multiplayer: check nickname regex server side
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@@ -12,8 +12,8 @@ const ConnectionError USERNAME_NOT_VALID(
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QT_TR_NOOP("Username is not valid. Must be 4 to 20 alphanumeric characters."));
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const ConnectionError ROOMNAME_NOT_VALID(
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QT_TR_NOOP("Room name is not valid. Must be 4 to 20 alphanumeric characters."));
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const ConnectionError USERNAME_IN_USE(
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QT_TR_NOOP("Username is already in use. Please choose another."));
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const ConnectionError USERNAME_NOT_VALID_SERVER(
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QT_TR_NOOP("Username is already in use or not valid. Please choose another."));
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const ConnectionError IP_ADDRESS_NOT_VALID(QT_TR_NOOP("IP is not a valid IPv4 address."));
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const ConnectionError PORT_NOT_VALID(QT_TR_NOOP("Port must be a number between 0 to 65535."));
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const ConnectionError NO_INTERNET(
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@@ -20,9 +20,11 @@ private:
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std::string err;
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};
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/// When the nickname is considered invalid by the client
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extern const ConnectionError USERNAME_NOT_VALID;
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extern const ConnectionError ROOMNAME_NOT_VALID;
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extern const ConnectionError USERNAME_IN_USE;
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/// When the nickname is considered invalid by the room server
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extern const ConnectionError USERNAME_NOT_VALID_SERVER;
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extern const ConnectionError IP_ADDRESS_NOT_VALID;
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extern const ConnectionError PORT_NOT_VALID;
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extern const ConnectionError NO_INTERNET;
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@@ -97,7 +97,7 @@ void MultiplayerState::OnNetworkStateChanged(const Network::RoomMember::State& s
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NetworkMessage::ShowError(NetworkMessage::UNABLE_TO_CONNECT);
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break;
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case Network::RoomMember::State::NameCollision:
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NetworkMessage::ShowError(NetworkMessage::USERNAME_IN_USE);
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NetworkMessage::ShowError(NetworkMessage::USERNAME_NOT_VALID_SERVER);
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break;
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case Network::RoomMember::State::MacCollision:
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NetworkMessage::ShowError(NetworkMessage::MAC_COLLISION);
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