Add passworded mechanism to change server game settings from client
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@@ -63,6 +63,8 @@ enum PacketGameType {
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PACKET_CLIENT_GAME_PASSWORD, ///< Clients sends the (hashed) game password.
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PACKET_SERVER_NEED_COMPANY_PASSWORD, ///< Server requests the (hashed) company password.
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PACKET_CLIENT_COMPANY_PASSWORD, ///< Client sends the (hashed) company password.
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PACKET_CLIENT_SETTINGS_PASSWORD, ///< Client sends the (hashed) settings password.
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PACKET_SERVER_SETTINGS_ACCESS, ///< Server sends the settings access state.
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/* The server welcomes the authenticated client and sends information of other clients. */
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PACKET_SERVER_WELCOME, ///< Server welcomes you and gives you your #ClientID.
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@@ -262,6 +264,21 @@ protected:
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*/
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virtual NetworkRecvStatus Receive_CLIENT_COMPANY_PASSWORD(Packet *p);
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/**
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* Send a password to the server to authorize
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* uint8 Password type (see NetworkPasswordType).
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* string The password.
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* @param p The packet that was just received.
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*/
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virtual NetworkRecvStatus Receive_CLIENT_SETTINGS_PASSWORD(Packet *p);
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/**
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* Indication to the client that the setting access state has changed
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* bool setting access state
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* @param p The packet that was just received.
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*/
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virtual NetworkRecvStatus Receive_SERVER_SETTINGS_ACCESS(Packet *p);
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/**
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* The client is joined and ready to receive his map:
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* uint32 Own client ID.
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