Store properties as Json::Value
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@@ -20,6 +20,7 @@
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#include "Map.h"
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#include "Enchantments.h"
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#include "UI/SlotArea.h"
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#include "json/json.h"
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@@ -68,7 +69,7 @@ public:
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const AString & GetUUID(void) const { return m_UUID; } // tolua_export
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void SetUUID(const AString & a_UUID) { m_UUID = a_UUID; }
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const AString & GetProperties(void) const { return m_Properties; }
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const Json::Value & GetProperties(void) const { return m_Properties; }
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/** Generates an UUID based on the username stored for this client, and stores it in the m_UUID member.
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This is used for the offline (non-auth) mode, when there's no UUID source.
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@@ -93,8 +94,10 @@ public:
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static AString FormatChatPrefix(bool ShouldAppendChatPrefixes, AString a_ChatPrefixS, AString m_Color1, AString m_Color2);
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void Kick(const AString & a_Reason); // tolua_export
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void Authenticate(const AString & a_Name, const AString & a_UUID, const AString & a_Properties); // Called by cAuthenticator when the user passes authentication
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void Kick(const AString & a_Reason); // tolua_export
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/** Authenticates the specified user, called by cAuthenticator */
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void Authenticate(const AString & a_Name, const AString & a_UUID, const Json::Value & a_Properties);
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void StreamChunks(void);
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@@ -282,7 +285,7 @@ private:
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AString m_Username;
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AString m_Password;
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AString m_Properties;
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Json::Value m_Properties;
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cCriticalSection m_CSChunkLists;
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cChunkCoordsList m_LoadedChunks; // Chunks that the player belongs to
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