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author | cedeel@gmail.com <cedeel@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6> | 2012-06-16 19:02:25 +0200 |
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committer | cedeel@gmail.com <cedeel@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6> | 2012-06-16 19:02:25 +0200 |
commit | 1afe0d2534314497ceb798f425df80f6693e0c82 (patch) | |
tree | 7f9552a335588511b91774ce00aea6e5e3431785 /source/cAuthenticator.cpp | |
parent | Added new hooks: UPDATING_SIGN and UPDATED_SIGN. The first one is capable of changing the sign text by returning the new four lines along with the bool value (diff) | |
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Diffstat (limited to 'source/cAuthenticator.cpp')
-rw-r--r-- | source/cAuthenticator.cpp | 13 |
1 files changed, 11 insertions, 2 deletions
diff --git a/source/cAuthenticator.cpp b/source/cAuthenticator.cpp index f248f4698..268514940 100644 --- a/source/cAuthenticator.cpp +++ b/source/cAuthenticator.cpp @@ -161,7 +161,13 @@ bool cAuthenticator::AuthFromAddress(const AString & a_Server, const AString & a return false; } - Link.SendMessage( AString( "GET " + a_Address + " HTTP/1.0\r\n\r\n" ).c_str()); + Link.SendMessage( AString( "GET " + a_Address + " HTTP/1.1\r\n" ).c_str()); + Link.SendMessage( AString( "User-Agent: MCServer\r\n" ).c_str()); + // FIXME: AString( "Host: %s\r\n", a_Server.c_str() ).c_str() doesn't work. Causes segfault. + Link.SendMessage( AString( "Host: session.minecraft.net\r\n" ).c_str()); + Link.SendMessage( AString( "Accept: */*\r\n" ).c_str()); + Link.SendMessage( AString( "Connection: keep-alive\r\n" ).c_str()); + Link.SendMessage( AString( "\r\n" ).c_str()); AString DataRecvd; Link.ReceiveData(DataRecvd); Link.CloseSocket(); @@ -260,7 +266,10 @@ bool cAuthenticator::AuthFromAddress(const AString & a_Server, const AString & a std::string Result; ss >> Result; LOGINFO("Got result: %s", Result.c_str()); - if (Result.compare("YES") == 0) + // if (Result.compare("YES") == 0) + // TODO: I'm assuming the only response containing 3 letters is "YES", but proper reading of the return code + // would be preferred. + if (Result.compare("3") == 0) // FIXME: Quick and dirty hack to support auth { LOGINFO("Result was \"YES\", so player is authenticated!"); return true; |