Added server side setting to allow the requirement of a client id from clients.
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parent
94942e1a92
commit
bc99024e4f
8 changed files with 18 additions and 5 deletions
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@ -316,6 +316,9 @@ void MainWindow::loginError(Response::ResponseCode r, QString reasonStr, quint32
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actRegister();
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}
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break;
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case Response::RespClientIdRequired:
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QMessageBox::critical(this, tr("Error"), tr("This server requires client ID's. Your client is either failing to generate an ID or you are running a modified client.\nPlease close and reopen your client to try again."));
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break;
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case Response::RespAccountNotActivated: {
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bool ok = false;
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QString token = QInputDialog::getText(this, tr("Account activation"), tr("Your account has not been activated yet.\nYou need to provide the activation token received in the activation email"), QLineEdit::Normal, QString(), &ok);
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@ -35,7 +35,7 @@ message Response {
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RespActivationAccepted = 31; // Server accepted a reg user activation token
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RespActivationFailed = 32; // Server didn't accept a reg user activation token
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RespRegistrationAcceptedNeedsActivation = 33; // Server accepted cient registration, but it will need token activation
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RespClientIDRequired = 34; // Server requires client to generate and send its client id before allowing access
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RespClientIdRequired = 34; // Server requires client to generate and send its client id before allowing access
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}
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enum ResponseType {
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JOIN_ROOM = 1000;
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@ -172,6 +172,8 @@ AuthenticationResult Server::loginUser(Server_ProtocolHandler *session, QString
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if (clientid.isEmpty()){
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// client id is empty, either out dated client or client has been modified
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if (getClientIdRequired())
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return ClientIdRequired;
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}
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else {
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// update users database table with client id
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@ -28,7 +28,7 @@ class GameEventContainer;
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class CommandContainer;
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class Command_JoinGame;
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enum AuthenticationResult { NotLoggedIn, PasswordRight, UnknownUser, WouldOverwriteOldSession, UserIsBanned, UsernameInvalid, RegistrationRequired, UserIsInactive };
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enum AuthenticationResult { NotLoggedIn, PasswordRight, UnknownUser, WouldOverwriteOldSession, UserIsBanned, UsernameInvalid, RegistrationRequired, UserIsInactive, ClientIdRequired };
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class Server : public QObject
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{
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@ -56,6 +56,7 @@ public:
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virtual QString getLoginMessage() const { return QString(); }
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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 int getPingClockInterval() const { return 0; }
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virtual int getMaxGameInactivityTime() const { return 9999999; }
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virtual int getMaxPlayerInactivityTime() const { return 9999999; }
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@ -409,6 +409,7 @@ Response::ResponseCode Server_ProtocolHandler::cmdLogin(const Command_Login &cmd
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return Response::RespUsernameInvalid;
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}
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case RegistrationRequired: return Response::RespRegistrationRequired;
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case ClientIdRequired: return Response::RespClientIdRequired;
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case UserIsInactive: return Response::RespAccountNotActivated;
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default: authState = res;
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}
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@ -46,6 +46,9 @@ clientkeepalive=1
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; considered disconnected; default is 15
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max_player_inactivity_time=15
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; More modern clients generate client IDs based on specific client side information. Enable this option to
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' require that clients report the client ID in order to log into the server. Default is false
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requireclientid=false
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[authentication]
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@ -142,6 +142,7 @@ bool Servatrice::initServer()
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{
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serverName = settingsCache->value("server/name", "My Cockatrice server").toString();
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serverId = settingsCache->value("server/id", 0).toInt();
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clientIdRequired = settingsCache->value("server/requireclientid",0).toBool();
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bool regServerOnly = settingsCache->value("authentication/regonly", 0).toBool();
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const QString authenticationMethodStr = settingsCache->value("authentication/method").toString();
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@ -161,6 +162,7 @@ bool Servatrice::initServer()
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authenticationMethod = AuthenticationNone;
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}
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qDebug() << "Client ID Required: " << clientIdRequired;
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bool maxUserLimitEnabled = settingsCache->value("security/enable_max_user_limit", false).toBool();
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qDebug() << "Maximum user limit enabled: " << maxUserLimitEnabled;
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@ -120,7 +120,7 @@ private:
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QString shutdownReason;
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int shutdownMinutes;
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QTimer *shutdownTimer;
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bool isFirstShutdownMessage;
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bool isFirstShutdownMessage, clientIdRequired;
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mutable QMutex serverListMutex;
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QList<ServerProperties> serverList;
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@ -137,6 +137,7 @@ public:
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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 getGameShouldPing() const { return true; }
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bool getClientIdRequired() const { return clientIdRequired; }
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int getPingClockInterval() const { return pingClockInterval; }
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int getMaxGameInactivityTime() const { return maxGameInactivityTime; }
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int getMaxPlayerInactivityTime() const { return maxPlayerInactivityTime; }
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