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authorjfhumann <j.f.humann@gmail.com>2014-04-18 21:44:58 +0200
committerjfhumann <j.f.humann@gmail.com>2014-04-18 21:44:58 +0200
commit67344a378210b1f9c21a50f02e1ff2459be66d5f (patch)
treed775281489827d49139ee3e23fba87a1d079cf89 /src/ClientHandle.cpp
parentDid some static analysis, fixed some bugs and optimized a lot of code (diff)
parentAdded performance test of the nether fort generator. (diff)
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Diffstat (limited to '')
-rw-r--r--src/ClientHandle.cpp62
1 files changed, 53 insertions, 9 deletions
diff --git a/src/ClientHandle.cpp b/src/ClientHandle.cpp
index c0df49827..a61d26503 100644
--- a/src/ClientHandle.cpp
+++ b/src/ClientHandle.cpp
@@ -24,13 +24,15 @@
#include "Root.h"
-#include "Authenticator.h"
+#include "Protocol/Authenticator.h"
#include "MersenneTwister.h"
#include "Protocol/ProtocolRecognizer.h"
#include "CompositeChat.h"
#include "Items/ItemSword.h"
+#include "md5/md5.h"
+
/** Maximum number of explosions to send this tick, server will start dropping if exceeded */
@@ -175,6 +177,39 @@ void cClientHandle::Destroy(void)
+void cClientHandle::GenerateOfflineUUID(void)
+{
+ m_UUID = GenerateOfflineUUID(m_Username);
+}
+
+
+
+
+
+AString cClientHandle::GenerateOfflineUUID(const AString & a_Username)
+{
+ // Proper format for a version 3 UUID is:
+ // xxxxxxxx-xxxx-3xxx-yxxx-xxxxxxxxxxxx where x is any hexadecimal digit and y is one of 8, 9, A, or B
+
+ // Generate an md5 checksum, and use it as base for the ID:
+ MD5 Checksum(a_Username);
+ AString UUID = Checksum.hexdigest();
+ UUID[12] = '3'; // Version 3 UUID
+ UUID[16] = '8'; // Variant 1 UUID
+
+ // Now the digest doesn't have the UUID slashes, but the client requires them, so add them into the appropriate positions:
+ UUID.insert(8, "-");
+ UUID.insert(13, "-");
+ UUID.insert(18, "-");
+ UUID.insert(23, "-");
+
+ return UUID;
+}
+
+
+
+
+
void cClientHandle::Kick(const AString & a_Reason)
{
if (m_State >= csAuthenticating) // Don't log pings
@@ -188,7 +223,7 @@ void cClientHandle::Kick(const AString & a_Reason)
-void cClientHandle::Authenticate(void)
+void cClientHandle::Authenticate(const AString & a_Name, const AString & a_UUID)
{
if (m_State != csAuthenticating)
{
@@ -197,6 +232,12 @@ void cClientHandle::Authenticate(void)
ASSERT( m_Player == NULL );
+ m_Username = a_Name;
+ m_UUID = a_UUID;
+
+ // Send login success (if the protocol supports it):
+ m_Protocol->SendLoginSuccess();
+
// Spawn player (only serversided, so data is loaded)
m_Player = new cPlayer(this, GetUsername());
@@ -1679,13 +1720,16 @@ void cClientHandle::Tick(float a_Dt)
}
// Send a ping packet:
- cTimer t1;
- if (m_LastPingTime + cClientHandle::PING_TIME_MS <= t1.GetNowTime())
+ if (m_State == csPlaying)
{
- m_PingID++;
- m_PingStartTime = t1.GetNowTime();
- m_Protocol->SendKeepAlive(m_PingID);
- m_LastPingTime = m_PingStartTime;
+ cTimer t1;
+ if ((m_LastPingTime + cClientHandle::PING_TIME_MS <= t1.GetNowTime()))
+ {
+ m_PingID++;
+ m_PingStartTime = t1.GetNowTime();
+ m_Protocol->SendKeepAlive(m_PingID);
+ m_LastPingTime = m_PingStartTime;
+ }
}
// Handle block break animation:
@@ -2103,7 +2147,7 @@ void cClientHandle::SendExplosion(double a_BlockX, double a_BlockY, double a_Blo
}
// Update the statistics:
- m_NumExplosionsThisTick += 1;
+ m_NumExplosionsThisTick++;
m_Protocol->SendExplosion(a_BlockX, a_BlockY, a_BlockZ, a_Radius, a_BlocksAffected, a_PlayerMotion);
}