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author | Howaner <franzi.moos@googlemail.com> | 2014-09-19 17:33:22 +0200 |
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committer | Howaner <franzi.moos@googlemail.com> | 2014-09-19 17:33:22 +0200 |
commit | 09ca7d144afaa4c3fb7727390d11a10c3a29d98e (patch) | |
tree | 4dadccef8ed72f8954b8d079f901709b578f6171 /src/ClientHandle.h | |
parent | Created MobSpawnerEntity class. (diff) | |
parent | QtBiomeVisualiser: More gcc fixes. (diff) | |
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Diffstat (limited to 'src/ClientHandle.h')
-rw-r--r-- | src/ClientHandle.h | 14 |
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. |