diff options
| author | Motive <42782517+motivewc@users.noreply.github.com> | 2024-08-28 19:59:19 +0200 |
|---|---|---|
| committer | Ovahlord <dreadkiller@gmx.de> | 2024-08-29 04:50:49 +0200 |
| commit | 519abbd39887fe121a9e66b1f5e046c5a54fc5c8 (patch) | |
| tree | 87a589813ce2febad9207a94f77bdee706b83d83 /src/server/game | |
| parent | f84033df2b2d001a67dcfe5a8d017d32fff9e629 (diff) | |
Core: Allow macOS arm64 client to connect (#30173)
(cherry picked from commit 6b2d12206c56222ddd7877a786d11701396fc63f)
# Conflicts:
# sql/base/auth_database.sql
# sql/updates/auth/cata_classic/2024_08_28_01_auth.sql
Diffstat (limited to 'src/server/game')
| -rw-r--r-- | src/server/game/Server/WorldSocket.cpp | 4 |
1 files changed, 3 insertions, 1 deletions
diff --git a/src/server/game/Server/WorldSocket.cpp b/src/server/game/Server/WorldSocket.cpp index 68783a321ae..f583c488367 100644 --- a/src/server/game/Server/WorldSocket.cpp +++ b/src/server/game/Server/WorldSocket.cpp @@ -713,6 +713,8 @@ void WorldSocket::HandleAuthSessionCallback(std::shared_ptr<WorldPackets::Auth:: digestKeyHash.UpdateData(buildInfo->Win64AuthSeed.data(), buildInfo->Win64AuthSeed.size()); else if (account.Game.OS == "Mc64") digestKeyHash.UpdateData(buildInfo->Mac64AuthSeed.data(), buildInfo->Mac64AuthSeed.size()); + else if (account.Game.OS == "MacA") + digestKeyHash.UpdateData(buildInfo->MacArmAuthSeed.data(), buildInfo->MacArmAuthSeed.size()); digestKeyHash.Finalize(); @@ -790,7 +792,7 @@ void WorldSocket::HandleAuthSessionCallback(std::shared_ptr<WorldPackets::Auth:: // Must be done before WorldSession is created bool wardenActive = sWorld->getBoolConfig(CONFIG_WARDEN_ENABLED); - if (wardenActive && account.Game.OS != "Win" && account.Game.OS != "Wn64" && account.Game.OS != "Mc64") + if (wardenActive && account.Game.OS != "Win" && account.Game.OS != "Wn64" && account.Game.OS != "Mc64" && account.Game.OS != "MacA") { SendAuthResponseError(ERROR_DENIED); TC_LOG_ERROR("network", "WorldSocket::HandleAuthSession: Client {} attempted to log in using invalid client OS ({}).", address, account.Game.OS); |
