Authentication flow: move construction, slim down classes (#5312)
- Remove extra members in ForgeHandshake
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@@ -121,8 +121,8 @@ public: // tolua_export
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/** Authenticates the specified user with the bungee proxy server */
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bool BungeeAuthenticate();
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/** Authenticates the specified user, called by cAuthenticator */
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void Authenticate(const AString & a_Name, const cUUID & a_UUID, const Json::Value & a_Properties);
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/** Authenticates ourselves, called by cAuthenticator supplying player details from Mojang. */
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void Authenticate(AString && a_Name, const cUUID & a_UUID, Json::Value && a_Properties);
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/** Sends a set number of new chunks to the player on every invocation, until all chunks in the view distance have been sent. */
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void StreamNextChunks();
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@@ -276,20 +276,20 @@ public: // tolua_export
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const AStringMap & GetForgeMods(void) const { return m_ForgeMods; }
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/** Returns true if the client is modded with Forge. */
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bool IsForgeClient(void) const { return m_ForgeHandshake.m_IsForgeClient; }
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bool IsForgeClient(void) const { return m_ForgeHandshake.IsForgeClient; }
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// tolua_end
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/** Add the Forge mod list to the server ping response. */
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void ForgeAugmentServerListPing(Json::Value & a_Response)
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{
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m_ForgeHandshake.AugmentServerListPing(a_Response);
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m_ForgeHandshake.AugmentServerListPing(*this, a_Response);
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}
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/** Mark a client connection as using Forge. Set by the protocol. */
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void SetIsForgeClient()
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{
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m_ForgeHandshake.m_IsForgeClient = true;
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m_ForgeHandshake.IsForgeClient = true;
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}
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/** Returns true if the client wants the chunk specified to be sent (in m_ChunksToSend) */
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@@ -418,8 +418,6 @@ public: // tolua_export
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private:
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friend class cServer; // Needs access to SetSelf()
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friend class cForgeHandshake; // Needs access to FinishAuthenticate()
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/** The type used for storing the names of registered plugin channels. */
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@@ -573,7 +571,7 @@ private:
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float m_BreakProgress;
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/** Finish logging the user in after authenticating. */
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void FinishAuthenticate(const AString & a_Name, const cUUID & a_UUID, const Json::Value & a_Properties);
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void FinishAuthenticate();
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/** Returns true if the rate block interactions is within a reasonable limit (bot protection) */
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bool CheckBlockInteractionsRate(void);
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