diff options
Diffstat (limited to 'src/Server.h')
-rw-r--r-- | src/Server.h | 45 |
1 files changed, 36 insertions, 9 deletions
diff --git a/src/Server.h b/src/Server.h index 3d76c8ccf..b03359f03 100644 --- a/src/Server.h +++ b/src/Server.h @@ -37,18 +37,23 @@ class cPlayer; class cClientHandle; class cIniFile; -class cCommandOutputCallback ; +class cCommandOutputCallback; typedef std::list<cClientHandle *> cClientHandleList; +namespace Json +{ + class Value; +} -class cServer // tolua_export + +class cServer // tolua_export : public cListenThread::cCallback -{ // tolua_export -public: // tolua_export +{ // tolua_export +public: // tolua_export virtual ~cServer() {} bool InitServer(cIniFile & a_SettingsIni); @@ -83,7 +88,9 @@ public: // tolua_export void Shutdown(void); void KickUser(int a_ClientID, const AString & a_Reason); - void AuthenticateUser(int a_ClientID, const AString & a_Name, const AString & a_UUID); // Called by cAuthenticator to auth the specified user + + /** Authenticates the specified user, called by cAuthenticator */ + void AuthenticateUser(int a_ClientID, const AString & a_Name, const AString & a_UUID, const Json::Value & a_Properties); const AString & GetServerID(void) const { return m_ServerID; } // tolua_export @@ -112,11 +119,21 @@ public: // tolua_export cRsaPrivateKey & GetPrivateKey(void) { return m_PrivateKey; } const AString & GetPublicKeyDER(void) const { return m_PublicKeyDER; } + /** Returns true if authentication has been turned on in server settings. */ bool ShouldAuthenticate(void) const { return m_ShouldAuthenticate; } + /** Returns true if offline UUIDs should be used to load data for players whose normal UUIDs cannot be found. + Loaded from the settings.ini [PlayerData].LoadOfflinePlayerData setting. */ + bool ShouldLoadOfflinePlayerData(void) const { return m_ShouldLoadOfflinePlayerData; } + + /** Returns true if old-style playernames should be used to load data for players whose regular datafiles cannot be found. + This allows a seamless transition from name-based to UUID-based player storage. + Loaded from the settings.ini [PlayerData].LoadNamedPlayerData setting. */ + bool ShouldLoadNamedPlayerData(void) const { return m_ShouldLoadNamedPlayerData; } + private: - friend class cRoot; // so cRoot can create and destroy cServer + friend class cRoot; // so cRoot can create and destroy cServer /** When NotifyClientWrite() is called, it is queued for this thread to process (to avoid deadlocks between cSocketThreads, cClientHandle and cChunkMap) */ class cNotifyWriteThread : @@ -132,7 +149,7 @@ private: virtual void Execute(void); - public: + public: cNotifyWriteThread(void); ~cNotifyWriteThread(); @@ -177,7 +194,7 @@ private: int m_ClientViewDistance; // The default view distance for clients; settable in Settings.ini - bool m_bIsConnected; // true - connected false - not connected + bool m_bIsConnected; // true - connected false - not connected bool m_bRestarting; @@ -204,6 +221,16 @@ private: This setting is the same as the "online-mode" setting in Vanilla. */ bool m_ShouldAuthenticate; + /** True if offline UUIDs should be used to load data for players whose normal UUIDs cannot be found. + This allows transitions from an offline (no-auth) server to an online one. + Loaded from the settings.ini [PlayerData].LoadOfflinePlayerData setting. */ + bool m_ShouldLoadOfflinePlayerData; + + /** True if old-style playernames should be used to load data for players whose regular datafiles cannot be found. + This allows a seamless transition from name-based to UUID-based player storage. + Loaded from the settings.ini [PlayerData].LoadNamedPlayerData setting. */ + bool m_ShouldLoadNamedPlayerData; + cServer(void); @@ -217,7 +244,7 @@ private: // cListenThread::cCallback overrides: virtual void OnConnectionAccepted(cSocket & a_Socket) override; -}; // tolua_export +}; // tolua_export |