Network game, dedicated server without auth backend and dedicated server with auth backend should work now. Guest login still broken.

This commit is contained in:
lotodore
2009-11-14 15:04:31 +00:00
parent f258786b62
commit d727a7fd5d
7 changed files with 89 additions and 13 deletions
+27 -9
View File
@@ -965,6 +965,8 @@ ClientStateStartSession::~ClientStateStartSession()
void
ClientStateStartSession::Enter(boost::shared_ptr<ClientThread> client)
{
// Now we finally start receiving data.
client->StartAsyncRead();
}
void
@@ -999,7 +1001,7 @@ ClientStateStartSession::InternalHandlePacket(boost::shared_ptr<ClientThread> cl
client->GetCallback().SignalNetClientLoginShow();
client->SetState(ClientStateWaitEnterLogin::Instance());
}
// CASE 2: Unauthenticated login (dedicated server without auth backend).
// CASE 2: Unauthenticated login (network game or dedicated server without auth backend).
else if (netAnnounce->serverType == serverType_serverTypeInternetNoAuth
|| netAnnounce->serverType == serverType_serverTypeLAN)
{
@@ -1008,13 +1010,27 @@ ClientStateStartSession::InternalHandlePacket(boost::shared_ptr<ClientThread> cl
InitMessage_t *netInit = &init->GetMsg()->choice.initMessage;
netInit->requestedVersion.major = NET_VERSION_MAJOR;
netInit->requestedVersion.minor = NET_VERSION_MINOR;
netInit->login.present = login_PR_guestLogin;
GuestLogin_t *guestLogin = &netInit->login.choice.guestLogin;
OCTET_STRING_fromBuf(&guestLogin->nickName,
netInit->login.present = login_PR_unauthenticatedLogin;
UnauthenticatedLogin_t *noauthLogin = &netInit->login.choice.unauthenticatedLogin;
OCTET_STRING_fromBuf(&noauthLogin->nickName,
context.GetPlayerName().c_str(),
context.GetPlayerName().length());
string avatarFile = client->GetQtToolsInterface().stringFromUtf8(context.GetAvatarFile());
if (!avatarFile.empty())
{
MD5Buf tmpMD5;
if (client->GetAvatarManager().GetHashForAvatar(avatarFile, tmpMD5))
{
// TODO: use sha1.
noauthLogin->avatar =
OCTET_STRING_new_fromBuf(
&asn_DEF_OCTET_STRING,
(const char *)tmpMD5.data,
MD5_DATA_SIZE);
}
}
client->GetSender().Send(context.GetSessionData(), init);
client->SetState(ClientStateWaitAuthChallenge::Instance());
client->SetState(ClientStateWaitSession::Instance());
}
}
}
@@ -1058,9 +1074,13 @@ ClientStateWaitEnterLogin::TimerLoop(const boost::system::error_code& ec, boost:
{
if (!ec && &client->GetState() == this)
{
ClientContext &context = client->GetContext();
if (!context.GetPassword().empty())
ClientThread::LoginData loginData;
if (client->GetLoginData(loginData))
{
ClientContext &context = client->GetContext();
context.SetPlayerName(loginData.userName);
context.SetPassword(loginData.password);
// TODO handle guest login.
boost::shared_ptr<NetPacket> init(new NetPacket(NetPacket::Alloc));
init->GetMsg()->present = PokerTHMessage_PR_initMessage;
InitMessage_t *netInit = &init->GetMsg()->choice.initMessage;
@@ -1126,8 +1146,6 @@ ClientStateWaitAuthChallenge::~ClientStateWaitAuthChallenge()
void
ClientStateWaitAuthChallenge::Enter(boost::shared_ptr<ClientThread> client)
{
// Now we finally start receiving data.
client->StartAsyncRead();
}
void