Decompiled source of LCWhitelist v1.1.2

LCWhitelist.dll

Decompiled 10 months ago
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.Versioning;
using System.Security;
using System.Security.Permissions;
using BepInEx;
using BepInEx.Configuration;
using BepInEx.Logging;
using GameNetcodeStuff;
using HarmonyLib;
using Microsoft.CodeAnalysis;
using Unity.Netcode;

[assembly: CompilationRelaxations(8)]
[assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)]
[assembly: Debuggable(DebuggableAttribute.DebuggingModes.Default | DebuggableAttribute.DebuggingModes.DisableOptimizations | DebuggableAttribute.DebuggingModes.IgnoreSymbolStoreSequencePoints | DebuggableAttribute.DebuggingModes.EnableEditAndContinue)]
[assembly: TargetFramework(".NETStandard,Version=v2.1", FrameworkDisplayName = ".NET Standard 2.1")]
[assembly: IgnoresAccessChecksTo("")]
[assembly: AssemblyCompany("LCWhitelist")]
[assembly: AssemblyConfiguration("Debug")]
[assembly: AssemblyFileVersion("1.0.0.0")]
[assembly: AssemblyInformationalVersion("1.0.0")]
[assembly: AssemblyProduct("LCWhitelist")]
[assembly: AssemblyTitle("LCWhitelist")]
[assembly: SecurityPermission(SecurityAction.RequestMinimum, SkipVerification = true)]
[assembly: AssemblyVersion("1.0.0.0")]
[module: UnverifiableCode]
[module: RefSafetyRules(11)]
namespace Microsoft.CodeAnalysis
{
	[CompilerGenerated]
	[Microsoft.CodeAnalysis.Embedded]
	internal sealed class EmbeddedAttribute : Attribute
	{
	}
}
namespace System.Runtime.CompilerServices
{
	[CompilerGenerated]
	[Microsoft.CodeAnalysis.Embedded]
	[AttributeUsage(AttributeTargets.Module, AllowMultiple = false, Inherited = false)]
	internal sealed class RefSafetyRulesAttribute : Attribute
	{
		public readonly int Version;

		public RefSafetyRulesAttribute(int P_0)
		{
			Version = P_0;
		}
	}
}
namespace Eyan17
{
	public static class PluginInfo
	{
		public const string PLUGIN_GUID = "LCWhitelist";

		public const string PLUGIN_NAME = "LCWhitelist";

		public const string PLUGIN_VERSION = "1.0.0";
	}
}
namespace LethalCompanyTemplate
{
	[BepInPlugin("Eyan17.whitelist", "Whitelist", "1.1.2")]
	internal class Whitelist : BaseUnityPlugin
	{
		private const string modGUID = "Eyan17.whitelist";

		private const string modName = "Whitelist";

		private const string modVersion = "1.1.2";

		internal static Whitelist instance;

		internal static ManualLogSource mls;

		public static List<string> loadedWhitelist;

		internal ConfigEntry<bool> configWhitelistToggle;

		internal ConfigEntry<string> configWhitelist;

		private void Awake()
		{
			instance = this;
			mls = Logger.CreateLogSource("Whitelist");
			mls.LogInfo((object)"The whitelist has been initiated.");
			configWhitelistToggle = ((BaseUnityPlugin)this).Config.Bind<bool>("General", "isWhitelistOn", true, "Toggles whether the whitelist is on. (Value can be changed mid-game)");
			configWhitelist = ((BaseUnityPlugin)this).Config.Bind<string>("Whitelist", "allowedUsenames", "Player", "A list of usernames seperated by a semicolon. All spaces before and after the name are trimmed and the username should be written without any numbers, underscores etc. (Value can be changed mid-game)");
			ReadConfigFile();
			Harmony.CreateAndPatchAll(typeof(PlayerControllerPatch), (string)null);
			Harmony.CreateAndPatchAll(typeof(GameNetworkManagerPatch), (string)null);
			mls.LogInfo((object)"Patches were applied.");
		}

		internal void ReadConfigFile()
		{
			mls.LogMessage((object)"Reading config file.");
			((BaseUnityPlugin)this).Config.Reload();
			loadedWhitelist = splitString(configWhitelist.Value);
			mls.LogMessage((object)"Whitelisted players:");
			for (int i = 0; i < loadedWhitelist.Count; i++)
			{
				mls.LogMessage((object)loadedWhitelist[i]);
			}
		}

		private static List<string> splitString(string input)
		{
			List<string> list = new List<string>();
			string text = "";
			bool flag = false;
			for (int i = 0; i < input.Length; i++)
			{
				char c = input[i];
				if (c == '\\' && !flag)
				{
					flag = true;
				}
				else if (c == ';' && !flag)
				{
					list.Add(text.Trim());
					text = "";
				}
				else if (c == '\\' && flag)
				{
					text += c;
					flag = false;
				}
				else
				{
					text += c;
					flag = false;
				}
			}
			list.Add(text.Trim());
			return list;
		}
	}
	[HarmonyPatch(typeof(PlayerControllerB))]
	internal class PlayerControllerPatch
	{
		[HarmonyPatch("Update")]
		[HarmonyPostfix]
		private static void UpdatePatch(ref string ___playerUsername, ref ulong ___actualClientId, ref bool ___isPlayerControlled)
		{
			if (___actualClientId != 0L && ___isPlayerControlled && Whitelist.instance.configWhitelistToggle.Value && !NetworkManager.Singleton.IsClient && !Enumerable.Contains(Whitelist.loadedWhitelist, ___playerUsername))
			{
				NetworkManager.Singleton.DisconnectClient(___actualClientId, "Not on whitelist.");
				Whitelist.mls.LogInfo((object)("Disconnected " + ___playerUsername + "; Client id: " + ___actualClientId));
			}
		}
	}
	[HarmonyPatch(typeof(GameNetworkManager))]
	internal class GameNetworkManagerPatch
	{
		[HarmonyPatch("ConnectionApproval")]
		[HarmonyPostfix]
		private static void ConnectionApprovalPatch(ConnectionApprovalResponse __0)
		{
			Whitelist.instance.ReadConfigFile();
		}
	}
}
namespace System.Runtime.CompilerServices
{
	[AttributeUsage(AttributeTargets.Assembly, AllowMultiple = true)]
	internal sealed class IgnoresAccessChecksToAttribute : Attribute
	{
		public IgnoresAccessChecksToAttribute(string assemblyName)
		{
		}
	}
}