Implemented the 1.7.6 protocol and authenticator.
Server works both in online and offline modes with 1.7.9.
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@@ -178,21 +178,32 @@ void cClientHandle::Destroy(void)
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void cClientHandle::GenerateOfflineUUID(void)
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{
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m_UUID = GenerateOfflineUUID(m_Username);
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}
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AString cClientHandle::GenerateOfflineUUID(const AString & a_Username)
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{
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// Proper format for a version 3 UUID is:
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// xxxxxxxx-xxxx-3xxx-yxxx-xxxxxxxxxxxx where x is any hexadecimal digit and y is one of 8, 9, A, or B
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// Generate an md5 checksum, and use it as base for the ID:
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MD5 Checksum(m_Username);
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m_UUID = Checksum.hexdigest();
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m_UUID[12] = '3'; // Version 3 UUID
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m_UUID[16] = '8'; // Variant 1 UUID
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MD5 Checksum(a_Username);
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AString UUID = Checksum.hexdigest();
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UUID[12] = '3'; // Version 3 UUID
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UUID[16] = '8'; // Variant 1 UUID
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// Now the digest doesn't have the UUID slashes, but the client requires them, so add them into the appropriate positions:
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m_UUID.insert(8, "-");
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m_UUID.insert(13, "-");
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m_UUID.insert(18, "-");
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m_UUID.insert(23, "-");
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UUID.insert(8, "-");
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UUID.insert(13, "-");
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UUID.insert(18, "-");
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UUID.insert(23, "-");
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return UUID;
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}
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@@ -223,6 +234,9 @@ void cClientHandle::Authenticate(const AString & a_Name, const AString & a_UUID)
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m_Username = a_Name;
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m_UUID = a_UUID;
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// Send login success (if the protocol supports it):
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m_Protocol->SendLoginSuccess();
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// Spawn player (only serversided, so data is loaded)
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m_Player = new cPlayer(this, GetUsername());
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