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cuberite-2a/source/cAuthenticator.h
faketruth f43b65cf53 cClientHandles have a unique ID now to distinguish them
cAuthenticator uses unique client ID for authentication
Changed the kick function used by cAuthenticator to take a client ID instead of name, so the correct user is kicked
Using callback reference instead of pointer in GetChunkData and affiliates
GetChunkData returns false when failed, and true when succeeded
Renamed entity type enums to something prettier
Exposed some functions to Lua

git-svn-id: http://mc-server.googlecode.com/svn/trunk@388 0a769ca7-a7f5-676a-18bf-c427514a06d6
2012-03-09 13:42:28 +00:00

86 lines
1.9 KiB
C++

// cAuthenticator.h
// Interfaces to the cAuthenticator class representing the thread that authenticates users against the official MC server
// Authentication prevents "hackers" from joining with an arbitrary username (possibly impersonating the server admins)
// For more info, see http://wiki.vg/Session#Server_operation
// In MCS, authentication is implemented as a single thread that receives queued auth requests and dispatches them one by one.
#pragma once
#ifndef CAUTHENTICATOR_H_INCLUDED
#define CAUTHENTICATOR_H_INCLUDED
#include "cIsThread.h"
// fwd: "cRoot.h"
class cRoot;
class cAuthenticator :
public cIsThread
{
typedef cIsThread super;
public:
cAuthenticator(void);
~cAuthenticator();
/// (Re-)read server and address from INI:
void ReadINI(void);
/// Queues a request for authenticating a user. If the auth fails, the user is kicked
void Authenticate(int a_ClientID, const AString & a_UserName, const AString & a_ServerHash);
// Stops the authenticator thread
void Stop(void);
private:
class cUser
{
public:
int mClientID;
AString mName;
AString mServerHash;
cUser(int a_ClientID, const AString & a_Name, const AString & a_ServerHash) : mClientID(a_ClientID), mName(a_Name), mServerHash(a_ServerHash) {}
} ;
typedef std::deque<cUser> cUserList;
cCriticalSection mCS;
cUserList mQueue;
cEvent mQueueNonempty;
AString mServer;
AString mAddress;
bool mShouldAuthenticate;
// cIsThread override:
virtual void Execute(void) override;
// Returns true if the user authenticated okay, false on error; iLevel is the recursion deptht (bails out if too deep)
bool AuthFromAddress(const AString & a_Server, const AString & a_Address, const AString & a_UserName, int a_Level = 1);
};
#endif // CAUTHENTICATOR_H_INCLUDED