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Add the fake login page #66

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merged 3 commits into from
Apr 18, 2023
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  • Added interactive login screen
  • moved the login logic to LoginScreen.cs

@bartoval bartoval marked this pull request as draft March 25, 2023 08:10
@bartoval bartoval marked this pull request as ready for review March 25, 2023 08:10
@bartoval bartoval changed the title add interactive login page Add interactive fake login page Mar 25, 2023
@bartoval bartoval changed the title Add interactive fake login page Add the fake login page Mar 25, 2023
@thoraxe
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thoraxe commented Mar 27, 2023

would fix #63

@thoraxe thoraxe self-requested a review March 27, 2023 18:02
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just the one minor change here, but you'll need to make the "default settings" changes in the other code, too.

if (err == Godot.Error.Ok)
{
// enable/disable authentication in dev mode
activateAuthDev = (Boolean)clientConfig.GetValue("auth", "activate_auth_dev");
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In the case where there's no config file, we need defaults baked in to the code. When we do a build of the client and distribute it, the config file doesn't get baked in. The config file really only gets used for dev.

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I still have to test these new changes.

Since the configuration values do not change at runtime, it may be worthwhile to create a static class that can be accessed from anywhere in the game, and initialize it in the Main game. This will make it easier to manage and modify the configuration values in the future

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You're welcome to do that. The server just embeds the defaults into the places where the config file is loaded.

@bartoval bartoval requested a review from thoraxe April 4, 2023 11:40
}

url = OS.GetEnvironment("SERVER_STRING") ?? (String)clientConfig.GetValue("amqp", "server_string", "amqp://127.0.0.1:5672");
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I don't consider the case where the required environment variables are not present, in production

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looks good enough for now - thank you!
merging without testing.

@thoraxe thoraxe merged commit 68bc06a into redhat-gamedev:main Apr 18, 2023
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2 participants