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https://github.com/OpenFusionProject/OpenFusion.git
synced 2024-11-22 13:30:06 +00:00
Make name checking case insensitive.
Co-authored-by: kamilprzyb <kamilprzybspam@wp.pl>
This commit is contained in:
parent
3d83f93167
commit
480cca82fa
@ -131,7 +131,6 @@ void CNLoginServer::handlePacket(CNSocket* sock, CNPacketData* data) {
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//Equip info
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for (int i = 0; i < AEQUIP_COUNT; i++) {
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//equip char creation clothes and lightning rifle
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charInfo.aEquip[i] = it->Equip[i];
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}
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@ -162,13 +161,22 @@ void CNLoginServer::handlePacket(CNSocket* sock, CNPacketData* data) {
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if (data->size != sizeof(sP_CL2LS_REQ_CHECK_CHAR_NAME))
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return;
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// naughty words allowed!!!!!!!! (also for some reason, the client will always show 'Player 0' if you manually type a name. It will show up for other connected players though)
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sP_CL2LS_REQ_CHECK_CHAR_NAME* nameCheck = (sP_CL2LS_REQ_CHECK_CHAR_NAME*)data->buf;
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//check if name is occupied
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if (Database::isNameFree(nameCheck))
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{
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// naughty words allowed!!!!!!!! (also for some reason, the client will always show 'Player + ID' if you manually type a name. It will show up for other connected players though)
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bool success = true;
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int errorcode = 0;
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//check regex
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if (!CNLoginServer::isCharacterNameGood(U16toU8(nameCheck->szFirstName), U16toU8(nameCheck->szLastName))) {
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success = false;
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errorcode = 4;
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}
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//check if name isn't already occupied
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else if (!Database::isNameFree(nameCheck)){
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success = false;
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errorcode = 1;
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}
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if (success){
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INITSTRUCT(sP_LS2CL_REP_CHECK_CHAR_NAME_SUCC, resp);
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DEBUGLOG(
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@ -179,16 +187,14 @@ void CNLoginServer::handlePacket(CNSocket* sock, CNPacketData* data) {
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memcpy(resp.szFirstName, nameCheck->szFirstName, sizeof(char16_t) * 9);
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memcpy(resp.szLastName, nameCheck->szLastName, sizeof(char16_t) * 17);
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// fr*ck allowed!!!
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sock->sendPacket((void*)&resp, P_LS2CL_REP_CHECK_CHAR_NAME_SUCC, sizeof(sP_LS2CL_REP_CHECK_CHAR_NAME_SUCC));
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}
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else {
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INITSTRUCT(sP_LS2CL_REP_CHECK_CHAR_NAME_FAIL, resp);
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resp.iErrorCode = 1;
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resp.iErrorCode = errorcode;
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sock->sendPacket((void*)&resp, P_LS2CL_REP_CHECK_CHAR_NAME_FAIL, sizeof(sP_LS2CL_REP_CHECK_CHAR_NAME_FAIL));
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}
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break;
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}
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case P_CL2LS_REQ_SAVE_CHAR_NAME: {
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if (data->size != sizeof(sP_CL2LS_REQ_SAVE_CHAR_NAME))
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@ -411,4 +417,10 @@ bool CNLoginServer::isPasswordCorrect(std::string actualPassword, std::string tr
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{
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return BCrypt::validatePassword(tryPassword, actualPassword);
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}
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bool CNLoginServer::isCharacterNameGood(std::string Firstname, std::string Lastname)
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{
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std::regex firstnamecheck("[a-zA-Z0-9]+(?: [a-zA-Z0-9]+)*$");
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std::regex lastnamecheck("[a-zA-Z0-9]+(?: [a-zA-Z0-9]+)*$");
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return (std::regex_match(Firstname, firstnamecheck) && std::regex_match(Lastname, lastnamecheck));
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}
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#pragma endregion helperMethods
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@ -33,6 +33,7 @@ private:
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static bool isLoginDataGood(std::string login, std::string password);
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static bool isPasswordCorrect(std::string actualPassword, std::string tryPassword);
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static bool isAccountInUse(int accountId);
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static bool isCharacterNameGood(std::string Firstname, std::string Lastname);
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//returns true if success
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static bool exitDuplicate(int accountId);
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public:
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@ -23,8 +23,8 @@ auto db = make_storage("database.db",
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make_column("PlayerID", &Database::DbPlayer::PlayerID, autoincrement(), primary_key()),
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make_column("AccountID", &Database::DbPlayer::AccountID),
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make_column("Slot", &Database::DbPlayer::slot),
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make_column("Firstname", &Database::DbPlayer::FirstName),
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make_column("LastName", &Database::DbPlayer::LastName),
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make_column("Firstname", &Database::DbPlayer::FirstName, collate_nocase()),
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make_column("LastName", &Database::DbPlayer::LastName, collate_nocase()),
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make_column("Level", &Database::DbPlayer::Level),
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make_column("Nano1", &Database::DbPlayer::Nano1),
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make_column("Nano2", &Database::DbPlayer::Nano2),
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@ -361,6 +361,8 @@ Player Database::getPlayer(int id) {
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#pragma endregion LoginServer
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#pragma region ShardServer
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void Database::updatePlayer(Player player) {
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DbPlayer toUpdate = playerToDb(player);
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db.update(toUpdate);
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@ -459,3 +461,4 @@ void Database::getNanos(Player* player) {
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toSet->iStamina = current.iStamina;
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}
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}
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#pragma endregion ShardServer
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