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author | daniel0916 <theschokolps@gmail.com> | 2014-04-16 14:31:02 +0200 |
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committer | daniel0916 <theschokolps@gmail.com> | 2014-04-16 14:31:02 +0200 |
commit | 5a9acb7eb6eef293dc53cfe916c74f5cfa069db4 (patch) | |
tree | 8e0b29c5f0240ac0961e69b905921243130d0258 /src/ClientHandle.h | |
parent | Fixed merge conflict (diff) | |
parent | Attempted fix for the client crash with the new protocols. (diff) | |
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Diffstat (limited to '')
-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 f6d0af3b4..8bba0d27c 100644 --- a/src/ClientHandle.h +++ b/src/ClientHandle.h @@ -64,8 +64,22 @@ 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); @@ -334,6 +348,7 @@ 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; |