Player data loading cleanup
* Kick player if data were corrupt to avoid making it worse
This commit is contained in:
19
src/Server.h
19
src/Server.h
@@ -141,15 +141,6 @@ public:
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/** Returns true if limit for number of block changes per tick by a player has been turned on in server settings. */
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bool ShouldLimitPlayerBlockChanges(void) const { return m_ShouldLimitPlayerBlockChanges; }
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/** Returns true if offline UUIDs should be used to load data for players whose normal UUIDs cannot be found.
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Loaded from the settings.ini [PlayerData].LoadOfflinePlayerData setting. */
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bool ShouldLoadOfflinePlayerData(void) const { return m_ShouldLoadOfflinePlayerData; }
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/** Returns true if old-style playernames should be used to load data for players whose regular datafiles cannot be found.
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This allows a seamless transition from name-based to UUID-based player storage.
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Loaded from the settings.ini [PlayerData].LoadNamedPlayerData setting. */
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bool ShouldLoadNamedPlayerData(void) const { return m_ShouldLoadNamedPlayerData; }
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/** Returns true if BungeeCord logins (that specify the player's UUID) are allowed.
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Read from settings, admins should set this to true only when they chain to BungeeCord,
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it makes the server vulnerable to identity theft through direct connections. */
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@@ -243,16 +234,6 @@ private:
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/** True if limit for number of block changes per tick by a player should be enabled. */
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bool m_ShouldLimitPlayerBlockChanges;
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/** True if offline UUIDs should be used to load data for players whose normal UUIDs cannot be found.
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This allows transitions from an offline (no-auth) server to an online one.
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Loaded from the settings.ini [PlayerData].LoadOfflinePlayerData setting. */
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bool m_ShouldLoadOfflinePlayerData;
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/** True if old-style playernames should be used to load data for players whose regular datafiles cannot be found.
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This allows a seamless transition from name-based to UUID-based player storage.
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Loaded from the settings.ini [PlayerData].LoadNamedPlayerData setting. */
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bool m_ShouldLoadNamedPlayerData;
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/** True if BungeeCord handshake packets (with player UUID) should be accepted. */
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bool m_ShouldAllowBungeeCord;
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