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authorHowaner <franzi.moos@googlemail.com>2014-09-19 17:33:22 +0200
committerHowaner <franzi.moos@googlemail.com>2014-09-19 17:33:22 +0200
commit09ca7d144afaa4c3fb7727390d11a10c3a29d98e (patch)
tree4dadccef8ed72f8954b8d079f901709b578f6171 /src/ClientHandle.h
parentCreated MobSpawnerEntity class. (diff)
parentQtBiomeVisualiser: More gcc fixes. (diff)
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-rw-r--r--src/ClientHandle.h14
1 files changed, 13 insertions, 1 deletions
diff --git a/src/ClientHandle.h b/src/ClientHandle.h
index 74e89deee..3d0995636 100644
--- a/src/ClientHandle.h
+++ b/src/ClientHandle.h
@@ -64,15 +64,27 @@ public:
const AString & GetIPString(void) const { return m_IPString; } // tolua_export
+ /** Sets the IP string that the client is using. Overrides the IP string that was read from the socket.
+ Used mainly by BungeeCord compatibility code. */
+ void SetIPString(const AString & a_IPString) { m_IPString = a_IPString; }
+
cPlayer * GetPlayer(void) { return m_Player; } // tolua_export
/** Returns the player's UUID, as used by the protocol, in the short form (no dashes) */
const AString & GetUUID(void) const { return m_UUID; } // tolua_export
- void SetUUID(const AString & a_UUID) { m_UUID = a_UUID; }
+ /** Sets the player's UUID, as used by the protocol. Short UUID form (no dashes) is expected.
+ Used mainly by BungeeCord compatibility code - when authenticating is done on the BungeeCord server
+ and the results are passed to MCS running in offline mode. */
+ void SetUUID(const AString & a_UUID) { ASSERT(a_UUID.size() == 32); m_UUID = a_UUID; }
const Json::Value & GetProperties(void) const { return m_Properties; }
+ /** Sets the player's properties, such as skin image and signature.
+ Used mainly by BungeeCord compatibility code - property querying is done on the BungeeCord server
+ and the results are passed to MCS running in offline mode. */
+ void SetProperties(const Json::Value & a_Properties) { m_Properties = a_Properties; }
+
/** Generates an UUID based on the username stored for this client, and stores it in the m_UUID member.
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.