Added server side setting to allow the requirement of a client id from clients.

This commit is contained in:
woogerboy21 2015-08-07 15:52:55 -04:00
parent 94942e1a92
commit bc99024e4f
8 changed files with 18 additions and 5 deletions

View file

@ -316,6 +316,9 @@ void MainWindow::loginError(Response::ResponseCode r, QString reasonStr, quint32
actRegister();
}
break;
case Response::RespClientIdRequired:
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."));
break;
case Response::RespAccountNotActivated: {
bool ok = false;
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);

View file

@ -35,7 +35,7 @@ message Response {
RespActivationAccepted = 31; // Server accepted a reg user activation token
RespActivationFailed = 32; // Server didn't accept a reg user activation token
RespRegistrationAcceptedNeedsActivation = 33; // Server accepted cient registration, but it will need token activation
RespClientIDRequired = 34; // Server requires client to generate and send its client id before allowing access
RespClientIdRequired = 34; // Server requires client to generate and send its client id before allowing access
}
enum ResponseType {
JOIN_ROOM = 1000;

View file

@ -172,6 +172,8 @@ AuthenticationResult Server::loginUser(Server_ProtocolHandler *session, QString
if (clientid.isEmpty()){
// client id is empty, either out dated client or client has been modified
if (getClientIdRequired())
return ClientIdRequired;
}
else {
// update users database table with client id

View file

@ -28,7 +28,7 @@ class GameEventContainer;
class CommandContainer;
class Command_JoinGame;
enum AuthenticationResult { NotLoggedIn, PasswordRight, UnknownUser, WouldOverwriteOldSession, UserIsBanned, UsernameInvalid, RegistrationRequired, UserIsInactive };
enum AuthenticationResult { NotLoggedIn, PasswordRight, UnknownUser, WouldOverwriteOldSession, UserIsBanned, UsernameInvalid, RegistrationRequired, UserIsInactive, ClientIdRequired };
class Server : public QObject
{
@ -56,6 +56,7 @@ public:
virtual QString getLoginMessage() const { return QString(); }
virtual bool getGameShouldPing() const { return false; }
virtual bool getClientIdRequired() const { return false; }
virtual int getPingClockInterval() const { return 0; }
virtual int getMaxGameInactivityTime() const { return 9999999; }
virtual int getMaxPlayerInactivityTime() const { return 9999999; }

View file

@ -409,6 +409,7 @@ Response::ResponseCode Server_ProtocolHandler::cmdLogin(const Command_Login &cmd
return Response::RespUsernameInvalid;
}
case RegistrationRequired: return Response::RespRegistrationRequired;
case ClientIdRequired: return Response::RespClientIdRequired;
case UserIsInactive: return Response::RespAccountNotActivated;
default: authState = res;
}

View file

@ -46,6 +46,9 @@ clientkeepalive=1
; considered disconnected; default is 15
max_player_inactivity_time=15
; More modern clients generate client IDs based on specific client side information. Enable this option to
' require that clients report the client ID in order to log into the server. Default is false
requireclientid=false
[authentication]

View file

@ -142,6 +142,7 @@ bool Servatrice::initServer()
{
serverName = settingsCache->value("server/name", "My Cockatrice server").toString();
serverId = settingsCache->value("server/id", 0).toInt();
clientIdRequired = settingsCache->value("server/requireclientid",0).toBool();
bool regServerOnly = settingsCache->value("authentication/regonly", 0).toBool();
const QString authenticationMethodStr = settingsCache->value("authentication/method").toString();
@ -161,6 +162,7 @@ bool Servatrice::initServer()
authenticationMethod = AuthenticationNone;
}
qDebug() << "Client ID Required: " << clientIdRequired;
bool maxUserLimitEnabled = settingsCache->value("security/enable_max_user_limit", false).toBool();
qDebug() << "Maximum user limit enabled: " << maxUserLimitEnabled;

View file

@ -120,7 +120,7 @@ private:
QString shutdownReason;
int shutdownMinutes;
QTimer *shutdownTimer;
bool isFirstShutdownMessage;
bool isFirstShutdownMessage, clientIdRequired;
mutable QMutex serverListMutex;
QList<ServerProperties> serverList;
@ -137,6 +137,7 @@ public:
QString getServerName() const { return serverName; }
QString getLoginMessage() const { QMutexLocker locker(&loginMessageMutex); return loginMessage; }
bool getGameShouldPing() const { return true; }
bool getClientIdRequired() const { return clientIdRequired; }
int getPingClockInterval() const { return pingClockInterval; }
int getMaxGameInactivityTime() const { return maxGameInactivityTime; }
int getMaxPlayerInactivityTime() const { return maxPlayerInactivityTime; }