1 ////////////////////////////////////////////////////////////////////////////////
2 //    Scorched3D (c) 2000-2011
3 //
4 //    This file is part of Scorched3D.
5 //
6 //    Scorched3D is free software; you can redistribute it and/or modify
7 //    it under the terms of the GNU General Public License as published by
8 //    the Free Software Foundation; either version 2 of the License, or
9 //    (at your option) any later version.
10 //
11 //    Scorched3D is distributed in the hope that it will be useful,
12 //    but WITHOUT ANY WARRANTY; without even the implied warranty of
13 //    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
14 //    GNU General Public License for more details.
15 //
16 //    You should have received a copy of the GNU General Public License along
17 //    with this program; if not, write to the Free Software Foundation, Inc.,
18 //    51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
19 ////////////////////////////////////////////////////////////////////////////////
20 
21 #include <server/ServerAuthHandlerDefault.h>
22 #include <server/ScorchedServer.h>
23 #include <common/OptionsScorched.h>
24 
ServerAuthHandlerDefault()25 ServerAuthHandlerDefault::ServerAuthHandlerDefault()
26 {
27 }
28 
~ServerAuthHandlerDefault()29 ServerAuthHandlerDefault::~ServerAuthHandlerDefault()
30 {
31 }
32 
createAuthentication(ComsConnectAuthMessage & authMessage)33 void ServerAuthHandlerDefault::createAuthentication(ComsConnectAuthMessage &authMessage)
34 {
35 	if (ScorchedServer::instance()->getOptionsGame().getServerPassword()[0])
36 	{
37 		authMessage.setPassword("required");
38 	}
39 }
40 
authenticateUser(ComsConnectAuthMessage & authMessage,std::string & message)41 bool ServerAuthHandlerDefault::authenticateUser(ComsConnectAuthMessage &authMessage,
42 	std::string &message)
43 {
44 	// Check for a password (if any)
45 	if (ScorchedServer::instance()->getOptionsGame().getServerPassword()[0])
46 	{
47 		if (0 != strcmp(authMessage.getPassword(),
48 			ScorchedServer::instance()->getOptionsGame().getServerPassword()))
49 		{
50 			const char *kickMessage =
51 				"--------------------------------------------------\n"
52 				"This server is running a password protected game.\n"
53 				"Your supplied password does not match.\n"
54 				"Connection failed.\n"
55 				"--------------------------------------------------";
56 			message = kickMessage;
57 			return false;
58 		}
59 	}
60 
61 	return true;
62 }
63 
authenticateUserName(const char * uniqueId,const LangString & playername)64 bool ServerAuthHandlerDefault::authenticateUserName(const char *uniqueId,
65 	const LangString &playername)
66 {
67 	return true;
68 }
69 
banUser(const char * uniqueId)70 void ServerAuthHandlerDefault::banUser(const char *uniqueId)
71 {
72 }
73