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Codechange: [Network] Use std::string for the internal handling of company passwords
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@ -172,13 +172,13 @@ const char *NetworkChangeCompanyPassword(CompanyID company_id, const char *passw
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* @param password_game_seed Game seed.
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* @return The hashed password.
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*/
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const char *GenerateCompanyPasswordHash(const char *password, const char *password_server_id, uint32 password_game_seed)
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std::string GenerateCompanyPasswordHash(const std::string &password, const std::string &password_server_id, uint32 password_game_seed)
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{
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if (StrEmpty(password)) return password;
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if (password.empty()) return password;
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char salted_password[NETWORK_SERVER_ID_LENGTH];
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size_t password_length = strlen(password);
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size_t password_server_id_length = strlen(password_server_id);
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size_t password_length = password.size();
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size_t password_server_id_length = password_server_id.size();
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/* Add the game seed and the server's ID as the salt. */
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for (uint i = 0; i < NETWORK_SERVER_ID_LENGTH - 1; i++) {
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@ -319,7 +319,7 @@ static uint32 last_ack_frame;
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/** One bit of 'entropy' used to generate a salt for the company passwords. */
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static uint32 _password_game_seed;
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/** The other bit of 'entropy' used to generate a salt for the company passwords. */
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static char _password_server_id[NETWORK_SERVER_ID_LENGTH];
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static std::string _password_server_id;
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/** Maximum number of companies of the currently joined server. */
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static uint8 _network_server_max_companies;
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@ -397,7 +397,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendGamePassword(const char *p
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* Set the company password as requested.
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* @param password The company password.
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*/
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NetworkRecvStatus ClientNetworkGameSocketHandler::SendCompanyPassword(const char *password)
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NetworkRecvStatus ClientNetworkGameSocketHandler::SendCompanyPassword(const std::string &password)
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{
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Packet *p = new Packet(PACKET_CLIENT_COMPANY_PASSWORD);
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p->Send_string(GenerateCompanyPasswordHash(password, _password_server_id, _password_game_seed));
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@ -478,7 +478,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendError(NetworkErrorCode err
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* Tell the server that we like to change the password of the company.
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* @param password The new password.
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*/
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NetworkRecvStatus ClientNetworkGameSocketHandler::SendSetPassword(const char *password)
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NetworkRecvStatus ClientNetworkGameSocketHandler::SendSetPassword(const std::string &password)
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{
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Packet *p = new Packet(PACKET_CLIENT_SET_PASSWORD);
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@ -530,7 +530,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendRCon(const char *pass, con
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* @param company The company to move to.
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* @param password The password of the company to move to.
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*/
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NetworkRecvStatus ClientNetworkGameSocketHandler::SendMove(CompanyID company, const char *password)
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NetworkRecvStatus ClientNetworkGameSocketHandler::SendMove(CompanyID company, const std::string &password)
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{
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Packet *p = new Packet(PACKET_CLIENT_MOVE);
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p->Send_uint8(company);
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@ -815,12 +815,11 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_NEED_COMPANY_PA
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this->status = STATUS_AUTH_COMPANY;
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_password_game_seed = p->Recv_uint32();
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p->Recv_string(_password_server_id, sizeof(_password_server_id));
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_password_server_id = p->Recv_string(NETWORK_SERVER_ID_LENGTH);
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if (this->HasClientQuit()) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
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const char *password = _network_join.company_password;
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if (!StrEmpty(password)) {
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return SendCompanyPassword(password);
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if (!_network_join.company_password.empty()) {
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return SendCompanyPassword(_network_join.company_password);
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}
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ShowNetworkNeedPassword(NETWORK_COMPANY_PASSWORD);
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@ -837,7 +836,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_WELCOME(Packet
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/* Initialize the password hash salting variables, even if they were previously. */
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_password_game_seed = p->Recv_uint32();
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p->Recv_string(_password_server_id, sizeof(_password_server_id));
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_password_server_id = p->Recv_string(NETWORK_SERVER_ID_LENGTH);
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/* Start receiving the map */
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return SendGetMap();
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@ -1274,7 +1273,7 @@ void NetworkClientSendRcon(const char *password, const char *command)
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* @param pass the password, is only checked on the server end if a password is needed.
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* @return void
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*/
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void NetworkClientRequestMove(CompanyID company_id, const char *pass)
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void NetworkClientRequestMove(CompanyID company_id, const std::string &pass)
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{
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MyClient::SendMove(company_id, pass);
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}
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@ -1396,7 +1395,7 @@ void NetworkClientSendChat(NetworkAction action, DestType type, int dest, const
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* Set/Reset company password on the client side.
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* @param password Password to be set.
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*/
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void NetworkClientSetCompanyPassword(const char *password)
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void NetworkClientSetCompanyPassword(const std::string &password)
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{
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MyClient::SendSetPassword(password);
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}
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@ -91,13 +91,13 @@ public:
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static NetworkRecvStatus SendAck();
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static NetworkRecvStatus SendGamePassword(const char *password);
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static NetworkRecvStatus SendCompanyPassword(const char *password);
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static NetworkRecvStatus SendCompanyPassword(const std::string &password);
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static NetworkRecvStatus SendChat(NetworkAction action, DestType type, int dest, const char *msg, int64 data);
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static NetworkRecvStatus SendSetPassword(const char *password);
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static NetworkRecvStatus SendSetPassword(const std::string &password);
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static NetworkRecvStatus SendSetName(const char *name);
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static NetworkRecvStatus SendRCon(const char *password, const char *command);
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static NetworkRecvStatus SendMove(CompanyID company, const char *password);
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static NetworkRecvStatus SendMove(CompanyID company, const std::string &password);
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static bool IsConnected();
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@ -110,15 +110,15 @@ public:
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typedef ClientNetworkGameSocketHandler MyClient;
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void NetworkClient_Connected();
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void NetworkClientSetCompanyPassword(const char *password);
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void NetworkClientSetCompanyPassword(const std::string &password);
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/** Information required to join a server. */
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struct NetworkJoinInfo {
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NetworkJoinInfo() : company(COMPANY_SPECTATOR), server_password(nullptr), company_password(nullptr) {}
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NetworkJoinInfo() : company(COMPANY_SPECTATOR), server_password(nullptr) {}
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std::string connection_string; ///< The address of the server to join.
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CompanyID company; ///< The company to join.
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const char *server_password; ///< The password of the server to join.
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const char *company_password; ///< The password of the company to join.
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std::string company_password; ///< The password of the company to join.
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};
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extern NetworkJoinInfo _network_join;
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@ -53,7 +53,7 @@ void NetworkUpdateClientInfo(ClientID client_id);
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void NetworkClientsToSpectators(CompanyID cid);
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bool NetworkClientConnectGame(const std::string &connection_string, CompanyID default_company, const char *join_server_password = nullptr, const char *join_company_password = nullptr);
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void NetworkClientJoinGame();
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void NetworkClientRequestMove(CompanyID company, const char *pass = "");
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void NetworkClientRequestMove(CompanyID company, const std::string &pass = "");
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void NetworkClientSendRcon(const char *password, const char *command);
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void NetworkClientSendChat(NetworkAction action, DestType type, int dest, const char *msg, int64 data = 0);
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bool NetworkClientPreferTeamChat(const NetworkClientInfo *cio);
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@ -118,7 +118,7 @@ void NetworkTextMessage(NetworkAction action, TextColour colour, bool self_send,
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uint NetworkCalculateLag(const NetworkClientSocket *cs);
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StringID GetNetworkErrorMsg(NetworkErrorCode err);
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bool NetworkFindName(char *new_name, const char *last);
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const char *GenerateCompanyPasswordHash(const char *password, const char *password_server_id, uint32 password_game_seed);
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std::string GenerateCompanyPasswordHash(const std::string &password, const std::string &password_server_id, uint32 password_game_seed);
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NetworkAddress ParseConnectionString(const std::string &connection_string, uint16 default_port);
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std::string NormalizeConnectionString(const std::string &connection_string, uint16 default_port);
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@ -978,8 +978,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_COMPANY_PASSWOR
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return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
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}
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char password[NETWORK_PASSWORD_LENGTH];
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p->Recv_string(password, sizeof(password));
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std::string password = p->Recv_string(NETWORK_PASSWORD_LENGTH);
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/* Check company password. Allow joining if we cleared the password meanwhile.
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* Also, check the company is still valid - client could be moved to spectators
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@ -1389,11 +1388,8 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_SET_PASSWORD(Pa
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return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
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}
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char password[NETWORK_PASSWORD_LENGTH];
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const NetworkClientInfo *ci;
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p->Recv_string(password, sizeof(password));
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ci = this->GetInfo();
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std::string password = p->Recv_string(NETWORK_PASSWORD_LENGTH);
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const NetworkClientInfo *ci = this->GetInfo();
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NetworkServerSetCompanyPassword(ci->client_playas, password);
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return NETWORK_RECV_STATUS_OKAY;
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@ -1469,8 +1465,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_MOVE(Packet *p)
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/* Check if we require a password for this company */
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if (company_id != COMPANY_SPECTATOR && !_network_company_states[company_id].password.empty()) {
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/* we need a password from the client - should be in this packet */
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char password[NETWORK_PASSWORD_LENGTH];
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p->Recv_string(password, sizeof(password));
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std::string password = p->Recv_string(NETWORK_PASSWORD_LENGTH);
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/* Incorrect password sent, return! */
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if (_network_company_states[company_id].password.compare(password) != 0) {
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@ -1757,15 +1752,16 @@ bool NetworkServerChangeClientName(ClientID client_id, const char *new_name)
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* @param password The new password.
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* @param already_hashed Is the given password already hashed?
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*/
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void NetworkServerSetCompanyPassword(CompanyID company_id, const char *password, bool already_hashed)
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void NetworkServerSetCompanyPassword(CompanyID company_id, const std::string &password, bool already_hashed)
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{
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if (!Company::IsValidHumanID(company_id)) return;
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if (!already_hashed) {
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password = GenerateCompanyPasswordHash(password, _settings_client.network.network_id.c_str(), _settings_game.game_creation.generation_seed);
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if (already_hashed) {
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_network_company_states[company_id].password = password;
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} else {
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_network_company_states[company_id].password = GenerateCompanyPasswordHash(password, _settings_client.network.network_id, _settings_game.game_creation.generation_seed);
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}
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_network_company_states[company_id].password = password;
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NetworkServerUpdateCompanyPassworded(company_id, !_network_company_states[company_id].password.empty());
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}
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@ -121,7 +121,7 @@ public:
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};
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void NetworkServer_Tick(bool send_frame);
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void NetworkServerSetCompanyPassword(CompanyID company_id, const char *password, bool already_hashed = true);
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void NetworkServerSetCompanyPassword(CompanyID company_id, const std::string &password, bool already_hashed = true);
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void NetworkServerUpdateCompanyPassworded(CompanyID company_id, bool passworded);
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#endif /* NETWORK_SERVER_H */
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