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fix: the chat server listens with the password the servers share
Only world servers connect to the chat server. It now starts as an internal server, the same way the master server does, and the world servers connect to it with the password they already use for the master server. Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com>
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@@ -130,7 +130,8 @@ int main(int argc, char** argv) {
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const auto externalIPString = Game::config->GetValue("external_ip");
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if (!externalIPString.empty()) ourIP = externalIPString;
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Game::server = new dServer(ourIP, ourPort, 0, maxClients, false, true, Game::logger, masterIP, masterPort, ServiceType::CHAT, Game::config, &Game::lastSignal, masterPassword);
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// Only other servers connect to chat, so it listens with the password the servers share
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Game::server = new dServer(ourIP, ourPort, 0, maxClients, true /* Is internal */, true /* Use encryption */, Game::logger, masterIP, masterPort, ServiceType::CHAT, Game::config, &Game::lastSignal, masterPassword);
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const bool dontGenerateDCF = GeneralUtils::TryParse<bool>(Game::config->GetValue("dont_generate_dcf")).value_or(false);
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Game::chatFilter = new dChatFilter(Game::assetManager->GetResPath().string() + "/chatplus_en_us", dontGenerateDCF);
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