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Added handshake processing to protocol 1.7.

This fixes #495
This commit is contained in:
madmaxoft 2014-01-13 20:32:15 +01:00
parent 9af16c3f28
commit ada54b79d7
2 changed files with 29 additions and 2 deletions

View File

@ -171,7 +171,13 @@ public:
void HandleCreativeInventory(short a_SlotNum, const cItem & a_HeldItem); void HandleCreativeInventory(short a_SlotNum, const cItem & a_HeldItem);
void HandleDisconnect (const AString & a_Reason); void HandleDisconnect (const AString & a_Reason);
void HandleEntityAction (int a_EntityID, char a_ActionID); void HandleEntityAction (int a_EntityID, char a_ActionID);
/** Called when the protocol handshake has been received (for protocol versions that support it;
otherwise the first instant when a username is received).
Returns true if the player is to be let in, false if they were disconnected
*/
bool HandleHandshake (const AString & a_Username); bool HandleHandshake (const AString & a_Username);
void HandleKeepAlive (int a_KeepAliveID); void HandleKeepAlive (int a_KeepAliveID);
void HandleLeftClick (int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace, char a_Status); void HandleLeftClick (int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace, char a_Status);
void HandlePing (void); void HandlePing (void);

View File

@ -216,8 +216,23 @@ void cProtocol172::SendDestroyEntity(const cEntity & a_Entity)
void cProtocol172::SendDisconnect(const AString & a_Reason) void cProtocol172::SendDisconnect(const AString & a_Reason)
{ {
switch (m_State)
{
case 2:
{
// During login:
cPacketizer Pkt(*this, 0);
Pkt.WriteString(Printf("{\"text\":\"%s\"}", EscapeString(a_Reason).c_str()));
break;
}
case 3:
{
// In-game:
cPacketizer Pkt(*this, 0x40); cPacketizer Pkt(*this, 0x40);
Pkt.WriteString(Printf("{\"text\":\"%s\"}", EscapeString(a_Reason).c_str())); Pkt.WriteString(Printf("{\"text\":\"%s\"}", EscapeString(a_Reason).c_str()));
break;
}
}
} }
@ -1156,6 +1171,12 @@ void cProtocol172::HandlePacketLoginStart(cByteBuffer & a_ByteBuffer)
// TODO: Protocol encryption should be set up here if not localhost / auth // TODO: Protocol encryption should be set up here if not localhost / auth
if (!m_Client->HandleHandshake(Username))
{
// The client is not welcome here, they have been sent a Kick packet already
return;
}
// Send login success: // Send login success:
{ {
cPacketizer Pkt(*this, 0x02); // Login success packet cPacketizer Pkt(*this, 0x02); // Login success packet