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cuberite-2a/source/cAuthenticator.h
madmaxoft@gmail.com 48d30d6ab4 Rewritten cAuthenticator to make use of the new cIsThread architecture - now authentication runs in a single separate thread for all clients;
Global player-kicking function (cServer, cRoot);
More char * -> AString conversion

git-svn-id: http://mc-server.googlecode.com/svn/trunk@221 0a769ca7-a7f5-676a-18bf-c427514a06d6
2012-02-01 22:38:03 +00:00

81 lines
1.7 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);
/// (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(const AString & iUserName, const AString & iServerHash);
private:
class cUser
{
public:
AString mName;
AString mServerHash;
cUser(const AString & iName, const AString & iServerHash) : mName(iName), mServerHash(iServerHash) {}
} ;
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 & iServer, const AString & iAddress, const AString & iUserName, int iLevel = 1);
};
#endif // CAUTHENTICATOR_H_INCLUDED