Close #12421: Refactor NETWORK_AUTH to use strong enum

Replacing enum NETWORK_AUTH with enum class NetworkAuth.
This commit is contained in:
ju-pinheiro 2020-09-04 15:40:12 -03:00
parent 20a8bbc322
commit 214620951f
9 changed files with 56 additions and 56 deletions

View File

@ -112,7 +112,7 @@ void GameState::Update()
network_update();
if (network_get_mode() == NETWORK_MODE_CLIENT && network_get_status() == NETWORK_STATUS_CONNECTED
&& network_get_authstatus() == NETWORK_AUTH_OK)
&& network_get_authstatus() == NetworkAuth::Ok)
{
numUpdates = std::clamp<uint32_t>(network_get_server_tick() - gCurrentTicks, 0, 10);
}

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@ -42,7 +42,7 @@ static void chat_clear_input();
bool chat_available()
{
return network_get_mode() != NETWORK_MODE_NONE && network_get_status() == NETWORK_STATUS_CONNECTED
&& network_get_authstatus() == NETWORK_AUTH_OK;
&& network_get_authstatus() == NetworkAuth::Ok;
}
void chat_open()

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@ -1364,7 +1364,7 @@ static int32_t cc_save_park([[maybe_unused]] InteractiveConsole& console, [[mayb
static int32_t cc_say(InteractiveConsole& console, const arguments_t& argv)
{
if (network_get_mode() == NETWORK_MODE_NONE || network_get_status() != NETWORK_STATUS_CONNECTED
|| network_get_authstatus() != NETWORK_AUTH_OK)
|| network_get_authstatus() != NetworkAuth::Ok)
{
console.WriteFormatLine("This command only works in multiplayer mode.");
return 0;

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@ -414,7 +414,7 @@ int32_t NetworkBase::GetStatus()
return status;
}
int32_t NetworkBase::GetAuthStatus()
NetworkAuth NetworkBase::GetAuthStatus()
{
if (GetMode() == NETWORK_MODE_CLIENT)
{
@ -422,9 +422,9 @@ int32_t NetworkBase::GetAuthStatus()
}
else if (GetMode() == NETWORK_MODE_SERVER)
{
return NETWORK_AUTH_OK;
return NetworkAuth::Ok;
}
return NETWORK_AUTH_NONE;
return NetworkAuth::None;
}
uint32_t NetworkBase::GetServerTick()
@ -610,7 +610,7 @@ void NetworkBase::UpdateClient()
if (!ProcessConnection(*_serverConnection))
{
// Do not show disconnect message window when password window closed/canceled
if (_serverConnection->AuthStatus == NETWORK_AUTH_REQUIREPASSWORD)
if (_serverConnection->AuthStatus == NetworkAuth::RequirePassword)
{
context_force_close_window_by_class(WC_NETWORK_STATUS);
}
@ -1211,7 +1211,7 @@ void NetworkBase::Client_Send_TOKEN()
{
log_verbose("requesting token");
NetworkPacket packet(NetworkCommand::Token);
_serverConnection->AuthStatus = NETWORK_AUTH_REQUESTED;
_serverConnection->AuthStatus = NetworkAuth::Requested;
_serverConnection->QueuePacket(std::move(packet));
}
@ -1226,7 +1226,7 @@ void NetworkBase::Client_Send_AUTH(
assert(signature.size() <= static_cast<size_t>(UINT32_MAX));
packet << static_cast<uint32_t>(signature.size());
packet.Write(signature.data(), signature.size());
_serverConnection->AuthStatus = NETWORK_AUTH_REQUESTED;
_serverConnection->AuthStatus = NetworkAuth::Requested;
_serverConnection->QueuePacket(std::move(packet));
}
@ -1355,12 +1355,12 @@ void NetworkBase::Server_Send_AUTH(NetworkConnection& connection)
}
NetworkPacket packet(NetworkCommand::Auth);
packet << static_cast<uint32_t>(connection.AuthStatus) << new_playerid;
if (connection.AuthStatus == NETWORK_AUTH_BADVERSION)
if (connection.AuthStatus == NetworkAuth::BadVersion)
{
packet.WriteString(network_get_version().c_str());
}
connection.QueuePacket(std::move(packet));
if (connection.AuthStatus != NETWORK_AUTH_OK && connection.AuthStatus != NETWORK_AUTH_REQUIREPASSWORD)
if (connection.AuthStatus != NetworkAuth::Ok && connection.AuthStatus != NetworkAuth::RequirePassword)
{
connection.Socket->Disconnect();
}
@ -1717,7 +1717,7 @@ void NetworkBase::ProcessPacket(NetworkConnection& connection, NetworkPacket& pa
if (it != handlerList.end())
{
auto commandHandler = it->second;
if (connection.AuthStatus == NETWORK_AUTH_OK || !packet.CommandRequiresAuth())
if (connection.AuthStatus == NetworkAuth::Ok || !packet.CommandRequiresAuth())
{
(this->*commandHandler)(connection, packet);
}
@ -2222,39 +2222,39 @@ void NetworkBase::Client_Handle_AUTH(NetworkConnection& connection, NetworkPacke
{
uint32_t auth_status;
packet >> auth_status >> const_cast<uint8_t&>(player_id);
connection.AuthStatus = static_cast<NETWORK_AUTH>(auth_status);
connection.AuthStatus = static_cast<NetworkAuth>(auth_status);
switch (connection.AuthStatus)
{
case NETWORK_AUTH_OK:
case NetworkAuth::Ok:
Client_Send_GAMEINFO();
break;
case NETWORK_AUTH_BADNAME:
case NetworkAuth::BadName:
connection.SetLastDisconnectReason(STR_MULTIPLAYER_BAD_PLAYER_NAME);
connection.Socket->Disconnect();
break;
case NETWORK_AUTH_BADVERSION:
case NetworkAuth::BadVersion:
{
const char* version = packet.ReadString();
connection.SetLastDisconnectReason(STR_MULTIPLAYER_INCORRECT_SOFTWARE_VERSION, &version);
connection.Socket->Disconnect();
break;
}
case NETWORK_AUTH_BADPASSWORD:
case NetworkAuth::BadPassword:
connection.SetLastDisconnectReason(STR_MULTIPLAYER_BAD_PASSWORD);
connection.Socket->Disconnect();
break;
case NETWORK_AUTH_VERIFICATIONFAILURE:
case NetworkAuth::VerificationFailure:
connection.SetLastDisconnectReason(STR_MULTIPLAYER_VERIFICATION_FAILURE);
connection.Socket->Disconnect();
break;
case NETWORK_AUTH_FULL:
case NetworkAuth::Full:
connection.SetLastDisconnectReason(STR_MULTIPLAYER_SERVER_FULL);
connection.Socket->Disconnect();
break;
case NETWORK_AUTH_REQUIREPASSWORD:
case NetworkAuth::RequirePassword:
context_open_window_view(WV_NETWORK_PASSWORD);
break;
case NETWORK_AUTH_UNKNOWN_KEY_DISALLOWED:
case NetworkAuth::UnknownKeyDisallowed:
connection.SetLastDisconnectReason(STR_MULTIPLAYER_UNKNOWN_KEY_DISALLOWED);
connection.Socket->Disconnect();
break;
@ -2507,7 +2507,7 @@ void NetworkBase::Server_Handle_MAPREQUEST(NetworkConnection& connection, Networ
void NetworkBase::Server_Handle_AUTH(NetworkConnection& connection, NetworkPacket& packet)
{
if (connection.AuthStatus != NETWORK_AUTH_OK)
if (connection.AuthStatus != NetworkAuth::Ok)
{
const char* gameversion = packet.ReadString();
const char* name = packet.ReadString();
@ -2517,7 +2517,7 @@ void NetworkBase::Server_Handle_AUTH(NetworkConnection& connection, NetworkPacke
packet >> sigsize;
if (pubkey == nullptr)
{
connection.AuthStatus = NETWORK_AUTH_VERIFICATIONFAILURE;
connection.AuthStatus = NetworkAuth::VerificationFailure;
}
else
{
@ -2548,70 +2548,70 @@ void NetworkBase::Server_Handle_AUTH(NetworkConnection& connection, NetworkPacke
if (gConfigNetwork.known_keys_only && _userManager.GetUserByHash(hash) == nullptr)
{
log_verbose("Hash %s, not known", hash.c_str());
connection.AuthStatus = NETWORK_AUTH_UNKNOWN_KEY_DISALLOWED;
connection.AuthStatus = NetworkAuth::UnknownKeyDisallowed;
}
else
{
connection.AuthStatus = NETWORK_AUTH_VERIFIED;
connection.AuthStatus = NetworkAuth::Verified;
}
}
else
{
connection.AuthStatus = NETWORK_AUTH_VERIFICATIONFAILURE;
connection.AuthStatus = NetworkAuth::VerificationFailure;
log_verbose("Signature verification failed!");
}
}
catch (const std::exception&)
{
connection.AuthStatus = NETWORK_AUTH_VERIFICATIONFAILURE;
connection.AuthStatus = NetworkAuth::VerificationFailure;
log_verbose("Signature verification failed, invalid data!");
}
}
bool passwordless = false;
if (connection.AuthStatus == NETWORK_AUTH_VERIFIED)
if (connection.AuthStatus == NetworkAuth::Verified)
{
const NetworkGroup* group = GetGroupByID(GetGroupIDByHash(connection.Key.PublicKeyHash()));
passwordless = group->CanPerformCommand(MISC_COMMAND_PASSWORDLESS_LOGIN);
}
if (!gameversion || network_get_version() != gameversion)
{
connection.AuthStatus = NETWORK_AUTH_BADVERSION;
connection.AuthStatus = NetworkAuth::BadVersion;
}
else if (!name)
{
connection.AuthStatus = NETWORK_AUTH_BADNAME;
connection.AuthStatus = NetworkAuth::BadName;
}
else if (!passwordless)
{
if ((!password || strlen(password) == 0) && !_password.empty())
{
connection.AuthStatus = NETWORK_AUTH_REQUIREPASSWORD;
connection.AuthStatus = NetworkAuth::RequirePassword;
}
else if (password && _password != password)
{
connection.AuthStatus = NETWORK_AUTH_BADPASSWORD;
connection.AuthStatus = NetworkAuth::BadPassword;
}
}
if (static_cast<size_t>(gConfigNetwork.maxplayers) <= player_list.size())
{
connection.AuthStatus = NETWORK_AUTH_FULL;
connection.AuthStatus = NetworkAuth::Full;
}
else if (connection.AuthStatus == NETWORK_AUTH_VERIFIED)
else if (connection.AuthStatus == NetworkAuth::Verified)
{
const std::string hash = connection.Key.PublicKeyHash();
if (ProcessPlayerAuthenticatePluginHooks(connection, name, hash))
{
connection.AuthStatus = NETWORK_AUTH_OK;
connection.AuthStatus = NetworkAuth::Ok;
Server_Client_Joined(name, hash, connection);
}
else
{
connection.AuthStatus = NETWORK_AUTH_VERIFICATIONFAILURE;
connection.AuthStatus = NetworkAuth::VerificationFailure;
}
}
else if (connection.AuthStatus != NETWORK_AUTH_REQUIREPASSWORD)
else if (connection.AuthStatus != NetworkAuth::RequirePassword)
{
log_error("Unknown failure (%d) while authenticating client", connection.AuthStatus);
}
@ -3283,7 +3283,7 @@ void network_send_tick()
gNetwork.Server_Send_TICK();
}
int32_t network_get_authstatus()
NetworkAuth network_get_authstatus()
{
return gNetwork.GetAuthStatus();
}
@ -3990,9 +3990,9 @@ int32_t network_get_status()
{
return NETWORK_STATUS_NONE;
}
int32_t network_get_authstatus()
NetworkAuth network_get_authstatus()
{
return NETWORK_AUTH_NONE;
return NetworkAuth::None;
}
uint32_t network_get_server_tick()
{

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@ -107,7 +107,7 @@ public: // Server
public: // Client
void Reconnect();
int32_t GetMode();
int32_t GetAuthStatus();
NetworkAuth GetAuthStatus();
int32_t GetStatus();
uint8_t GetPlayerID();
void ProcessPlayerInfo();

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@ -131,7 +131,7 @@ bool NetworkConnection::SendPacket(NetworkPacket& packet)
void NetworkConnection::QueuePacket(NetworkPacket&& packet, bool front)
{
if (AuthStatus == NETWORK_AUTH_OK || !packet.CommandRequiresAuth())
if (AuthStatus == NetworkAuth::Ok || !packet.CommandRequiresAuth())
{
packet.Header.Size = static_cast<uint16_t>(packet.Data.size());
if (front)

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@ -28,7 +28,7 @@ class NetworkConnection final
public:
std::unique_ptr<ITcpSocket> Socket = nullptr;
NetworkPacket InboundPacket;
NETWORK_AUTH AuthStatus = NETWORK_AUTH_NONE;
NetworkAuth AuthStatus = NetworkAuth::None;
NetworkStats_t Stats = {};
NetworkPlayer* Player = nullptr;
uint32_t PingTime = 0;

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@ -44,19 +44,19 @@ enum
NETWORK_STATUS_CONNECTED
};
enum NETWORK_AUTH
enum class NetworkAuth : int32_t
{
NETWORK_AUTH_NONE,
NETWORK_AUTH_REQUESTED,
NETWORK_AUTH_OK,
NETWORK_AUTH_BADVERSION,
NETWORK_AUTH_BADNAME,
NETWORK_AUTH_BADPASSWORD,
NETWORK_AUTH_VERIFICATIONFAILURE,
NETWORK_AUTH_FULL,
NETWORK_AUTH_REQUIREPASSWORD,
NETWORK_AUTH_VERIFIED,
NETWORK_AUTH_UNKNOWN_KEY_DISALLOWED,
None,
Requested,
Ok,
BadVersion,
BadName,
BadPassword,
VerificationFailure,
Full,
RequirePassword,
Verified,
UnknownKeyDisallowed
};
enum class NetworkCommand : uint32_t

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@ -54,7 +54,7 @@ void network_update();
void network_process_pending();
void network_flush();
int32_t network_get_authstatus();
NetworkAuth network_get_authstatus();
uint32_t network_get_server_tick();
uint8_t network_get_current_player_id();
int32_t network_get_num_players();