Player data loading cleanup
* Kick player if data were corrupt to avoid making it worse
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@@ -90,12 +90,6 @@ public: // tolua_export
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and the results are passed to MCS running in offline mode. */
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void SetProperties(const Json::Value & a_Properties) { m_Properties = a_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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Each username generates a unique and constant UUID, so that when the player reconnects with the same name, their UUID is the same.
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Internally calls the GenerateOfflineUUID static function. */
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void GenerateOfflineUUID(void);
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/** Generates an UUID based on the player name provided.
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This is used for the offline (non-auth) mode, when there's no UUID source.
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Each username generates a unique and constant UUID, so that when the player reconnects with the same name, their UUID is the same. */
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