using System;
using System.Diagnostics;
using System.IO;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.Versioning;
using BepInEx;
using BepInEx.Logging;
using HarmonyLib;
using Microsoft.CodeAnalysis;
using Steamworks;
[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: AssemblyCompany("NewCharactersLocks")]
[assembly: AssemblyConfiguration("Debug")]
[assembly: AssemblyFileVersion("1.0.0.0")]
[assembly: AssemblyInformationalVersion("1.0.0+7183f9d55c6f87a79e5e952e1a7b69bc43ed8395")]
[assembly: AssemblyProduct("NewCharactersLocks")]
[assembly: AssemblyTitle("NewCharactersLocks")]
[assembly: AssemblyVersion("1.0.0.0")]
[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.Class | AttributeTargets.Property | AttributeTargets.Field | AttributeTargets.Event | AttributeTargets.Parameter | AttributeTargets.ReturnValue | AttributeTargets.GenericParameter, AllowMultiple = false, Inherited = false)]
internal sealed class NullableAttribute : Attribute
{
public readonly byte[] NullableFlags;
public NullableAttribute(byte P_0)
{
NullableFlags = new byte[1] { P_0 };
}
public NullableAttribute(byte[] P_0)
{
NullableFlags = P_0;
}
}
[CompilerGenerated]
[Microsoft.CodeAnalysis.Embedded]
[AttributeUsage(AttributeTargets.Class | AttributeTargets.Struct | AttributeTargets.Method | AttributeTargets.Interface | AttributeTargets.Delegate, AllowMultiple = false, Inherited = false)]
internal sealed class NullableContextAttribute : Attribute
{
public readonly byte Flag;
public NullableContextAttribute(byte P_0)
{
Flag = P_0;
}
}
[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;
}
}
}
[BepInPlugin("com.altair.valheim.newcharacterlock", "New Character Lock", "1.0.2")]
public class NewCharacterLock : BaseUnityPlugin
{
[HarmonyPatch(typeof(PlayerProfile), "Load")]
public class CharacterLoadPatch
{
private static bool Prefix(PlayerProfile __instance)
{
//IL_0023: Unknown result type (might be due to invalid IL or missing references)
if (!SteamManager.Initialized)
{
PluginLogger.LogError((object)"Steam no está inicializado.");
return false;
}
ulong steamID = SteamUser.GetSteamID().m_SteamID;
string name = __instance.GetName();
return RequestServerAccess(steamID.ToString(), name);
}
}
public static readonly string filePath = Path.Combine(Paths.ConfigPath, "CharacterSteamIDs.txt");
public static ManualLogSource PluginLogger = Logger.CreateLogSource("NewCharacterLock");
private void Awake()
{
//IL_002a: Unknown result type (might be due to invalid IL or missing references)
//IL_002f: Unknown result type (might be due to invalid IL or missing references)
//IL_003a: Unknown result type (might be due to invalid IL or missing references)
//IL_0055: Unknown result type (might be due to invalid IL or missing references)
//IL_005b: Expected O, but got Unknown
if (!SteamManager.Initialized && !SteamAPI.Init())
{
PluginLogger.LogError((object)"Steam API no inicializado.");
return;
}
CSteamID steamID = SteamUser.GetSteamID();
PluginLogger.LogInfo((object)$"SteamID obtenido: {steamID.m_SteamID}");
Harmony val = new Harmony("com.altair.valheim.newcharacterlock");
val.PatchAll(Assembly.GetExecutingAssembly());
PluginLogger.LogInfo((object)"Nuevo personaje Lock mod ha sido cargado!");
EnsureFileExists(filePath);
}
private void EnsureFileExists(string path)
{
if (!File.Exists(path))
{
File.Create(path).Close();
PluginLogger.LogInfo((object)("Archivo creado en: " + path));
}
}
private static bool RequestServerAccess(string steamID, string characterName)
{
bool flag = VerifyCharacterOnServer(steamID, characterName);
if (!flag)
{
PluginLogger.LogError((object)"Acceso denegado: debes entrar con un personaje nuevo.");
}
return flag;
}
private static bool VerifyCharacterOnServer(string steamID, string characterName)
{
string[] array = File.ReadAllLines(filePath);
bool flag = false;
bool flag2 = false;
string[] array2 = array;
foreach (string text in array2)
{
string[] array3 = text.Split(':');
if (array3[1] == steamID)
{
flag = true;
if (array3[0] == characterName)
{
flag2 = true;
break;
}
}
}
if (!flag)
{
File.AppendAllText(filePath, characterName + ":" + steamID + "\n");
PluginLogger.LogInfo((object)("Nuevo personaje " + characterName + " registrado con SteamID: " + steamID));
return true;
}
if (flag && !flag2)
{
PluginLogger.LogError((object)("Acceso denegado para " + characterName + " con el ID " + steamID + ": el personaje no está registrado."));
return false;
}
PluginLogger.LogInfo((object)("Acceso concedido para " + characterName + " con el ID " + steamID));
return true;
}
}