279 lines
8.7 KiB
Rust
279 lines
8.7 KiB
Rust
use serde::{Deserialize, Deserializer, Serialize, Serializer};
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use std::collections::HashMap;
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use std::sync::Arc;
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use tokio::sync::RwLock;
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/// Describes the default behavior for permissions
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#[derive(Clone, Debug, PartialEq, Eq, Serialize, Deserialize)]
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pub enum PermissionDefault {
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/// Permission is not granted by default
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Deny,
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/// Permission is granted by default
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Allow,
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/// Permission is granted by default to operators
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Op(PermissionLvl),
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}
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/// Defines a permission node in the system
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#[derive(Clone, Debug, Serialize, Deserialize)]
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pub struct Permission {
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/// The full node name (e.g., "minecraft:command.gamemode")
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pub node: String,
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/// Description of what this permission does
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pub description: String,
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/// The default value of this permission
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pub default: PermissionDefault,
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/// Children nodes that are affected by this permission
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pub children: HashMap<String, bool>,
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}
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impl Permission {
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#[must_use]
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pub fn new(node: &str, description: &str, default: PermissionDefault) -> Self {
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Self {
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node: node.to_string(),
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description: description.to_string(),
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default,
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children: HashMap::new(),
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}
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}
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/// Add a child permission with a specific value
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pub fn add_child(&mut self, child: &str, value: bool) -> &mut Self {
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self.children.insert(child.to_string(), value);
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self
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}
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}
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/// Repository for all registered permissions in the server
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#[derive(Default)]
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pub struct PermissionRegistry {
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/// All registered permissions
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permissions: HashMap<String, Permission>,
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}
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impl PermissionRegistry {
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#[must_use]
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pub fn new() -> Self {
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Self {
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permissions: HashMap::new(),
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}
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}
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/// Register a new permission
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pub fn register_permission(&mut self, permission: Permission) -> Result<(), String> {
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if self.permissions.contains_key(&permission.node) {
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return Err(format!(
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"Permission {} is already registered",
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permission.node
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));
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}
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self.permissions.insert(permission.node.clone(), permission);
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Ok(())
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}
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/// Get a registered permission by node
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#[must_use]
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pub fn get_permission(&self, node: &str) -> Option<&Permission> {
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self.permissions.get(node)
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}
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/// Check if a permission is registered
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#[must_use]
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pub fn has_permission(&self, node: &str) -> bool {
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self.permissions.contains_key(node)
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}
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}
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/// Storage for player permissions
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#[derive(Default, Clone, Debug, Serialize, Deserialize)]
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pub struct PermissionAttachment {
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/// Directly assigned permissions
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permissions: HashMap<String, bool>,
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}
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impl PermissionAttachment {
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#[must_use]
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pub fn new() -> Self {
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Self {
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permissions: HashMap::new(),
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}
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}
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/// Set a permission value
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pub fn set_permission(&mut self, node: &str, value: bool) {
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self.permissions.insert(node.to_string(), value);
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}
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/// Unset a permission
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pub fn unset_permission(&mut self, node: &str) {
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self.permissions.remove(node);
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}
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/// Check if a permission is directly set
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#[must_use]
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pub fn has_permission_set(&self, node: &str) -> Option<bool> {
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self.permissions.get(node).copied()
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}
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/// Get all directly set permissions
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#[must_use]
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pub const fn get_permissions(&self) -> &HashMap<String, bool> {
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&self.permissions
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}
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}
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/// Manager for player permissions
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#[derive(Default)]
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pub struct PermissionManager {
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/// Global registry of permissions
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pub registry: Arc<RwLock<PermissionRegistry>>,
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/// Player permission attachments
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pub attachments: HashMap<uuid::Uuid, Arc<RwLock<PermissionAttachment>>>,
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}
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impl PermissionManager {
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pub fn new(registry: Arc<RwLock<PermissionRegistry>>) -> Self {
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Self {
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registry,
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attachments: HashMap::new(),
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}
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}
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/// Get or create a player's permission attachment
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pub fn get_attachment(&mut self, player_id: uuid::Uuid) -> Arc<RwLock<PermissionAttachment>> {
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self.attachments
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.entry(player_id)
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.or_insert_with(|| Arc::new(RwLock::new(PermissionAttachment::new())))
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.clone()
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}
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/// Remove a player's permission attachment
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pub fn remove_attachment(&mut self, player_id: &uuid::Uuid) {
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self.attachments.remove(player_id);
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}
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/// Check if a player has a permission, considering defaults and op status
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pub async fn has_permission(
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&self,
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player_id: &uuid::Uuid,
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permission_node: &str,
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player_op_level: PermissionLvl,
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) -> bool {
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let reg = self.registry.read().await;
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// Check explicitly set permissions
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if let Some(attachment) = self.attachments.get(player_id) {
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let attachment = attachment.read().await;
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// Check for exact permission match
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if let Some(value) = attachment.has_permission_set(permission_node) {
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return value;
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}
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// Check parent nodes (for wildcard permissions)
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let node_parts: Vec<&str> = permission_node.split(':').collect();
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if node_parts.len() == 2 {
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let namespace = node_parts[0];
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let key_parts: Vec<&str> = node_parts[1].split('.').collect();
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// Check wildcard permissions at each level
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let mut current_node = namespace.to_string();
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if let Some(value) = attachment.has_permission_set(&format!("{current_node}:*")) {
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return value;
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}
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current_node.push(':');
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for (i, part) in key_parts.iter().enumerate() {
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current_node.push_str(part);
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if let Some(value) = attachment.has_permission_set(¤t_node) {
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return value;
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}
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if i < key_parts.len() - 1 {
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if let Some(value) =
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attachment.has_permission_set(&format!("{current_node}.*"))
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{
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return value;
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}
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current_node.push('.');
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}
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}
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}
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// Check for inherited permissions from parent nodes
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for (node, value) in attachment.get_permissions() {
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if let Some(permission) = reg.get_permission(node)
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&& permission.children.contains_key(permission_node)
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{
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return *value && *permission.children.get(permission_node).unwrap();
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}
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}
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}
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// Fall back to default permission value
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reg.get_permission(permission_node)
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.is_some_and(|permission| match permission.default {
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PermissionDefault::Allow => true,
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PermissionDefault::Deny => false,
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PermissionDefault::Op(required_level) => player_op_level >= required_level,
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})
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}
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}
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/// Represents the player's permission level
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///
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/// Permission levels determine the player's access to commands and server operations.
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/// Each numeric level corresponds to a specific role:
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/// - `Zero`: `normal`: Player can use basic commands.
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/// - `One`: `moderator`: Player can bypass spawn protection.
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/// - `Two`: `gamemaster`: Player or executor can use more commands and player can use command blocks.
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/// - `Three`: `admin`: Player or executor can use commands related to multiplayer management.
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/// - `Four`: `owner`: Player or executor can use all of the commands, including commands related to server management.
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#[derive(Clone, Copy, Debug, Default, PartialEq, Eq)]
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pub enum PermissionLvl {
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#[default]
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Zero = 0,
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One = 1,
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Two = 2,
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Three = 3,
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Four = 4,
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}
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impl PartialOrd for PermissionLvl {
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fn partial_cmp(&self, other: &Self) -> Option<std::cmp::Ordering> {
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Some(self.cmp(other))
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}
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}
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impl Ord for PermissionLvl {
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fn cmp(&self, other: &Self) -> std::cmp::Ordering {
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(*self as u8).cmp(&(*other as u8))
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}
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}
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impl Serialize for PermissionLvl {
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fn serialize<S: Serializer>(
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&self,
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serializer: S,
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) -> Result<<S as Serializer>::Ok, <S as Serializer>::Error> {
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serializer.serialize_u8(*self as u8)
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}
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}
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impl<'de> Deserialize<'de> for PermissionLvl {
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fn deserialize<D: Deserializer<'de>>(deserializer: D) -> Result<Self, D::Error> {
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let value = u8::deserialize(deserializer)?;
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match value {
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0 => Ok(Self::Zero),
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2 => Ok(Self::Two),
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3 => Ok(Self::Three),
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4 => Ok(Self::Four),
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_ => Err(serde::de::Error::custom(format!(
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"Invalid value for OpLevel: {value}"
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))),
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}
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}
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}
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