Implement basic yggdrasil auth.
No fancy login token saving involved.
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@ -49,21 +49,19 @@ QString replaceTokensIn(QString text, QMap<QString, QString> with)
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return result;
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}
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QStringList OneSixInstance::processMinecraftArgs(QString user, QString session)
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QStringList OneSixInstance::processMinecraftArgs(LoginResponse response)
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{
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I_D(OneSixInstance);
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auto version = d->version;
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QString args_pattern = version->minecraftArguments;
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QMap<QString, QString> token_mapping;
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token_mapping["auth_username"] = user;
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token_mapping["auth_session"] = session;
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// FIXME: user and player name are DIFFERENT!
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token_mapping["auth_player_name"] = user;
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// FIXME: WTF is this. I just plugged in a random UUID here.
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token_mapping["auth_uuid"] = "7d4bacf0-fd62-11e2-b778-0800200c9a66"; // obviously fake.
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token_mapping["auth_username"] = response.username;
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token_mapping["auth_session"] = response.session_id;
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token_mapping["auth_player_name"] = response.player_name;
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token_mapping["auth_uuid"] = response.player_id;
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// this is for offline:
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// this is for offline?:
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/*
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map["auth_player_name"] = "Player";
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map["auth_player_name"] = "00000000-0000-0000-0000-000000000000";
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@ -85,7 +83,7 @@ QStringList OneSixInstance::processMinecraftArgs(QString user, QString session)
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return parts;
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}
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MinecraftProcess *OneSixInstance::prepareForLaunch(QString user, QString session)
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MinecraftProcess *OneSixInstance::prepareForLaunch(LoginResponse response)
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{
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I_D(OneSixInstance);
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cleanupAfterRun();
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@ -142,7 +140,7 @@ MinecraftProcess *OneSixInstance::prepareForLaunch(QString user, QString session
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args << classPath;
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}
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args << version->mainClass;
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args.append(processMinecraftArgs(user, session));
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args.append(processMinecraftArgs(response));
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// create the process and set its parameters
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MinecraftProcess *proc = new MinecraftProcess(this);
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