgrade complete.");
#endif
}
}
}
static stock Users_DoUpgrade1()
{
// Only ever do this upgrade once.
switch (ftouch(USER_FILE_PATH "y_users_v2_2.YSI"))
{
// case 0: Already exists.
case -1:
{
P:E("Could not upgrade user files.");
}
case 1:
{
#if !defined YSI_DO_USER_UPGRADE
P:E("y_users needs to upgrade user files. Please back up the old ones and recompile/rerun once with YSI_DO_USER_UPGRADE.");
fremove(USER_FILE_PATH "y_users_v2_2.YSI");
#else
// Do the upgrade to add languages to all files (could take a
// little while, but needs doing).
P:I("Please wait, upgrading user files.");
new
ch,
hash[MAX_PASSWORD_LENGTH + MAX_INDEX_LENGTH + 1],
filename[] = USER_FILE_PATH "ind_X.YSI",
File:f,
File:g,
line[INDEX_DATA_LINE_LENGTH],
//Language:def = Langs_GetLanguageAt(0),
code[3];
strcpy(code, Langs_GetCode(Langs_GetLanguageAt(0)));
for (new i = -2; i != 26; ++i)
{
if (i == -2)
{
ch = '_';
}
else if (i == -1)
{
ch = '0';
}
else
{
ch = 'a' + i;
}
Player_GetIndexFile(filename, ch);
f = fopen(filename, io_read);
if (!f)
{
if (fexist(filename))
{
P:E("Upgrade %c failed.", filename[USER_FILE_LENGTH + 4]);
}
continue;
}
g = ftemp();
if (!g)
{
fclose(f);
P:E("Upgrade %c failed.", filename[USER_FILE_LENGTH + 4]);
continue;
}
while (fread(f, line))
{
ch = strlen(line);
if (ch > 3)
{
// Get the current hash.
strcpy(hash, line[MAX_INDEX_LENGTH + 1 + MAX_PLAYER_NAME + 1], MAX_PASSWORD_LENGTH + 1);
//hash[MAX_PASSWORD_LENGTH] = '\0';
// Append their ID (not QUITE their join time, but
// best we can do retrospectively).
//line[MAX_INDEX_LENGTH] = '\0';
strcat(hash, line, sizeof (hash));
//line[MAX_INDEX_LENGTH] = ' ';
//hash[MAX_PASSWORD_LENGTH + MAX_INDEX_LENGTH] = '\0';
//printf("HASH 1: %s", hash);
Player_HashPass(hash, hash);
//printf("HASH 2: %s", hash);
// Copy the correct line ending.
if (line[ch - 2] < ' ')
{
format(line, sizeof (line), "%.*s %s %.2s 00000000 %.8s%s", MAX_INDEX_LENGTH + 1 + MAX_PLAYER_NAME, line, hash, line[MAX_INDEX_LENGTH + 1 + MAX_PLAYER_NAME + 1 + MAX_PASSWORD_LENGTH + 1], line[0], line[ch - 2]);
//format(line[ch - 2], 21, " 00000000 %.*s%s", MAX_INDEX_LENGTH, line[0], line[ch - 2]);
}
else
{
format(line, sizeof (line), "%.*s %s %.2s 00000000 %.8s%s", MAX_INDEX_LENGTH + 1 + MAX_PLAYER_NAME, line, hash, line[MAX_INDEX_LENGTH + 1 + MAX_PLAYER_NAME + 1 + MAX_PASSWORD_LENGTH + 1], line[0], line[ch - 1]);
//format(line[ch - 1], 21, " 00000000 %.*s%s", MAX_INDEX_LENGTH, line[0], line[ch - 1]);
}
fwrite(g, line);
}
}
fseek(g);
fclose(f);
fremove(filename);
f = fopen(filename, io_write);
if (!f)
{
fclose(g);
P:E("Upgrade %c failed.", filename[USER_FILE_LENGTH + 4]);
continue;
}
while (fread(g, line))
{
fwrite(f, line);
}
fclose(f);
fclose(g);
}
f = fopen(USER_FILE_PATH "index.YSI", io_append);
if (f)
{
fwrite(f, " ");
fclose(f);
}
else
{
P:E("Upgrade index failed.");
}
P:I("Upgrade complete.");
#endif
}
}
}
/*hook OnScriptExit()
{
_Player_CloseLogout();
}*/
hook OnPlayerConnect(playerid)
{
P:1("Users_OnPlayerConnect called: %d", playerid);
// -2 means unknown.
YSI_g_sPlayerYID[playerid] = -2;
broadcastfunc _Player_IsLoggedIn(playerid);
if (existproperty(8, YSIM_LOG_IN))
{
new
uid = getproperty(8, YSIM_LOG_IN);
P:5("Users_OnPlayerConnect: Exists %d", uid);
if (uid == -1)
{
new
name[MAX_PLAYER_NAME];
GetPlayerName(playerid, name, sizeof (name));
Player_Preload(name, YSI_g_sPreloadData[playerid]);
}
else
{
// This DOES NOT use "broadcastfunc" as it's local only.
Player_DoLogin(playerid, uid);
}
deleteproperty(8, YSIM_LOG_IN);
}
else
{
P:5("Users_OnPlayerConnect: Doesn't exist");
new
name[MAX_PLAYER_NAME];
GetPlayerName(playerid, name, sizeof (name));
Player_Preload(name, YSI_g_sPreloadData[playerid]);
P:5("Users_OnPlayerConnect: Done Preload");
// Can do checking in here to see if they just rejoined.
}
YSI_g_sPlayerYID[playerid] = -1;
}
hook OnPlayerDisconnect(playerid, reason)
{
P:2("Users_OnPlayerDisconnect called: %d %d %d", playerid, reason, YSI_g_sPlayerYID[playerid]);
if (YSI_g_sPlayerYID[playerid] >= 0)
{
// DO NOT broadcastfunc this in case it's just because of one script being
// unloaded, not the player actually leaving (and thus do everything in
// different scripts separately).
Player_DoLogout(playerid, YSI_g_sPlayerYID[playerid]);
}
YSI_g_sPlayerYID[playerid] = -2;
}
static remotefunc void:_Player_IsLoggedIn(playerid)
{
P:4("_Player_IsLoggedIn called: %d %d", playerid, YSI_g_sPlayerYID[playerid]);
if (YSI_g_sPlayerYID[playerid] != -2)
{
setproperty(8, YSIM_LOG_IN, YSI_g_sPlayerYID[playerid]);
}
}
stock bool:Player_IsLoggedIn(playerid)
{
// -2 should never be an issue, but if it is...
return YSI_g_sPlayerYID[playerid] >= 0;
}
stock Player_GetYID(playerid)
{
return YSI_g_sPlayerYID[playerid];
}
/**--------------------------------------------------------------------------**\
Player_TryLogin
Player who is logging in.
Password they entered.
Show the failed to login message?
-
Tries to log in a player - hashes and checks their password and if it's
right calls the core login code. It doesn't matter WHICH script does this
as they ALL get called and ALL track the login status of a player.
\**--------------------------------------------------------------------------**/
//stock Player_TryLogin(playerid, string:password[], f = 0)
//{
//return _Player_TryLogin(playerid, password, f);
//}
global Player_TryLogin(playerid, string:password[])
{
P:2("Player_TryLogin start");
if (Player_IsLoggedIn(playerid))
{
// They are already logged in.
Text_Send(playerid, $YSI_LOGIN_ALREADY);
return 1;
}
new
hash[MAX_PASSWORD_LENGTH + 8 + 1];
Player_HashPass(password, hash);
format(hash[MAX_PASSWORD_LENGTH], sizeof (hash) - MAX_PASSWORD_LENGTH, "%04x%04x", YSI_g_sPreloadData[playerid][E_USER_PRELOAD_DATE] >>> 16, YSI_g_sPreloadData[playerid][E_USER_PRELOAD_DATE] & 0xFFFF);
//printf("HASH 1: %s", hash);
Player_HashPass(hash, hash);
//printf("HASH 2: %s", hash);
//Player_HashPass(hash, hash);
switch (YSI_g_sPreloadData[playerid][E_USER_PRELOAD_YID])
{
case -2:
{
Text_Send(playerid, $YSI_LOGIN_INDERR);
}
case -1:
{
Text_Send(playerid, $YSI_LOGIN_NOTF);
}
default:
{
// Match the password.
if (YSI_g_sPreloadData[playerid][E_USER_PRELOAD_PASS][0] && !strcmp(YSI_g_sPreloadData[playerid][E_USER_PRELOAD_PASS], hash, false, MAX_PASSWORD_LENGTH))
{
// Wipe the password from memory.
memset(YSI_g_sPreloadData[playerid][E_USER_PRELOAD_PASS], MAX_PASSWORD_LENGTH, 0);
// Extract the uid and call in to the login code.
Langs_SetPlayerLanguage(playerid, YSI_g_sPreloadData[playerid][E_USER_PRELOAD_LANG]);
broadcastfunc Player_DoLogin(playerid, YSI_g_sPreloadData[playerid][E_USER_PRELOAD_YID]);
Text_Send(playerid, $YSI_LOGIN_LOGIN);
return 1;
}
else
{
Text_Send(playerid, $YSI_LOGIN_WRONG);
}
}
}
return 0;
}
/**--------------------------------------------------------------------------**\
Player_ForceLogin
Player who is logging in.
-
Like "Player_TryLogin" but doesn't take a password so always works.
\**--------------------------------------------------------------------------**/
global Player_ForceLogin(playerid)
{
P:2("Player_TryLogin start");
if (Player_IsLoggedIn(playerid))
{
// They are already logged in.
Text_Send(playerid, $YSI_LOGIN_ALREADY);
return 1;
}
switch (YSI_g_sPreloadData[playerid][E_USER_PRELOAD_YID])
{
case -2:
{
Text_Send(playerid, $YSI_LOGIN_INDERR);
}
case -1:
{
Text_Send(playerid, $YSI_LOGIN_NOTF);
}
default:
{
// Extract the uid and call in to the login code.
YSI_g_sPreloadData[playerid][E_USER_PRELOAD_PASS] = '\0';
Langs_SetPlayerLanguage(playerid, YSI_g_sPreloadData[playerid][E_USER_PRELOAD_LANG]);
broadcastfunc Player_DoLogin(playerid, YSI_g_sPreloadData[playerid][E_USER_PRELOAD_YID]);
Text_Send(playerid, $YSI_LOGIN_LOGIN);
return 1;
}
}
return 0;
}
/*static*/ remotefunc void:Player_DoLogin(playerid, uid)
{
// Called when a player logs in - either locally (new script) or globally
// (actually only just logged in).
YSI_g_sPlayerYID[playerid] = uid;
// Load any "uvar" variables.
// Call the hooks version of this.
new
filename[64];
format(filename, sizeof (filename), USER_FILE_PATH "%0" #MAX_INDEX_LENGTH "d.INI", uid);
// INI_ParseFile will ONLY load the data for THIS mode, as well as data
// which is mode independent (though there should be none).
INI_ParseFile(filename, "@yU_%s", .bExtra = true, .extra = playerid, .bLocal = true, .bFilter = false, .filter = #MODE_NAME);
//Hooks_OnPlayerLogin(playerid, uid);
//if (YSI_g_sCallbacks & 1)
//{
//CallLocalFunction("OnPlayerLogin", "ii", playerid, uid);
call OnPlayerLogin(playerid, uid);
//}
}
/**--------------------------------------------------------------------------**\
Player_RemoveEntry
Item to remove.
-
Wrapper for Player_AddToBuffer for removing data.
\**--------------------------------------------------------------------------**/
stock Player_RemoveEntry(name[])
{
INI_RemoveEntry(YSI_g_sPlayerWriteFile, name);
}
/**--------------------------------------------------------------------------**\
Player_WriteString
Data name.
Data.
-
Wrapper for Player_AddToBuffer for strings.
\**--------------------------------------------------------------------------**/
stock Player_WriteString(name[], data[])
{
INI_WriteString(YSI_g_sPlayerWriteFile, name, data);
}
stock Player_WriteArray(const name[], data[], len)
{
//printf("name = %s", name);
//printf("data = %d, %d, %d", data[0], data[1], data[2]);
//printf("len = %d", len);
INI_WriteArray(YSI_g_sPlayerWriteFile, name, data, len);
return 1;
}
/**--------------------------------------------------------------------------**\
Player_WriteInt
Data name.
Integer data.
-
Wrapper for Player_AddToBuffer for integers.
\**--------------------------------------------------------------------------**/
stock Player_WriteInt(name[], data)
{
INI_WriteInt(YSI_g_sPlayerWriteFile, name, data);
}
/**--------------------------------------------------------------------------**\
Player_WriteHex
Data name.
Hex data.
-
Wrapper for Player_AddToBuffer for integers to be written as hex values.
\**--------------------------------------------------------------------------**/
stock Player_WriteHex(name[], data)
{
INI_WriteHex(YSI_g_sPlayerWriteFile, name, data);
}
/**--------------------------------------------------------------------------**\
Player_WriteBin
Data name.
Binary data.
-
Wrapper for Player_AddToBuffer for integers to be written as binary values.
\**--------------------------------------------------------------------------**/
stock Player_WriteBin(name[], data)
{
INI_WriteBin(YSI_g_sPlayerWriteFile, name, data);
}
/**--------------------------------------------------------------------------**\
Player_WriteBool
Data name.
Boolean data.
-
Wrapper for Player_AddToBuffer for booleans.
\**--------------------------------------------------------------------------**/
stock Player_WriteBool(name[], bool:data)
{
INI_WriteBool(YSI_g_sPlayerWriteFile, name, data);
}
/**--------------------------------------------------------------------------**\
Player_WriteFloat
Data name.
Float data.
number of decimal places to write.
-
Wrapper for Player_AddToBuffer for floats. Uses custom code instead of
format() as it's actually faster for something simple like this.
\**--------------------------------------------------------------------------**/
stock Player_WriteFloat(name[], Float:data, accuracy = 6)
{
INI_WriteFloat(YSI_g_sPlayerWriteFile, name, data, accuracy);
}
stock Player_SetTag(tag[])
{
// Make sure we ALWAYS store mode tags with a special prefix.
new
tag2[MAX_INI_TAG] = "@@" #MODE_NAME "-";
strcat(tag2, tag);
//printf("tag = %s, %s", tag, tag2);
INI_SetTag(YSI_g_sPlayerWriteFile, tag2);
}
stock Player_DeleteTag(tag[])
{
INI_DeleteTag(YSI_g_sPlayerWriteFile, tag);
}
//global Player_DoLogout(playerid, uid)
static stock Player_DoLogout(playerid, uid)
{
/*INI:YSI_g_sOneLogoutFile = INI_NO_FILE
YSI_g_sOneLogoutPerson = INVALID_PLAYER_ID*/
new
filename[64];
format(filename, sizeof (filename), USER_FILE_PATH "%0" #MAX_INDEX_LENGTH "d.INI", uid);
YSI_g_sPlayerWriteFile = INI_Open(filename);
if (YSI_g_sPlayerWriteFile != INI_NO_FILE)
{
//Hooks_OnPlayerLogout(playerid, uid);
//if (YSI_g_sCallbacks & 2)
//{
call OnPlayerLogout(playerid, uid);
//}
INI_Close(YSI_g_sPlayerWriteFile);
}
// Do ALL the saving from ONE place. Detect one or many scripts ending.
/*if (YSI_g_sOneLogoutFile == INI_NO_FILE)
{
new
filename[64];
format(filename, sizeof (filename), USER_FILE_PATH "%0" #MAX_INDEX_LENGTH "d.INI", uid);
YSI_g_sOneLogoutFile = INI_Open(filename);
YSI_g_sOneLogoutPerson = playerid;
}
else if (YSI_g_sOneLogoutPerson != playerid)
{
INI_Close(YSI_g_sOneLogoutFile);
}
// Will be called AFTER all "OnPlayerDisconnect" callbacks are called when
// one player leaves, and if more leave it's still used for the last player
// in the list.
//defer _Player_CloseLogout();
_Player_CloseLogout();
// By now "YSI_g_sOneLogoutFile" contains a handle to the user's file,
// either having just been opened, or invoked in a previous call to this
// function from another script still running but loosing the player.
// This could in theory be used from some force-logout script.
YSI_g_sPlayerYID[playerid] = -1;*/
return 1;
}
//static timer _Player_CloseLogout[0]()
/*static stock _Player_CloseLogout()
{
if (YSI_g_sOneLogoutFile != INI_NO_FILE)
{
INI_Close(YSI_g_sOneLogoutFile);
YSI_g_sOneLogoutFile = INI_NO_FILE;
YSI_g_sOneLogoutPerson = INVALID_PLAYER_ID;
}
}*/
/**--------------------------------------------------------------------------**\
Player_HashPass
Data to hash.
-
Based on my Dad's hash system but slightly modifed. Updated for reverse
compatability with other login systems. Needs more code for Whirlpool.
\**--------------------------------------------------------------------------**/
static stock Player_HashPass(pass[], target[])
{
#if defined PP_ADLER32
new
s1 = 1,
s2 = 0,
i,
You_REALLY_shouldnt_use_Adler32;
while (pass[i])
{
s1 = (s1 + pass[i++]) % 65521;
s2 = (s2 + s1) % 65521;
}
//new
// target[MAX_PASSWORD_LENGTH + 1];
format(target, sizeof (target), "%" #MAX_PASSWORD_LENGTH "d", (s2 << 16) + s1);
//return target;
#elseif defined PP_MD5 && defined MD5_Hash
new
You_REALLY_shouldnt_use_MD5;
strcpy(target, MD5_Hash(pass, strlen(pass)));
#elseif defined PP_SHA1
#error SHA1 unsupported.
#elseif defined PP_YSI
static
charset[] = "A,UbRgdnS#|rT_%5+ZvEK¬NF<9¦IH[(C)2O07 Y-Less]$Qw^?/om4;@'8k£Pp.c{&l\\3zay>DfxV:WXjuG6*!1\"i~=Mh`JB}qt",
css = 99;
new
//target[MAX_PASSWORD_LENGTH + 1],
j,
sum = j,
tmp = 0,
i,
mod;
j = strlen(pass);
for (i = 0; i < MAX_PASSWORD_LENGTH || i < j; i++)
{
mod = i % MAX_PASSWORD_LENGTH;
tmp = (i >= j) ? charset[(7 * i) % css] : pass[i];
sum = (sum + chrfind(tmp, charset) + 1) % css;
target[mod] = charset[(sum + target[mod]) % css];
}
target[MAX_PASSWORD_LENGTH] = '\0';
//return target;
#elseif defined WP_Hash
WP_Hash(target, MAX_PASSWORD_LENGTH + 1, pass);
#else
#error Whirlpool (or other) hash not found.
#endif
}
// Hooray for bizare bugs! I think this is because the function above is
// secretly a macro with "if/else" and a block statement, not a real function.
stock Player_SomeWeirdBugFix()
{
}
/*stock Anything0()
{
}*/
/*stock Anything1()
{
}
stock Anything2()
{
}
stock Anything3()
{
}*/
/*stock Anything4()
{
}
stock Anything5()
{
}
stock Anything6()
{
}
stock Anything7()
{
}*/
/**--------------------------------------------------------------------------**\
Player_TryRegister
Player who is registering.
The password they entered.
-
Register the player with the given password if there is no-one else with the
name already. Or log them in if the username and password match an existing
account. Note that there is no "Player_ForceRegister" as it would do the
same thing with no less parameters (a password MUST be given to write in the
file).
\**--------------------------------------------------------------------------**/
//#endinput
global Player_TryRegister(playerid, string:password[])
{
P:2("Player_TryRegister called");
if (Player_IsLoggedIn(playerid))
{
// They are already logged in.
Text_Send(playerid, $YSI_LOGIN_ALREADY);
return 1;
}
new
hash[MAX_PASSWORD_LENGTH + 1 + 8];
Player_HashPass(password, hash);
switch (YSI_g_sPreloadData[playerid][E_USER_PRELOAD_YID])
{
case -2:
{
Text_Send(playerid, $YSI_LOGIN_INDERR);
}
case -1:
{
}
default:
{
// Get the salt.
format(hash[MAX_PASSWORD_LENGTH], sizeof (hash) - MAX_PASSWORD_LENGTH, "%04x%04x", YSI_g_sPreloadData[playerid][E_USER_PRELOAD_DATE] >>> 16, YSI_g_sPreloadData[playerid][E_USER_PRELOAD_DATE] & 0xFFFF);
Player_HashPass(hash, hash);
// Match the password.
if (!strcmp(YSI_g_sPreloadData[playerid][E_USER_PRELOAD_PASS], hash, false, MAX_PASSWORD_LENGTH) && YSI_g_sPreloadData[playerid][E_USER_PRELOAD_PASS][0])
{
// Extract the uid and call in to the login code.
YSI_g_sPreloadData[playerid][E_USER_PRELOAD_PASS] = '\0';
Langs_SetPlayerLanguage(playerid, YSI_g_sPreloadData[playerid][E_USER_PRELOAD_LANG]);
broadcastfunc Player_DoLogin(playerid, YSI_g_sPreloadData[playerid][E_USER_PRELOAD_YID]);
Text_Send(playerid, $YSI_LOGIN_LOGIN);
return 1;
}
else
{
//Text_Send(playerid, $YSI_LOGIN_WRONG);
Text_Send(playerid, $YSI_REG_TAKEN);
return 0;
}
}
}
new
name[MAX_PLAYER_NAME + 1];
GetPlayerName(playerid, name, sizeof (name));
//format(name, sizeof (name), "%" #MAX_PLAYER_NAME "s", name);
new
filename[64] = USER_FILE_PATH "ind_X.YSI",
File:fIndex;//,
//hash[MAX_PASSWORD_LENGTH + 1];
//Player_HashPass(password, hash);
Player_GetIndexFile(filename, name[0]);
fIndex = fopen(filename, io_read);
P:5("Player_TryRegister: fIndex");
new
line[INDEX_DATA_LINE_LENGTH];
if ((fIndex = fopen(filename, io_append)))
{
P:5("Player_TryRegister: Write index.");
// Write the new user to the index file.
new
uid = Player_GetNewID();
if (uid == -1)
{
Text_Send(playerid, $YSI_LOGIN_INDERR);
return 0;
}
new
d = gettime(),
date[9];
format(date, sizeof (date), "%04x%04x", d >>> 16, d & 0xFFFF);
strcat(hash, date);
Player_HashPass(hash, hash);
format(line, sizeof (line), "%0" #MAX_INDEX_LENGTH "d %" #MAX_PLAYER_NAME "s %" #MAX_PASSWORD_LENGTH "s %02s 00000000 %s" INI_NEW_LINE, uid, name, hash, Langs_GetCode(Langs_GetPlayerLanguage(playerid)), date);
fwrite(fIndex, line);
fclose(fIndex);
format(filename, sizeof (filename), USER_FILE_PATH "%0" #MAX_INDEX_LENGTH "d.INI", uid);
new
INI:x = INI_Open(filename);
if (x == INI_NO_FILE)
{
Text_Send(playerid, $YSI_LOGIN_NOLOAD);
}
else
{
INI_SetTag(x, "ysi_names");
INI_WriteString(x, name, "name");
INI_Close(x);
}
// Call in all scripts.
broadcastfunc Player_DoLogin(playerid, uid);
Text_Send(playerid, $YSI_LOGIN_LOGIN);
return 1;
}
else
{
Text_Send(playerid, $YSI_ADDU_INDER2);
return 0;
}
}
global Player_ChangePassword(playerid, string:password[])
{
#pragma unused password
new
uid = Player_GetYID(playerid);
if (uid < 0)
{
return 0;
}
// Create the new password.
new
hash[MAX_PASSWORD_LENGTH + 8 + 1];
Player_HashPass(password, hash);
format(hash[MAX_PASSWORD_LENGTH], sizeof (hash) - MAX_PASSWORD_LENGTH, "%04x%04x", YSI_g_sPreloadData[playerid][E_USER_PRELOAD_DATE] >>> 16, YSI_g_sPreloadData[playerid][E_USER_PRELOAD_DATE] & 0xFFFF);
Player_HashPass(hash, YSI_g_sPreloadData[playerid][E_USER_PRELOAD_PASS]);
// Save it.
Player_RewritePreload(playerid);
// Wipe it.
memset(YSI_g_sPreloadData[playerid][E_USER_PRELOAD_PASS], MAX_PASSWORD_LENGTH, 0);
return 1;
}
/**--------------------------------------------------------------------------**\
Player_RewritePreload
Player whose data should be saved.
-
When a player's preload data is modifed (new bit data or changed password),
it needs to be written back out to file.
\**--------------------------------------------------------------------------**/
static stock Player_RewritePreload(playerid)
{
if (YSI_g_sPreloadData[playerid][E_USER_PRELOAD_YID] < 0)
{
return 0;
}
// First, find the player's file. This should be the ONLY place where the
// password is to be loaded.
//ret[E_USER_PRELOAD_YID] = -2;
//ret[E_USER_PRELOAD_PASS] = '\0';
//ret[E_USER_PRELOAD_LANG] = NO_LANGUAGE;
//ret[E_USER_PRELOAD_BITS] = 0;
//ret[E_USER_PRELOAD_DATE] = 0;
new
name[MAX_PLAYER_NAME + 1];
GetPlayerName(playerid, name, sizeof (name));
P:4("Player_RewritePreload called: %s", name);
#if _YSI_PLUGINS_MYSQL == 7
// Right then, lets get coding...
new
query[110];
mysql_format(YSI_g_sMySQL, query, "SELECT `uid`, `language`, `hash` FROM `y_users_register` WHERE `name` = '%e' LIMIT 0,1", name);
mysql_function_query(YSI_g_sMySQL, query, true, "_Player_Preload", "ii", );
#else
new
namelen = strlen(name),
filename[] = USER_FILE_PATH "ind_X.YSI",
File:fIndex;
Player_GetIndexFile(filename, name[0]);
fIndex = fopen(filename, io_readwrite);
if (fIndex)
{
P:5("Player_RewritePreload: fIndex OK");
new
line[INDEX_DATA_LINE_LENGTH],
len;
while ((len = fread(fIndex, line)))
{
P:6("Player_RewritePreload: while");
//new
// len;
//len = strlen(line);
// Check if the line is the right length (could be one of three
// lengths depending on newlines). Skip blanks.
if (len < INDEX_DATA_LINE_LENGTH - 3)
{
continue;
}
P:6("Player_RewritePreload: Not len");
// Check the name on the line.
if (!strcmp(line[MAX_INDEX_LENGTH + 1], name, false, namelen) && line[MAX_INDEX_LENGTH + 1 + namelen] == ' ')
{
P:6("Player_RewritePreload: checked name");
fseek(fIndex, -len, seek_current);
//format(line, sizeof (line),
format(line, sizeof (line),
"%0" #MAX_INDEX_LENGTH "d %" #MAX_PLAYER_NAME "s %" #MAX_PASSWORD_LENGTH "s %02s %04x%04x %04x%04x" INI_NEW_LINE,
YSI_g_sPreloadData[playerid][E_USER_PRELOAD_YID],
name,
YSI_g_sPreloadData[playerid][E_USER_PRELOAD_PASS],
Langs_GetCode(Langs_GetPlayerLanguage(playerid)),
YSI_g_sPreloadData[playerid][E_USER_PRELOAD_BITS] >>> 16, YSI_g_sPreloadData[playerid][E_USER_PRELOAD_BITS] & 0xFFFF,
YSI_g_sPreloadData[playerid][E_USER_PRELOAD_DATE] >>> 16, YSI_g_sPreloadData[playerid][E_USER_PRELOAD_DATE] & 0xFFFF);
P:5("Player_RewritePreload: Writing: %s", line);
fwrite(fIndex, line);
fclose(fIndex);
return 1;
}
}
fclose(fIndex);
}
else if (fexist(filename))
{
P:E("Error reading index %c.", filename[0]);
return 0;
}
//ret[E_USER_PRELOAD_YID] = -1;
#endif
return 0;
}
/**--------------------------------------------------------------------------**\
Player_TryGroup
Player who is joining a group.
A player name already in the group.
The password of the group.
-
Links a player with an existing player such that they share all stats.
\**--------------------------------------------------------------------------**/
//#endinput
global Player_TryGroup(playerid, string:other[], string:password[])
{
P:2("Player_TryGroup called");
if (Player_IsLoggedIn(playerid))
{
// They are already logged in.
Text_Send(playerid, $YSI_LOGIN_ALREADY);
return 1;
}
new
hash[MAX_PASSWORD_LENGTH + 1];
Player_HashPass(password, hash);
// Check if the user is not registered already.
switch (YSI_g_sPreloadData[playerid][E_USER_PRELOAD_YID])
{
case -2:
{
Text_Send(playerid, $YSI_LOGIN_INDERR);
return 0;
}
case -1:
{
//Text_Send(playerid, $YSI_LOGIN_NOTF);
}
default:
{
Text_Send(playerid, $YSI_REG_TAKEN);
return 0;
}
}
// Check if the new data matches the old.
new
ret[E_USER_PRELOAD];
Player_Preload(other, ret);
switch (ret[E_USER_PRELOAD_YID])
{
case -2:
{
Text_Send(playerid, $YSI_LOGIN_INDERR);
}
case -1:
{
Text_Send(playerid, $YSI_LOGIN_NOTF);
}
default:
{
// Match the password.
if (!strcmp(ret[E_USER_PRELOAD_PASS], hash, false, MAX_PASSWORD_LENGTH) && ret[E_USER_PRELOAD_PASS][0])
{
new
name[MAX_PLAYER_NAME + 1];
GetPlayerName(playerid, name, sizeof (name));
new
filename[64] = USER_FILE_PATH "ind_X.YSI";
Player_GetIndexFile(filename, name[0]);
new
File:fIndex = fopen(filename, io_append);
if (!fIndex)
{
Text_Send(playerid, $YSI_ADDU_INDERR2);
return 0;
}
P:5("Player_TryGroup: Write index.");
new
uid = ret[E_USER_PRELOAD_YID],
line[INDEX_DATA_LINE_LENGTH];
// Use the loaded ID.
format(line, sizeof (line), "%0" #MAX_INDEX_LENGTH "d %" #MAX_PLAYER_NAME "s %" #MAX_PASSWORD_LENGTH "s %02s" INI_NEW_LINE, uid, name, hash, Langs_GetCode(ret[E_USER_PRELOAD_LANG]));
fwrite(fIndex, line);
fclose(fIndex);
format(filename, sizeof (filename), USER_FILE_PATH "%0" #MAX_INDEX_LENGTH "d.INI", uid);
new
INI:x = INI_Open(filename);
if (x == INI_NO_FILE)
{
Text_Send(playerid, $YSI_LOGIN_NOLOAD);
}
else
{
// Add this name to the list of known names.
INI_SetTag(x, "ysi_names");
INI_WriteString(x, name, "name");
INI_Close(x);
}
// Call in all scripts.
Langs_SetPlayerLanguage(playerid, ret[E_USER_PRELOAD_LANG]);
broadcastfunc Player_DoLogin(playerid, uid);
Text_Send(playerid, $YSI_LOGIN_LOGIN);
return 1;
}
else
{
Text_Send(playerid, $YSI_LOGIN_WRONG);
}
}
}
return 0;
}
/**--------------------------------------------------------------------------**\
Player_ForceGroup
Player who is joining a group.
A player name already in the group.
-
Like "Player_TryGroup", but doesn't take a password and instead just uses
the password of the old player (hashed).
\**--------------------------------------------------------------------------**/
//#endinput
global Player_ForceGroup(playerid, string:other[])
{
P:2("Player_ForceGroup called");
if (Player_IsLoggedIn(playerid))
{
// They are already logged in.
Text_Send(playerid, $YSI_LOGIN_ALREADY);
return 1;
}
// Check if the user is not registered already.
switch (YSI_g_sPreloadData[playerid][E_USER_PRELOAD_YID])
{
case -2:
{
Text_Send(playerid, $YSI_LOGIN_INDERR);
return 0;
}
case -1:
{
//Text_Send(playerid, $YSI_LOGIN_NOTF);
}
default:
{
Text_Send(playerid, $YSI_REG_TAKEN);
return 0;
}
}
// Check if the new data matches the old.
new
ret[E_USER_PRELOAD];
Player_Preload(other, ret);
switch (ret[E_USER_PRELOAD_YID])
{
case -2:
{
Text_Send(playerid, $YSI_LOGIN_INDERR);
}
case -1:
{
Text_Send(playerid, $YSI_LOGIN_NOTF);
}
default:
{
new
name[MAX_PLAYER_NAME + 1];
GetPlayerName(playerid, name, sizeof (name));
new
filename[64] = USER_FILE_PATH "ind_X.YSI";
Player_GetIndexFile(filename, name[0]);
new
File:fIndex = fopen(filename, io_append);
if (!fIndex)
{
Text_Send(playerid, $YSI_ADDU_INDERR2);
return 0;
}
P:5("Player_TryGroup: Write index.");
new
uid = ret[E_USER_PRELOAD_YID],
line[INDEX_DATA_LINE_LENGTH];
// Use the loaded ID.
format(line, sizeof (line), "%0" #MAX_INDEX_LENGTH "d %" #MAX_PLAYER_NAME "s %" #MAX_PASSWORD_LENGTH "s %02s" INI_NEW_LINE, uid, name, ret[E_USER_PRELOAD_PASS], Langs_GetCode(ret[E_USER_PRELOAD_LANG]));
fwrite(fIndex, line);
fclose(fIndex);
format(filename, sizeof (filename), USER_FILE_PATH "%0" #MAX_INDEX_LENGTH "d.INI", uid);
new
INI:x = INI_Open(filename);
if (x == INI_NO_FILE)
{
Text_Send(playerid, $YSI_LOGIN_NOLOAD);
}
else
{
// Add this name to the list of known names.
INI_SetTag(x, "ysi_names");
INI_WriteString(x, name, "name");
INI_Close(x);
}
// Call in all scripts.
Langs_SetPlayerLanguage(playerid, ret[E_USER_PRELOAD_LANG]);
broadcastfunc Player_DoLogin(playerid, uid);
Text_Send(playerid, $YSI_LOGIN_LOGIN);
return 1;
}
}
return 0;
}
static stock Player_GetNewID()
{
new
File:fHnd = fopen(USER_FILE_PATH "index.YSI", io_readwrite),
num[MAX_INDEX_LENGTH + 9],
uid = -1;
if (fHnd)
{
fread(fHnd, num);
num[strfind(num, " ")] = '\0';
uid = strval(num) + 1;
valstr(num, uid);
fseek(fHnd, 0, seek_start);
fwrite(fHnd, num);
fwrite(fHnd, " ");
fclose(fHnd);
}
return uid;
}
static stock Player_CreateNewID()
{
new
File:fHnd = fopen(USER_FILE_PATH "index.YSI", io_write);
if (fHnd)
{
fwrite(fHnd, "-1 ");
fclose(fHnd);
return 1;
}
return 0;
}