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https://github.com/OpenTTD/OpenTTD.git
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(svn r16555) -Feature [FS#570]: ability to enter server and company password via command line when joining a server (based on patch by Progman, Ammler and planetmaker)
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@ -1,6 +1,6 @@
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.\" Hey, EMACS: -*- nroff -*-
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.\" Hey, EMACS: -*- nroff -*-
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.\" Please adjust this date whenever revising the manpage.
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.\" Please adjust this date whenever revising the manpage.
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.Dd Feb 05, 2009
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.Dd Jun 10, 2009
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.Dt OPENTTD 6
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.Dt OPENTTD 6
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.Sh NAME
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.Sh NAME
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.Nm openttd
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.Nm openttd
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@ -20,6 +20,8 @@
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.Op Fl l Ar host[:port]
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.Op Fl l Ar host[:port]
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.Op Fl m Ar driver
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.Op Fl m Ar driver
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.Op Fl n Ar host[:port][#player]
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.Op Fl n Ar host[:port][#player]
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.Op Fl p Ar password
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.Op Fl P Ar password
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.Op Fl r Ar widthxheight
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.Op Fl r Ar widthxheight
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.Op Fl s Ar driver
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.Op Fl s Ar driver
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.Op Fl t Ar year
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.Op Fl t Ar year
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@ -72,6 +74,12 @@ Set the music driver, see
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.Fl h
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.Fl h
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.It Fl n Ar host[:port][#player]
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.It Fl n Ar host[:port][#player]
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Join a network game, optionally specify player to play as and port to connect to
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Join a network game, optionally specify player to play as and port to connect to
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.It Fl p Ar password
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Password used to join server. Only useful with
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.Fl n
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.It Fl P Ar password
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Password used to join company. Only useful with
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.Fl n
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.It Fl r Ar widthxheight
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.It Fl r Ar widthxheight
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Set the resolution
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Set the resolution
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.It Fl s Ar driver
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.It Fl s Ar driver
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@ -720,7 +720,7 @@ public:
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/* Used by clients, to connect to a server */
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/* Used by clients, to connect to a server */
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void NetworkClientConnectGame(NetworkAddress address, CompanyID join_as)
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void NetworkClientConnectGame(NetworkAddress address, CompanyID join_as, const char *join_server_password, const char *join_company_password)
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{
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{
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if (!_network_available) return;
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if (!_network_available) return;
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@ -729,6 +729,8 @@ void NetworkClientConnectGame(NetworkAddress address, CompanyID join_as)
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strecpy(_settings_client.network.last_host, address.GetHostname(), lastof(_settings_client.network.last_host));
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strecpy(_settings_client.network.last_host, address.GetHostname(), lastof(_settings_client.network.last_host));
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_settings_client.network.last_port = address.GetPort();
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_settings_client.network.last_port = address.GetPort();
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_network_join_as = join_as;
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_network_join_as = join_as;
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_network_join_server_password = join_server_password;
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_network_join_company_password = join_company_password;
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NetworkDisconnect();
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NetworkDisconnect();
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NetworkInitialize();
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NetworkInitialize();
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@ -47,6 +47,11 @@ static uint8 _network_server_max_spectators;
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/** Who would we like to join as. */
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/** Who would we like to join as. */
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CompanyID _network_join_as;
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CompanyID _network_join_as;
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/** Login password from -p argument */
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const char *_network_join_server_password = NULL;
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/** Company password from -P argument */
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const char *_network_join_company_password = NULL;
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/** Make sure the unique ID length is the same as a md5 hash. */
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/** Make sure the unique ID length is the same as a md5 hash. */
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assert_compile(NETWORK_UNIQUE_ID_LENGTH == 16 * 2 + 1);
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assert_compile(NETWORK_UNIQUE_ID_LENGTH == 16 * 2 + 1);
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@ -509,15 +514,22 @@ DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_NEED_PASSWORD)
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{
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{
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NetworkPasswordType type = (NetworkPasswordType)p->Recv_uint8();
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NetworkPasswordType type = (NetworkPasswordType)p->Recv_uint8();
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const char *password = _network_join_server_password;
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switch (type) {
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switch (type) {
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case NETWORK_COMPANY_PASSWORD:
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case NETWORK_COMPANY_PASSWORD:
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/* Initialize the password hash salting variables. */
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/* Initialize the password hash salting variables. */
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_password_game_seed = p->Recv_uint32();
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_password_game_seed = p->Recv_uint32();
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p->Recv_string(_password_server_unique_id, sizeof(_password_server_unique_id));
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p->Recv_string(_password_server_unique_id, sizeof(_password_server_unique_id));
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if (MY_CLIENT->HasClientQuit()) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
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if (MY_CLIENT->HasClientQuit()) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
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password = _network_join_company_password;
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/* FALL THROUGH */
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case NETWORK_GAME_PASSWORD:
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case NETWORK_GAME_PASSWORD:
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ShowNetworkNeedPassword(type);
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if (StrEmpty(password)) {
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ShowNetworkNeedPassword(type);
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} else {
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SEND_COMMAND(PACKET_CLIENT_PASSWORD)(type, password);
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}
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return NETWORK_RECV_STATUS_OKAY;
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return NETWORK_RECV_STATUS_OKAY;
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default: return NETWORK_RECV_STATUS_MALFORMED_PACKET;
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default: return NETWORK_RECV_STATUS_MALFORMED_PACKET;
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@ -25,6 +25,9 @@ void NetworkClient_Connected();
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extern CompanyID _network_join_as;
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extern CompanyID _network_join_as;
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extern const char *_network_join_server_password;
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extern const char *_network_join_company_password;
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#endif /* ENABLE_NETWORK */
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#endif /* ENABLE_NETWORK */
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#endif /* NETWORK_CLIENT_H */
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#endif /* NETWORK_CLIENT_H */
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@ -39,7 +39,7 @@ void NetworkStartDebugLog(NetworkAddress address);
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void NetworkPopulateCompanyStats(NetworkCompanyStats *stats);
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void NetworkPopulateCompanyStats(NetworkCompanyStats *stats);
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void NetworkUpdateClientInfo(ClientID client_id);
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void NetworkUpdateClientInfo(ClientID client_id);
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void NetworkClientConnectGame(NetworkAddress address, CompanyID join_as);
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void NetworkClientConnectGame(NetworkAddress address, CompanyID join_as, const char *join_server_password = NULL, const char *join_company_password = NULL);
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void NetworkClientRequestMove(CompanyID company, const char *pass = "");
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void NetworkClientRequestMove(CompanyID company, const char *pass = "");
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void NetworkClientSendRcon(const char *password, const char *command);
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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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void NetworkClientSendChat(NetworkAction action, DestType type, int dest, const char *msg, int64 data = 0);
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@ -160,6 +160,8 @@ static void ShowHelp()
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" -G seed = Set random seed\n"
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" -G seed = Set random seed\n"
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#if defined(ENABLE_NETWORK)
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#if defined(ENABLE_NETWORK)
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" -n [ip:port#company]= Start networkgame\n"
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" -n [ip:port#company]= Start networkgame\n"
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" -p password = Password to join server\n"
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" -P password = Password to join company\n"
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" -D [ip][:port] = Start dedicated server\n"
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" -D [ip][:port] = Start dedicated server\n"
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" -l ip[:port] = Redirect DEBUG()\n"
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" -l ip[:port] = Redirect DEBUG()\n"
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#if !defined(__MORPHOS__) && !defined(__AMIGA__) && !defined(WIN32)
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#if !defined(__MORPHOS__) && !defined(__AMIGA__) && !defined(WIN32)
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@ -406,6 +408,8 @@ int ttd_main(int argc, char *argv[])
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char *debuglog_conn = NULL;
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char *debuglog_conn = NULL;
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char *dedicated_host = NULL;
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char *dedicated_host = NULL;
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uint16 dedicated_port = 0;
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uint16 dedicated_port = 0;
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char *join_server_password = NULL;
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char *join_company_password = NULL;
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#endif /* ENABLE_NETWORK */
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#endif /* ENABLE_NETWORK */
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_game_mode = GM_MENU;
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_game_mode = GM_MENU;
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@ -418,7 +422,7 @@ int ttd_main(int argc, char *argv[])
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* a letter means: it accepts that param (e.g.: -h)
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* a letter means: it accepts that param (e.g.: -h)
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* a ':' behind it means: it need a param (e.g.: -m<driver>)
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* a ':' behind it means: it need a param (e.g.: -m<driver>)
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* a '::' behind it means: it can optional have a param (e.g.: -d<debug>) */
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* a '::' behind it means: it can optional have a param (e.g.: -d<debug>) */
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optformat = "m:s:v:b:hD::n::ei::I:t:d::r:g::G:c:xl:"
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optformat = "m:s:v:b:hD::n::ei::I:t:d::r:g::G:c:xl:p:P:"
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#if !defined(__MORPHOS__) && !defined(__AMIGA__) && !defined(WIN32)
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#if !defined(__MORPHOS__) && !defined(__AMIGA__) && !defined(WIN32)
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"f"
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"f"
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#endif
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#endif
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@ -463,6 +467,12 @@ int ttd_main(int argc, char *argv[])
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case 'l':
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case 'l':
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debuglog_conn = mgo.opt;
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debuglog_conn = mgo.opt;
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break;
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break;
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case 'p':
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join_server_password = mgo.opt;
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break;
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case 'P':
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join_company_password = mgo.opt;
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break;
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#endif /* ENABLE_NETWORK */
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#endif /* ENABLE_NETWORK */
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case 'r': ParseResolution(&resolution, mgo.opt); break;
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case 'r': ParseResolution(&resolution, mgo.opt); break;
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case 't': startyear = atoi(mgo.opt); break;
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case 't': startyear = atoi(mgo.opt); break;
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@ -694,7 +704,7 @@ int ttd_main(int argc, char *argv[])
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LoadIntroGame();
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LoadIntroGame();
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_switch_mode = SM_NONE;
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_switch_mode = SM_NONE;
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NetworkClientConnectGame(NetworkAddress(network_conn, rport), join_as);
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NetworkClientConnectGame(NetworkAddress(network_conn, rport), join_as, join_server_password, join_company_password);
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}
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}
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}
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}
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#endif /* ENABLE_NETWORK */
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#endif /* ENABLE_NETWORK */
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