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OnClientAuthenticate

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  1.  
    Gets called when a client attempts to connect to the server.
    [h="2"] Declaration [/h]
    [highlight=cpp]
    VAULTSCRIPT VAULTSPACE State OnClientAuthenticate(VAULTSPACE cRawString, VAULTSPACE cRawString) _CPP(noexcept);
    [/highlight]
    [highlight=c]
    forward OnClientAuthenticate(const name{}, const pwd{});
    [/highlight]
    [h="2"] Parameters [/h]
    [image]Authenticate.png|right|thumb|This is what gets passed to the callback[/image]
  2. -
    [b]name[/b] - the name of the client (guaranteed to be at least 3 and at maximum [wiki]MAX_PLAYER_NAME[/wiki] characters long)
    [b]pwd[/b] - the password of the client (guaranteed to be at maximum [wiki]MAX_PASSWORD_SIZE[/wiki] characters long)
  3. +
    [b][wiki]cRawString[/wiki][/b] - the name of the client (guaranteed to be at least 3 and at maximum [wiki]MAX_PLAYER_NAME[/wiki] characters long)
    [b][wiki]cRawString[/wiki][/b] - the password of the client (guaranteed to be at maximum [wiki]MAX_PASSWORD_SIZE[/wiki] characters long)
  4.  
    [h="2"] Return value [/h]
  5. -
    When returned [wiki]True[/wiki], the client is allowed to connect and play on this server. When returned [wiki]False[/wiki], the client gets kicked (authentication denied).
  6. +
    If returned [wiki]True[/wiki], the client is allowed to connect and play on this server. If returned [wiki]False[/wiki], the client gets kicked (authentication denied).
  7.  
    [h="2"] Usage example (C++) [/h]
    [highlight=cpp]
    State VAULTSCRIPT OnClientAuthenticate(cRawString name, cRawString pwd)
    {
    return True; // Everybody is allowed to connect
    }
    [/highlight]
    [category]VaultMP interface[/category]
    [category]Scripting callbacks[/category]