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authorarchshift <admin@archshift.com>2014-07-12 02:37:28 +0200
committerarchshift <admin@archshift.com>2014-07-12 02:37:28 +0200
commit83c69134c079ac204c2fda1f375987b9651510d6 (patch)
tree73e02b553e6f3218545d543f587ab25eb918c462 /src/Server.h
parentFor now, removed creator member from Entity Effect for pointer safety (diff)
parentSimplified the player data loading. (diff)
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Diffstat (limited to 'src/Server.h')
-rw-r--r--src/Server.h20
1 files changed, 20 insertions, 0 deletions
diff --git a/src/Server.h b/src/Server.h
index 3d76c8ccf..5227799e8 100644
--- a/src/Server.h
+++ b/src/Server.h
@@ -112,8 +112,18 @@ public: // tolua_export
cRsaPrivateKey & GetPrivateKey(void) { return m_PrivateKey; }
const AString & GetPublicKeyDER(void) const { return m_PublicKeyDER; }
+ /** Returns true if authentication has been turned on in server settings. */
bool ShouldAuthenticate(void) const { return m_ShouldAuthenticate; }
+ /** Returns true if offline UUIDs should be used to load data for players whose normal UUIDs cannot be found.
+ Loaded from the settings.ini [PlayerData].LoadOfflinePlayerData setting. */
+ bool ShouldLoadOfflinePlayerData(void) const { return m_ShouldLoadOfflinePlayerData; }
+
+ /** Returns true if old-style playernames should be used to load data for players whose regular datafiles cannot be found.
+ This allows a seamless transition from name-based to UUID-based player storage.
+ Loaded from the settings.ini [PlayerData].LoadNamedPlayerData setting. */
+ bool ShouldLoadNamedPlayerData(void) const { return m_ShouldLoadNamedPlayerData; }
+
private:
friend class cRoot; // so cRoot can create and destroy cServer
@@ -204,6 +214,16 @@ private:
This setting is the same as the "online-mode" setting in Vanilla. */
bool m_ShouldAuthenticate;
+ /** True if offline UUIDs should be used to load data for players whose normal UUIDs cannot be found.
+ This allows transitions from an offline (no-auth) server to an online one.
+ Loaded from the settings.ini [PlayerData].LoadOfflinePlayerData setting. */
+ bool m_ShouldLoadOfflinePlayerData;
+
+ /** True if old-style playernames should be used to load data for players whose regular datafiles cannot be found.
+ This allows a seamless transition from name-based to UUID-based player storage.
+ Loaded from the settings.ini [PlayerData].LoadNamedPlayerData setting. */
+ bool m_ShouldLoadNamedPlayerData;
+
cServer(void);