Sync auth information with the master server.
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@@ -20,6 +20,7 @@ namespace OpenRA.Network
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public class GameClient
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{
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public readonly string Name;
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public readonly string Fingerprint;
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public readonly HSLColor Color;
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public readonly string Faction;
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public readonly int Team;
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@@ -33,6 +34,7 @@ namespace OpenRA.Network
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public GameClient(Session.Client c)
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{
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Name = c.Name;
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Fingerprint = c.Fingerprint;
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Color = c.Color;
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Faction = c.Faction;
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Team = c.Team;
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@@ -54,7 +56,7 @@ namespace OpenRA.Network
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"Mod", "Version", "ModTitle", "ModWebsite", "ModIcon32",
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// Current server state
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"Map", "State", "MaxPlayers", "Protected"
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"Map", "State", "MaxPlayers", "Protected", "Authentication"
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};
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public const int ProtocolVersion = 2;
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@@ -98,6 +100,9 @@ namespace OpenRA.Network
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/// <summary>Password protected</summary>
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public readonly bool Protected = false;
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/// <summary>Players must be authenticated with the OpenRA forum</summary>
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public readonly bool Authentication = false;
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/// <summary>UTC datetime string when the game changed to the Playing state</summary>
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public readonly string Started = null;
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@@ -222,6 +227,7 @@ namespace OpenRA.Network
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ModWebsite = manifest.Metadata.Website;
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ModIcon32 = manifest.Metadata.WebIcon32;
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Protected = !string.IsNullOrEmpty(server.Settings.Password);
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Authentication = server.Settings.RequireAuthentication || server.Settings.ProfileIDWhitelist.Any();
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Clients = server.LobbyInfo.Clients.Select(c => new GameClient(c)).ToArray();
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}
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