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| author | mat <git@matdoes.dev> | 2025-10-12 23:01:54 +0300 |
|---|---|---|
| committer | mat <git@matdoes.dev> | 2025-10-12 23:01:54 +0300 |
| commit | ee2575794e91b9457a74a95daf1dcc707058cd58 (patch) | |
| tree | df725850ef18ded5ce3f6552e17095d0f704ae84 /azalea-auth | |
| parent | 1a1402954b07cd77615d0afc026c73b008787f51 (diff) | |
| download | azalea-drasl-ee2575794e91b9457a74a95daf1dcc707058cd58.tar.xz | |
upgrade deps and clean up lots of doc comments
Diffstat (limited to 'azalea-auth')
| -rw-r--r-- | azalea-auth/src/auth.rs | 40 | ||||
| -rw-r--r-- | azalea-auth/src/sessionserver.rs | 5 |
2 files changed, 25 insertions, 20 deletions
diff --git a/azalea-auth/src/auth.rs b/azalea-auth/src/auth.rs index d54194c9..d45547bc 100644 --- a/azalea-auth/src/auth.rs +++ b/azalea-auth/src/auth.rs @@ -18,21 +18,24 @@ use crate::cache::{self, CachedAccount, ExpiringValue}; #[derive(Default)] pub struct AuthOpts<'a> { - /// Whether we should check if the user actually owns the game. This will - /// fail if the user has Xbox Game Pass! Note that this isn't really - /// necessary, since getting the user profile will check this anyways. + /// Whether we should check if the user actually owns the game. + /// + /// This will fail if the user has Xbox Game Pass. Note that this isn't + /// really necessary, since getting the user profile will check this + /// anyways. pub check_ownership: bool, - // /// Whether we should get the Minecraft profile data (i.e. username, uuid, - // /// skin, etc) for the player. - // pub get_profile: bool, - /// The directory to store the cache in. If this is not set, caching is not - /// done. + /// The directory to store the cache in. + /// + /// If this is `None`, azalea-auth will not keep its own cache. pub cache_file: Option<PathBuf>, - /// If you choose to use your own Microsoft authentication instead of using - /// Nintendo Switch, just put your client_id here. + /// An override for the Microsoft Client ID to authenticate with. + /// + /// The default client ID is for Nintendo Switch, but you can replace this + /// if you'd like authentication to have your own branding. + /// + /// For more information about this, see <https://minecraft.wiki/w/Microsoft_authentication#Microsoft_OAuth2_flow>. pub client_id: Option<&'a str>, - /// If you want to use custom scope instead of default one, just put your - /// scope here. + /// An override for the OAuth2 scope to authenticate with. pub scope: Option<&'a str>, } @@ -59,12 +62,11 @@ pub enum AuthError { GetXboxLiveAuth(#[from] XboxLiveAuthError), } -/// Authenticate with Microsoft. If the data isn't cached, -/// they'll be asked to go to log into Microsoft in a web page. +/// Authenticate with Microsoft. If the data isn't cached, the user will be +/// asked to go to log into Microsoft in a web page. /// /// The cache key is an arbitrary string that's used to identify the account in -/// the future. As a convention, we usually prefer to put the account email -/// here. +/// the future. The account email is often used for this. /// /// If you want to use your own code to cache or show the auth code to the user /// in a different way, use [`get_ms_link_code`], [`get_ms_auth_token`], @@ -344,8 +346,10 @@ pub async fn get_ms_link_code( .await?) } -/// Wait until the user logged into Microsoft with the given code. You get the -/// device code response needed for this function from [`get_ms_link_code`]. +/// Wait until the user logged into Microsoft with the given code. +/// +/// You get the device code response needed for this function from +/// [`get_ms_link_code`]. /// /// You should pass the response from this to [`get_minecraft_token`]. pub async fn get_ms_auth_token( diff --git a/azalea-auth/src/sessionserver.rs b/azalea-auth/src/sessionserver.rs index 87d0e32c..317d09fa 100644 --- a/azalea-auth/src/sessionserver.rs +++ b/azalea-auth/src/sessionserver.rs @@ -53,8 +53,9 @@ pub struct ForbiddenError { static REQWEST_CLIENT: LazyLock<reqwest::Client> = LazyLock::new(reqwest::Client::new); /// Tell Mojang's servers that you are going to join a multiplayer server, -/// which is required to join online-mode servers. The server ID is an empty -/// string. +/// which is required to join online-mode servers. +/// +/// The server ID should typically be an empty string. pub async fn join( access_token: &str, public_key: &[u8], |
