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A client UUID is generated when the server is in offline mode.

1.7.9 client works with these changes in offline mode.
This commit is contained in:
madmaxoft 2014-04-14 20:21:00 +02:00
parent ffe65b6a18
commit d505ffc704
3 changed files with 40 additions and 5 deletions

View File

@ -31,6 +31,8 @@
#include "CompositeChat.h"
#include "Items/ItemSword.h"
#include "md5/md5.h"
/** Maximum number of explosions to send this tick, server will start dropping if exceeded */
@ -175,6 +177,28 @@ void cClientHandle::Destroy(void)
void cClientHandle::GenerateOfflineUUID(void)
{
// Proper format for a version 3 UUID is:
// xxxxxxxx-xxxx-3xxx-yxxx-xxxxxxxxxxxx where x is any hexadecimal digit and y is one of 8, 9, A, or B
// Generate an md5 checksum, and use it as base for the ID:
MD5 Checksum(m_Username);
m_UUID = Checksum.hexdigest();
m_UUID[12] = '3'; // Version 3 UUID
m_UUID[16] = '8'; // Variant 1 UUID
// Now the digest doesn't have the UUID slashes, but the client requires them, so add them into the appropriate positions:
m_UUID.insert(8, "-");
m_UUID.insert(13, "-");
m_UUID.insert(18, "-");
m_UUID.insert(23, "-");
}
void cClientHandle::Kick(const AString & a_Reason)
{
if (m_State >= csAuthenticating) // Don't log pings

View File

@ -63,7 +63,12 @@ public:
cPlayer* GetPlayer() { return m_Player; } // tolua_export
const AString & GetUUID(void) const { return m_UUID; } // tolua_export
void setUUID(const AString & a_UUID) { m_UUID = a_UUID; }
void SetUUID(const AString & a_UUID) { m_UUID = a_UUID; }
/** Generates an UUID based on the player name provided.
This is used for the offline (non-auth) mode, when there's no UUID source.
Each username generates a unique and constant UUID, so that when the player reconnects with the same name, their UUID is the same. */
void GenerateOfflineUUID(void);
void Kick(const AString & a_Reason); // tolua_export
void Authenticate(const AString & a_Name, const AString & a_UUID); // Called by cAuthenticator when the user passes authentication

View File

@ -88,8 +88,9 @@ cProtocol172::cProtocol172(cClientHandle * a_Client, const AString & a_ServerAdd
// Create the comm log file, if so requested:
if (g_ShouldLogCommIn || g_ShouldLogCommOut)
{
static int sCounter = 0;
cFile::CreateFolder("CommLogs");
AString FileName = Printf("CommLogs/%x__%s.log", (unsigned)time(NULL), a_Client->GetIPString().c_str());
AString FileName = Printf("CommLogs/%x_%d__%s.log", (unsigned)time(NULL), sCounter++, a_Client->GetIPString().c_str());
m_CommLogFile.Open(FileName, cFile::fmWrite);
}
}
@ -796,7 +797,7 @@ void cProtocol172::SendPlayerSpawn(const cPlayer & a_Player)
// Called to spawn another player for the client
cPacketizer Pkt(*this, 0x0c); // Spawn Player packet
Pkt.WriteVarInt(a_Player.GetUniqueID());
Pkt.WriteString(Printf("%d", a_Player.GetUniqueID())); // TODO: Proper UUID
Pkt.WriteString(a_Player.GetClientHandle()->GetUUID());
Pkt.WriteString(a_Player.GetName());
Pkt.WriteFPInt(a_Player.GetPosX());
Pkt.WriteFPInt(a_Player.GetPosY());
@ -1556,6 +1557,7 @@ void cProtocol172::HandlePacketLoginEncryptionResponse(cByteBuffer & a_ByteBuffe
StartEncryption(DecryptedKey);
/*
// Send login success:
{
cPacketizer Pkt(*this, 0x02); // Login success packet
@ -1565,6 +1567,7 @@ void cProtocol172::HandlePacketLoginEncryptionResponse(cByteBuffer & a_ByteBuffe
m_State = 3; // State = Game
m_Client->HandleLogin(4, m_Client->GetUsername());
*/
}
@ -1596,10 +1599,13 @@ void cProtocol172::HandlePacketLoginStart(cByteBuffer & a_ByteBuffer)
return;
}
// Generate an offline UUID for the player:
m_Client->GenerateOfflineUUID();
// Send login success:
{
cPacketizer Pkt(*this, 0x02); // Login success packet
Pkt.WriteString(Printf("%d", m_Client->GetUniqueID())); // TODO: proper UUID
Pkt.WriteString(m_Client->GetUUID());
Pkt.WriteString(Username);
}
@ -2773,7 +2779,7 @@ void cProtocol176::SendPlayerSpawn(const cPlayer & a_Player)
// Called to spawn another player for the client
cPacketizer Pkt(*this, 0x0c); // Spawn Player packet
Pkt.WriteVarInt(a_Player.GetUniqueID());
Pkt.WriteString(Printf("00000000-0000-3000-8000-aaaa%08x", a_Player.GetUniqueID())); // TODO: Proper UUID
Pkt.WriteString(a_Player.GetClientHandle()->GetUUID());
Pkt.WriteString(a_Player.GetName());
Pkt.WriteVarInt(0); // We have no data to send here
Pkt.WriteFPInt(a_Player.GetPosX());