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Authentication flow: move construction, slim down classes (#5312)

- Remove extra members in ForgeHandshake
This commit is contained in:
Tiger Wang
2021-10-02 21:27:32 +01:00
committed by GitHub
parent 0197f25c07
commit 1a0d9450ea
11 changed files with 80 additions and 102 deletions

View File

@@ -121,8 +121,8 @@ public: // tolua_export
/** Authenticates the specified user with the bungee proxy server */
bool BungeeAuthenticate();
/** Authenticates the specified user, called by cAuthenticator */
void Authenticate(const AString & a_Name, const cUUID & a_UUID, const Json::Value & a_Properties);
/** Authenticates ourselves, called by cAuthenticator supplying player details from Mojang. */
void Authenticate(AString && a_Name, const cUUID & a_UUID, Json::Value && a_Properties);
/** Sends a set number of new chunks to the player on every invocation, until all chunks in the view distance have been sent. */
void StreamNextChunks();
@@ -276,20 +276,20 @@ public: // tolua_export
const AStringMap & GetForgeMods(void) const { return m_ForgeMods; }
/** Returns true if the client is modded with Forge. */
bool IsForgeClient(void) const { return m_ForgeHandshake.m_IsForgeClient; }
bool IsForgeClient(void) const { return m_ForgeHandshake.IsForgeClient; }
// tolua_end
/** Add the Forge mod list to the server ping response. */
void ForgeAugmentServerListPing(Json::Value & a_Response)
{
m_ForgeHandshake.AugmentServerListPing(a_Response);
m_ForgeHandshake.AugmentServerListPing(*this, a_Response);
}
/** Mark a client connection as using Forge. Set by the protocol. */
void SetIsForgeClient()
{
m_ForgeHandshake.m_IsForgeClient = true;
m_ForgeHandshake.IsForgeClient = true;
}
/** Returns true if the client wants the chunk specified to be sent (in m_ChunksToSend) */
@@ -418,8 +418,6 @@ public: // tolua_export
private:
friend class cServer; // Needs access to SetSelf()
friend class cForgeHandshake; // Needs access to FinishAuthenticate()
/** The type used for storing the names of registered plugin channels. */
@@ -573,7 +571,7 @@ private:
float m_BreakProgress;
/** Finish logging the user in after authenticating. */
void FinishAuthenticate(const AString & a_Name, const cUUID & a_UUID, const Json::Value & a_Properties);
void FinishAuthenticate();
/** Returns true if the rate block interactions is within a reasonable limit (bot protection) */
bool CheckBlockInteractionsRate(void);