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author | lapayo94@gmail.com <lapayo94@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6> | 2012-07-10 09:16:42 +0200 |
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committer | lapayo94@gmail.com <lapayo94@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6> | 2012-07-10 09:16:42 +0200 |
commit | 7276cc0f9b965aef7f2ead624b5d38579ba198d5 (patch) | |
tree | 9faea759de9df94873fb710148cdd67c06c58307 /source | |
parent | Removed some debug messages and removed an old file (diff) | |
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Diffstat (limited to 'source')
-rw-r--r-- | source/cAuthenticator.cpp | 15 |
1 files changed, 8 insertions, 7 deletions
diff --git a/source/cAuthenticator.cpp b/source/cAuthenticator.cpp index 268514940..d34758c34 100644 --- a/source/cAuthenticator.cpp +++ b/source/cAuthenticator.cpp @@ -163,10 +163,10 @@ bool cAuthenticator::AuthFromAddress(const AString & a_Server, const AString & a Link.SendMessage( AString( "GET " + a_Address + " HTTP/1.1\r\n" ).c_str()); Link.SendMessage( AString( "User-Agent: MCServer\r\n" ).c_str()); - // FIXME: AString( "Host: %s\r\n", a_Server.c_str() ).c_str() doesn't work. Causes segfault. - Link.SendMessage( AString( "Host: session.minecraft.net\r\n" ).c_str()); + Link.SendMessage( AString( "Host: " + a_Server + "\r\n" ).c_str()); + //Link.SendMessage( AString( "Host: session.minecraft.net\r\n" ).c_str()); Link.SendMessage( AString( "Accept: */*\r\n" ).c_str()); - Link.SendMessage( AString( "Connection: keep-alive\r\n" ).c_str()); + Link.SendMessage( AString( "Connection: close\r\n" ).c_str()); //Close so we donīt have to mess with the Content-Length :) Link.SendMessage( AString( "\r\n" ).c_str()); AString DataRecvd; Link.ReceiveData(DataRecvd); @@ -266,14 +266,15 @@ bool cAuthenticator::AuthFromAddress(const AString & a_Server, const AString & a std::string Result; ss >> Result; LOGINFO("Got result: %s", Result.c_str()); - // if (Result.compare("YES") == 0) - // TODO: I'm assuming the only response containing 3 letters is "YES", but proper reading of the return code - // would be preferred. - if (Result.compare("3") == 0) // FIXME: Quick and dirty hack to support auth + //if (Result.compare("3") == 0) // FIXME: Quick and dirty hack to support auth + //Lapayo: Wtf 3? + if (Result.compare("YES") == 0) //Works well { LOGINFO("Result was \"YES\", so player is authenticated!"); return true; } + + LOGINFO("Result was \"%s\", so player is NOT authenticated!", Result.c_str()); return false; } |