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author | Mattes D <github@xoft.cz> | 2014-04-15 08:16:16 +0200 |
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committer | Mattes D <github@xoft.cz> | 2014-04-15 08:16:16 +0200 |
commit | 112dd2c5ec60b55807f73ada7057488a98e769a5 (patch) | |
tree | 7fe960574b01b1bc1b76327a3f163fd2f69d06ce /src/ClientHandle.h | |
parent | ProtoProxy: Fixed weird gcc compilation errors. (diff) | |
parent | Implemented the 1.7.6 protocol and authenticator. (diff) | |
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Diffstat (limited to 'src/ClientHandle.h')
-rw-r--r-- | src/ClientHandle.h | 17 |
1 files changed, 16 insertions, 1 deletions
diff --git a/src/ClientHandle.h b/src/ClientHandle.h index 0c367ec7d..12e0256de 100644 --- a/src/ClientHandle.h +++ b/src/ClientHandle.h @@ -62,8 +62,22 @@ public: cPlayer* GetPlayer() { return m_Player; } // tolua_export + const AString & GetUUID(void) const { return m_UUID; } // tolua_export + void SetUUID(const AString & a_UUID) { m_UUID = a_UUID; } + + /** Generates an UUID based on the username stored for this client, and stores it in the m_UUID member. + This is used for the offline (non-auth) mode, when there's no UUID source. + Each username generates a unique and constant UUID, so that when the player reconnects with the same name, their UUID is the same. + Internally calls the GenerateOfflineUUID static function. */ + void GenerateOfflineUUID(void); + + /** Generates an UUID based on the player name provided. + This is used for the offline (non-auth) mode, when there's no UUID source. + Each username generates a unique and constant UUID, so that when the player reconnects with the same name, their UUID is the same. */ + static AString GenerateOfflineUUID(const AString & a_Username); // tolua_export + void Kick(const AString & a_Reason); // tolua_export - void Authenticate(void); // Called by cAuthenticator when the user passes authentication + void Authenticate(const AString & a_Name, const AString & a_UUID); // Called by cAuthenticator when the user passes authentication void StreamChunks(void); @@ -326,6 +340,7 @@ private: static int s_ClientCount; int m_UniqueID; + AString m_UUID; /** Set to true when the chunk where the player is is sent to the client. Used for spawning the player */ bool m_HasSentPlayerChunk; |