Fix #1351 - Server ignores only-reg if in "none" auth mode.
When in none auth mode, registered users don't exist; hence the setting
makes the game impossible to join.
Normally the setting would be greyed out when the user is unregistered,
but commit 475c54bf
introduced a new edge case where the stored setting
would apply to the field even if the user is unregistered, making the
setting possible to apply in no-reg mode. Regardless, any client could
have done this, not just the default cockatrice.
The server side fix should prevent all issues in the future.
This commit is contained in:
parent
ea9e966330
commit
6170c9037f
4 changed files with 12 additions and 2 deletions
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@ -114,7 +114,13 @@ DlgCreateGame::DlgCreateGame(TabRoom *_room, const QMap<int, QString> &_gameType
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descriptionEdit->setText(settingsCache->getGameDescription());
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maxPlayersEdit->setValue(settingsCache->getMaxPlayers());
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onlyBuddiesCheckBox->setChecked(settingsCache->getOnlyBuddies());
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onlyRegisteredCheckBox->setChecked(settingsCache->getOnlyRegistered());
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if (room && room->getUserInfo()->user_level() & ServerInfo_User::IsRegistered)
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{
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onlyRegisteredCheckBox->setChecked(settingsCache->getOnlyRegistered());
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} else {
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onlyBuddiesCheckBox->setEnabled(false);
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onlyRegisteredCheckBox->setEnabled(false);
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}
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spectatorsAllowedCheckBox->setChecked(settingsCache->getSpectatorsAllowed());
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spectatorsNeedPasswordCheckBox->setChecked(settingsCache->getSpectatorsNeedPassword());
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spectatorsCanTalkCheckBox->setChecked(settingsCache->getSpectatorsCanTalk());
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@ -55,6 +55,7 @@ public:
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void removeClient(Server_ProtocolHandler *player);
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virtual QString getLoginMessage() const { return QString(); }
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virtual bool permitUnregisteredUsers() const { return true; }
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virtual bool getGameShouldPing() const { return false; }
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virtual bool getClientIdRequired() const { return false; }
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virtual bool getRegOnlyServer() const { return false; }
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@ -636,7 +636,9 @@ Response::ResponseCode Server_ProtocolHandler::cmdCreateGame(const Command_Creat
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if (description.size() > 60)
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description = description.left(60);
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Server_Game *game = new Server_Game(copyUserInfo(false), gameId, description, QString::fromStdString(cmd.password()), cmd.max_players(), gameTypes, cmd.only_buddies(), cmd.only_registered(), cmd.spectators_allowed(), cmd.spectators_need_password(), cmd.spectators_can_talk(), cmd.spectators_see_everything(), room);
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// When server doesn't permit registered users to exist, do not honor only-reg setting
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bool onlyRegisteredUsers = cmd.only_registered() && (server->permitUnregisteredUsers());
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Server_Game *game = new Server_Game(copyUserInfo(false), gameId, description, QString::fromStdString(cmd.password()), cmd.max_players(), gameTypes, cmd.only_buddies(), onlyRegisteredUsers, cmd.spectators_allowed(), cmd.spectators_need_password(), cmd.spectators_can_talk(), cmd.spectators_see_everything(), room);
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game->addPlayer(this, rc, false, false);
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room->addGame(game);
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@ -136,6 +136,7 @@ public:
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bool initServer();
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QString getServerName() const { return serverName; }
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QString getLoginMessage() const { QMutexLocker locker(&loginMessageMutex); return loginMessage; }
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bool permitUnregisteredUsers() const { return authenticationMethod != AuthenticationNone; }
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bool getGameShouldPing() const { return true; }
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bool getClientIdRequired() const { return clientIdRequired; }
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bool getRegOnlyServer() const { return regServerOnly; }
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