We are trying to deploy Dynamic Access Policies (DAP) for Cisco AnyConnect client that will check end users' computer whether they have AntiVirus installed and running, firewall is up and running, and has certain Windows Updates (KB).
Cisco has a nice web site that show these in different scripts, however, we want to merge these three scripts into one.
Below is the code and the web site that shows Lua script for AntiVirus and Firewall check. Could you please help me to merge this script with Hotfix KB check as well?
https://www.cisco.com/c/en/us/support/docs/security/asa-5500-x-series-next-generation-firewalls/115947-dap-adv-functions-00.html#anc9
Thanks in advance
assert(function()
function checkav(antix)
if (type(antix) == "table") then
for k,v in pairs(antix) do
if (EVAL(v.activescan, "EQ", "ok", "string") and EVAL (v.lastupdate, "LT", "2592000", "integer")) then
return true
end
end
end
return false
end
function checkfw(antix)
if (type(antix) == "table") then
for k,v in pairs(antix) do
if (EVAL(v.enabled, "EQ", "ok", "string")) then
return true
end
end
end
return false
end
return (checkav(endpoint.av) and checkfw(endpoint.fw))
end)()
assert(function ()
local pattern = "KB944"
local true_on_match = true
local match = false
for k,v in pairs(endpoint.os.hotfix) do
print(k)
match = string.find(k, pattern)
if (match) then
if (true_on_match) then
return true
else return (false)
end
end
end
end)()
The way forward: separate functionality. Then, you can call an assertion and combine calls using a logical and:
Hotfix KB check:
function hotfixKb()
local pattern = "KB944"
local true_on_match = true
local match = false
for k,v in pairs(endpoint.os.hotfix) do
print(k)
match = string.find(k, pattern)
if (match) then
if (true_on_match) then
return true
else
return (false)
end
end
end
end
AntiVirus check:
function checkAntiVirus(antix)
if (type(antix) == "table") then
for k,v in pairs(antix) do
if (EVAL(v.activescan, "EQ", "ok", "string") and EVAL (v.lastupdate, "LT", "2592000", "integer")) then
return true
end
end
end
return false
end
Firewall check:
function checkFireWall(antix)
if (type(antix) == "table") then
for k,v in pairs(antix) do
if (EVAL(v.enabled, "EQ", "ok", "string")) then
return true
end
end
end
return false
end
Then:
assert(hotfixKb() and checkAntiVirus() and checkFireWall())
Related
I have this code
function IsAuthorized(xPlayer, doorID, locked, usedLockpick)
local jobName, grade = {}, {}
jobName[1] = xPlayer.job.name
grade[1] = xPlayer.job.grade
if xPlayer.job2 then
jobName[2] = xPlayer.job2.name
grade[2] = xPlayer.job2.grade
end
local canOpen = false
if doorID.lockpick and usedLockpick then
count = xPlayer.getInventoryItem('lockpick').count
if count and count >= 1 then canOpen = true end
end
if not canOpen and doorID.authorizedJobs then
for job,rank in pairs(doorID.authorizedJobs) do
if (job == jobName[1] and rank <= grade[1]) or (jobName[2] and job == jobName[2] and rank <= grade[2]) then
canOpen = true
if canOpen then break end
end
end
end
if not canOpen and doorID.items then
local count
for k,v in pairs(doorID.items) do
count = xPlayer.getInventoryItem(v).count
if count and count >= 1 then
canOpen = true
local consumables = { ['ticket']=1 }
if locked and consumables[v] then
xPlayer.removeInventoryItem(v, 1)
end
break
end
end
if not count or count < 1 then canOpen = false end
end
if not canOpen then
local group = xPlayer.getGroup()
if group == 'management' or group == 'owner' then
print(group..' '..xPlayer.getName()..' was authorised to use a door')
canOpen = true
end
if doorID.authorizedgang then
print(xPlayer.identifier .. " | " .. doorID.authorizedgang)
MySQL.Async.fetchSingle('SELECT * FROM users WHERE identifier = ? AND gang = ?', {xPlayer.identifier, doorID.authorizedgang}, function(foundplayer)
if foundplayer then
print("found")
canOpen = true
print(canOpen)
end
----------------------------canopen returns true until here
end)
end
end
print(canOpen)
return canOpen
end
Essentially what is does is return a true or false value based on the if statements. I did not write this script myself, I simply added on. The code that I added to this function is
if doorID.authorizedgang then
print(xPlayer.identifier .. " | " .. doorID.authorizedgang)
MySQL.Async.fetchSingle('SELECT * FROM users WHERE identifier = ? AND gang = ?', {xPlayer.identifier, doorID.authorizedgang}, function(foundplayer)
if foundplayer then
print("found")
canOpen = true
print(canOpen)
end
----------------------------canopen returns true until here
end)
end
This code essentially makes a database call to check if it'll find a player with X identifier and Y gang, and this actually does work because it prints out "found" and canOpen returns true until the line that I marked, after this it returns false at the bottom of the function.
I've been trying other ways to get the data but ultimately I need the SQL DB call for this and im not sure why the variable isnt setting when in fact the database returns found. Any ideas what I could be doing wrong here?
I got a Pastebin script for a Script that takes your Ores and Raw Materials in Minecraft (1.18.2) but when i execute it it stops after 1 Item and says bad argument (table expected,got nil) on line 31
https://pastebin.com/yrMbyY2Y
--inventory filter, ore dumping for mining
--by toastonrye
local im = peripheral.find("inventoryManager")
local cb = peripheral.find("chatBox")
if not im then error("inventoryManager not found") end
if not cb then error("chatBox not found") end
local filter, match = false, false
local tagFilter = {"forge:ores", "forge:raw_materials"}
local function chatListener()
while true do
local event = { os.pullEvent("chat") }
if event[3]:lower() == "ore on" then
filter = true
cb.sendMessageToPlayer("ORE ON", event[2])
elseif event[3]:lower() == "ore off" then
filter = false
cb.sendMessageToPlayer("ORE OFF", event[2])
end
end
end
local function pushItems()
while true do
if filter then
myInv = im.getItems()
for slot, item in pairs(myInv) do
for _, tag in pairs(item.tags) do
for k, v in pairs(tagFilter) do
if string.find(tag, v) then
match = true
break
end
end
end
if match then
im.removeItemFromPlayer("UP", item.count, slot)
match = false
end
end
end
os.sleep(10)
end
end
parallel.waitForAny(chatListener, pushItems)
The problem is that item or item.tags may be nil. You need to check this before calling pairs.
This should work:
while true do
if filter then
myInv = im.getItems()
for slot, item in pairs(myInv) do
if item~=nil then if item.tags~=nil then
for _, tag in pairs(item.tags) do
for k, v in pairs(tagFilter) do
if string.find(tag, v) then
match = true
break
end
end
end
end end
if match then
im.removeItemFromPlayer("UP", item.count, slot)
match = false
end
end
end
os.sleep(10)
end
end
Also, you should know that the Lua APIs for these mods change from version to version, and so you shouldn't be surprised if an old program stops working. You can check the official Advanced Peripherals wiki here, and although it isn't perfect, it is very helpful in situations like these. Finally, if you're having trouble with CC, you can always just open up a new world and test any program you like.
I'm trying to make a system to which when the player joins they are given a base and then no other players can use that base.
Here is my module inside the parented to the script:
local Functions = {}
function Functions.findOpenBase(plr)
local bases = workspace.Bases
for i,v in pairs(bases:GetChildren()) do
if v:IsA("Part") then
print("Searching..")
if plr.alreadyOwnsBase.Value == false then
if v.Owner.Value ~= nil then
print("Base found!")
v.Owner.Value = plr.Name
plr.alreadyOwnsBase.Value = true
else
warn("error")
plr:Kick("error finding base, Please Rejoin.")
end
end
else
print("cannot claim another base")
end
end
end
return Functions
then here is my handler script:
local module = require(script.Functions)
game.Players.PlayerAdded:Connect(function(plr)
local alreadyOwnsBase = Instance.new("BoolValue", plr)
alreadyOwnsBase.Name = "alreadyOwnsBase"
alreadyOwnsBase.Value = false
if plr then
module.findOpenBase(plr)
print(plr.Name)
end
end)
is there any solutions?
To me, module inside the parented to the script:
local Functions = {}
function Functions.findOpenBase(plr)
-- check it first.
if plr.alreadyOwnsBase.Value == false then
local bases = workspace.Bases
for i,v in pairs(bases:GetChildren()) do
print("Searching..")
if v:IsA("Part") then
if v.Owner.Value ~= nil then
print("Base found!")
v.Owner.Value = plr.Name
plr.alreadyOwnsBase.Value = true
-- get it, jump the loop
break
end
else
print("cannot claim another base")
end
end
end
-- and plr.alreadyOwnsBase.Value is the flag of the result
if plr.alreadyOwnsBase.Value == false then
warn("error")
plr:Kick("error finding base, Please Rejoin.")
end
end
return Functions
and the handler script:
local module = require(script.Functions)
game.Players.PlayerAdded:Connect(function(plr)
local alreadyOwnsBase = Instance.new("BoolValue", plr)
alreadyOwnsBase.Name = "alreadyOwnsBase"
alreadyOwnsBase.Value = false
if plr then
module.findOpenBase(plr)
-- check the flag
if plr.alreadyOwnsBase.Value then
print(plr.Name)
end
end
end)
I need to check if a member exists in a table that isn't at the next level, but along a path of members.
foo = {}
if foo.bar.joe then
print(foo.bar.joe)
end
this will cast an attempt to index field 'bar' (a nil value) because bar isn't defined.
My usual solution is to test the chain, piece-by-piece.
foo = {}
if foo.bar and foo.bar.joe then
print(foo.bar.joe)
end
but this can be very tedious when there are many nested tables. Are there a better way to do this test than piece-by-piece?
I don't understand what you try to mean by "along a path of members". From the example, I assume you are trying to find a value in a "subtable"?
local function search(master, target) --target is a string
for k,v in next, master do
if type(v)=="table" and v[target] then return true end
end
end
A simple example. If you use such a function, you can pass the foo table and the joe string to see if foo.*.joe exists. Hope this helps.
debug.setmetatable(nil, {__index = {}})
foo = {}
print(foo.bar.baz.quux)
print(({}).prd.krt.skrz.drn.zprv.zhlt.hrst.zrn) -- sorry ))
To search for an element that is at any level of a table, I would use a method such as this one:
function exists(tab, element)
local v
for _, v in pairs(tab) do
if v == element then
return true
elseif type(v) == "table" then
return exists(v, element)
end
end
return false
end
testTable = {{"Carrot", {"Mushroom", "Lettuce"}, "Mayonnaise"}, "Cinnamon"}
print(exists(testTable, "Mushroom")) -- true
print(exists(testTable, "Apple")) -- false
print(exists(testTable, "Cinnamon")) -- true
I think you're looking for something along these lines:
local function get(Obj, Field, ...)
if Obj == nil or Field == nil then
return Obj
else
return get(Obj[Field], ...)
end
end
local foo = {x = {y = 7}}
assert(get() == nil)
assert(get(foo) == foo)
assert(get(foo, "x") == foo.x)
assert(get(foo, "x", "y") == 7)
assert(get(foo, "x", "z") == nil)
assert(get(foo, "bar", "joe") == nil)
assert(get(foo, "x", "y") or 41 == 7)
assert(get(foo, "bar", "joe") or 41 == 41)
local Path = {foo, "x", "y"}
assert(get(table.unpack(Path)) == 7)
get simply traverses the given path until a nil is encountered. Seems to do the job. Feel free to think up a better name than "get" though.
As usual, exercise care when combining with or.
I'm impressed by Egor's clever answer, but in general I think we ought to not rely on such hacks.
See also
The 'Safe Table Navigation' patch for Lua 5.2 : http://lua-users.org/wiki/LuaPowerPatches
Lengthy discussion on this matter : http://lua-users.org/lists/lua-l/2010-08/threads.html#00519
Related technique : http://lua-users.org/wiki/AutomagicTables
I suspect something relevant has been implemented in MetaLua, but I can't find at the moment.
If I understood your problem correctly, here's one possibility:
function isField(s)
local t
for key in s:gmatch('[^.]+') do
if t == nil then
if _ENV[ key ] == nil then return false end
t = _ENV[ key ]
else
if t[ key ] == nil then return false end
t = t[ key ]
end
--print(key) --for DEBUGGING
end
return true
end
-- To test
t = {}
t.a = {}
t.a.b = {}
t.a.b.c = 'Found me'
if isField('t.a.b.c') then print(t.a.b.c) else print 'NOT FOUND' end
if isField('t.a.b.c.d') then print(t.a.b.c.d) else print 'NOT FOUND' end
UPDATE: As per cauterite's suggestion, here's a version that also works with locals but has to take two arguments :(
function isField(t,s)
if t == nil then return false end
local t = t
for key in s:gmatch('[^.]+') do
if t[ key ] == nil then return false end
t = t[ key ]
end
return true
end
-- To test
local
t = {}
t.a = {}
t.a.b = {}
t.a.b.c = 'Found me'
if isField(t,'a.b.c') then print(t.a.b.c) else print 'NOT FOUND' end
if isField(t,'a.b.c.d') then print(t.a.b.c.d) else print 'NOT FOUND' end
foo = {}
foo.boo = {}
foo.boo.jeo = {}
foo.boo.joe is foo['boo']['joe'] and so
i make next function
function exist(t)
local words = {}
local command
for i,v in string.gmatch(t, '%w+') do words[#words+1] = i end
command = string.format('a = %s', words[1])
loadstring(command)()
if a == nil then return false end
for count=2, #words do
a = a[words[count]]
if a == nil then return false end
end
a = nil
return true
end
foo = {}
foo.boo = {}
foo.boo.joe = {}
print(exist('foo.boo.joe.b.a'))
using loadstring to make temp variable. my lua ver is 5.1
remove loadstring at 5.2 5.3, instead using load
So I thought of having this for so long, I just don't know where to start. I am new to this language and I keep learning, but kind of hard for me. But I have built my very own custom character which took 2 weeks for me. Anyway, For my question. An example is if I have a button and I click it, a model will be clone and I can drag that model and put it anywhere nearby. What possible method I can use to achieve this?
First things first, I suggest for any future questions, you head over to https://scriptinghelpers.org/
now, on to your question, for cloning the model, you should use mouse.Target.Parent:Clone() or the GetTopParent(mouse.Target) function in my function library (which you can get here; http://www.roblox.com/item.aspx?id=244244638)
then deposit the model into workspace and MakeJoints()
the next step is to move the model, this can be tricky, but the simplest method is model:MoveTo(mouse.Hit.p) on mouse.Moved (but that's a little buggy)
Another method for movement would be to use the Handles class, but I'm not really familiar with it, so you'd have to figure that one out on your own.
To make the first method less buggy, I'd suggest something along the lines of
model:MoveTo(mouse.Hit.p.X, mouse.Target.Position.Y + (model:GetExtentsSize().Y / 2), mouse.Hit.p.Z)
but you'd have to set up the mouse to ignore the model, which I can't really help with.
A really good place to start is to search the free models in Studio Toolbox for a 'Dragger Tool' or 'Model Dragger Tool' and then use the script inside to get started creating your own. I have learned to create my own custom draggers by doing this and it is way easier than you may think at first. Once you find a good dragger tool to borrow code from, if you need to enhance it, you can find the dragger api in the Roblox Wiki to help you further customize it to your specific needs.
http://wiki.roblox.com/index.php?title=API:Class/Dragger
EDIT: So here's the first dragger script that showed when I searched. It will drag models and parts but you will have to edit it to meet your requirements using the dragger api. Create a Tool in player.BackPack then create a LocalScript inside the Tool then copy and paste the code below into the LocalScript, and that will get you started.
local Tool = script.Parent
enabled = true
local origTexture = Tool.TextureId
game:GetService("ContentProvider"):Preload("rbxasset://icons/freemove_sel.png")
local selectionBox
local currentSelection
local currentSelectionColors = {}
local selectionLasso
local inGui = false
local inPalette = false
local lockTime = 0
function canSelectObject(part)
return part and not (part.Locked) and (part.Position - script.Parent.Parent.Head.Position).Magnitude < 60
end
function findModel(part)
while part ~= nil do
if part.className == "Model" then
return part
end
part = part.Parent
end
return nil
end
function startDrag(mousePart, hitPoint, collection)
dragger = Instance.new("Dragger")
pcall(function() dragger:MouseDown(mousePart, hitPoint, collection) end)
end
function collectBaseParts(object, collection)
if object:IsA("BasePart") then
collection[#collection+1] = object
end
for index,child in pairs(object:GetChildren()) do
collectBaseParts(child, collection)
end
end
function onMouseDown(mouse)
mouse.Icon ="rbxasset://textures\\GrabRotateCursor.png"
local part = mouse.Target
if canSelectObject(part) then
local hitPoint = mouse.Hit:toObjectSpace(part.CFrame).p
if trySelection(part) then
local instances = {}
collectBaseParts(currentSelection, instances)
startDrag(part, hitPoint, instances)
return
end
end
--Clear the selection if we weren't able to lock succesfullu
onMouseUp(mouse)
end
function onMouseUp(mouse)
mouse.Icon ="rbxasset://textures\\GrabCursor.png"
if dragger ~= nil then
pcall(function() dragger:MouseUp() end)
dragger = nil
end
end
function trySelection(part)
if canSelectObject(part) then
selectionLasso.Part = part
local model = findModel(part)
if model then
return setSelection(model)
else
return setSelection(part)
end
else
clearSelection()
return false
end
end
function onKeyDown(key)
if dragger ~= nil then
if key == 'R' or key == 'r' then
dragger:AxisRotate(Enum.Axis.Y)
elseif key == 'T' or key == 't' then
dragger:AxisRotate(Enum.Axis.Z)
end
end
end
local alreadyMoving
function onMouseMove(mouse)
if alreadyMoving then
return
end
alreadyMoving = true
if dragger ~= nil then
--Maintain the lock
if time() - lockTime > 3 then
Instance.Lock(currentSelection)
lockTime = time()
end
--Then drag
pcall(function() dragger:MouseMove(mouse.UnitRay) end)
else
trySelection(mouse.Target)
end
alreadyMoving = false
end
function saveSelectionColor(instance)
if instance:IsA("BasePart") then
currentSelectionColors[instance] = instance.BrickColor
if instance.BrickColor == BrickColor.Blue() then
instance.BrickColor = BrickColor.new("Deep blue")
else
instance.BrickColor = BrickColor.Blue()
end
end
local children = instance:GetChildren()
if children then
for pos, child in pairs(children) do
saveSelectionColor(child)
end
end
end
function setSelection(partOrModel)
if partOrModel ~= currentSelection then
clearSelection()
if Instance.Lock(partOrModel) then
lockTime = time()
currentSelection = partOrModel
saveSelectionColor(currentSelection)
selectionBox.Adornee = currentSelection
return true
end
else
if currentSelection ~= nil then
if time() - lockTime > 2 then
--Maintain the lock
if not(Instance.Lock(currentSelection)) then
--we lost the lock
clearSelection()
return false
else
lockTime = time()
return true
end
else
return true
end
end
end
return false
end
function clearSelection()
if currentSelection ~= nil then
for part, color in pairs(currentSelectionColors) do
part.BrickColor = color
end
selectionBox.Adornee = nil
Instance.Unlock(currentSelection)
end
currentSelectionColors = {}
currentSelection = nil
selectionLasso.Part = nil
selectionBox.Adornee = nil
end
function onEquippedLocal(mouse)
Tool.TextureId = "rbxasset://icons/freemove_sel.png"
local character = script.Parent.Parent
local player = game.Players:GetPlayerFromCharacter(character)
inGui = false
inPalette = false
mouse.Icon ="rbxasset://textures\\GrabCursor.png"
mouse.Button1Down:connect(function() onMouseDown(mouse) end)
mouse.Button1Up:connect(function() onMouseUp(mouse) end)
mouse.Move:connect(function() onMouseMove(mouse) end)
mouse.KeyDown:connect(function(string) onKeyDown(string) end)
selectionBox = Instance.new("SelectionBox")
selectionBox.Name = "Model Delete Selection"
selectionBox.Color = BrickColor.Blue()
selectionBox.Adornee = nil
selectionBox.Parent = player.PlayerGui
selectionLasso = Instance.new("SelectionPartLasso")
selectionLasso.Name = "Model Drag Lasso"
selectionLasso.Humanoid = character.Humanoid
selectionLasso.archivable = false
selectionLasso.Visible = true
selectionLasso.Parent = game.workspace
selectionLasso.Color = BrickColor.Blue()
alreadyMoving = false
end
function onUnequippedLocal()
Tool.TextureId = origTexture
clearSelection()
selectionBox:Remove()
selectionLasso:Remove()
end
Tool.Equipped:connect(onEquippedLocal)
Tool.Unequipped:connect(onUnequippedLocal)