mirror of https://github.com/OpenTTD/OpenTTD.git
Codechange: [Network] Pass passwords as std::string to the network code
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ebe32ad912
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@ -844,7 +844,7 @@ CommandCost CmdCompanyCtrl(TileIndex tile, DoCommandFlag flags, uint32 p1, uint3
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assert(_local_company == COMPANY_SPECTATOR);
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SetLocalCompany(c->index);
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if (!_settings_client.network.default_company_pass.empty()) {
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NetworkChangeCompanyPassword(_local_company, _settings_client.network.default_company_pass.c_str());
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NetworkChangeCompanyPassword(_local_company, _settings_client.network.default_company_pass);
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}
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/* Now that we have a new company, broadcast our company settings to
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@ -1737,7 +1737,7 @@ DEF_CONSOLE_CMD(ConCompanyPassword)
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}
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CompanyID company_id;
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const char *password;
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std::string password;
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const char *errormsg;
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if (argc == 2) {
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@ -1759,10 +1759,10 @@ DEF_CONSOLE_CMD(ConCompanyPassword)
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password = NetworkChangeCompanyPassword(company_id, password);
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if (StrEmpty(password)) {
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if (password.empty()) {
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IConsolePrintF(CC_WARNING, "Company password cleared");
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} else {
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IConsolePrintF(CC_WARNING, "Company password changed to: %s", password);
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IConsolePrintF(CC_WARNING, "Company password changed to: %s", password.c_str());
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}
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return true;
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@ -152,9 +152,9 @@ byte NetworkSpectatorCount()
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* @param password The unhashed password we like to set ('*' or '' resets the password)
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* @return The password.
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*/
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const char *NetworkChangeCompanyPassword(CompanyID company_id, const char *password)
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std::string NetworkChangeCompanyPassword(CompanyID company_id, std::string password)
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{
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if (strcmp(password, "*") == 0) password = "";
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if (password.compare("*") == 0) password = "";
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if (_network_server) {
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NetworkServerSetCompanyPassword(company_id, password, false);
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@ -787,7 +787,7 @@ public:
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* @param join_company_password The password for the company.
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* @return Whether the join has started.
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*/
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bool NetworkClientConnectGame(const std::string &connection_string, CompanyID default_company, const char *join_server_password, const char *join_company_password)
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bool NetworkClientConnectGame(const std::string &connection_string, CompanyID default_company, const std::string &join_server_password, const std::string &join_company_password)
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{
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CompanyID join_as = default_company;
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std::string resolved_connection_string = ParseGameConnectionString(connection_string, NETWORK_DEFAULT_PORT, &join_as).GetAddressAsString(false);
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@ -1261,7 +1261,7 @@ void NetworkClient_Connected()
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* @param password The password.
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* @param command The command to execute.
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*/
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void NetworkClientSendRcon(const char *password, const char *command)
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void NetworkClientSendRcon(const std::string &password, const char *command)
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{
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MyClient::SendRCon(password, command);
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}
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@ -40,7 +40,7 @@ bool NetworkValidateClientName();
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bool NetworkValidateClientName(std::string &client_name);
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void NetworkUpdateClientName();
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bool NetworkCompanyHasClients(CompanyID company);
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const char *NetworkChangeCompanyPassword(CompanyID company_id, const char *password);
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std::string NetworkChangeCompanyPassword(CompanyID company_id, std::string password);
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void NetworkReboot();
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void NetworkDisconnect(bool blocking = false, bool close_admins = true);
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void NetworkGameLoop();
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@ -51,10 +51,10 @@ void NetworkPopulateCompanyStats(NetworkCompanyStats *stats);
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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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bool NetworkClientConnectGame(const std::string &connection_string, CompanyID default_company, const std::string &join_server_password = "", const std::string &join_company_password = "");
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void NetworkClientJoinGame();
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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 NetworkClientSendRcon(const std::string &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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bool NetworkCompanyIsPassworded(CompanyID company_id);
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@ -400,23 +400,19 @@ void OpenBrowser(const char *url)
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/** Callback structure of statements to be executed after the NewGRF scan. */
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struct AfterNewGRFScan : NewGRFScanCallback {
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Year startyear; ///< The start year.
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uint32 generation_seed; ///< Seed for the new game.
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std::string dedicated_host; ///< Hostname for the dedicated server.
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uint16 dedicated_port; ///< Port for the dedicated server.
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char *network_conn; ///< Information about the server to connect to, or nullptr.
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const char *join_server_password; ///< The password to join the server with.
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const char *join_company_password; ///< The password to join the company with.
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bool save_config; ///< The save config setting.
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Year startyear = INVALID_YEAR; ///< The start year.
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uint32 generation_seed = GENERATE_NEW_SEED; ///< Seed for the new game.
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std::string dedicated_host; ///< Hostname for the dedicated server.
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uint16 dedicated_port = 0; ///< Port for the dedicated server.
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std::string connection_string; ///< Information about the server to connect to
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std::string join_server_password; ///< The password to join the server with.
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std::string join_company_password; ///< The password to join the company with.
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bool save_config = true; ///< The save config setting.
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/**
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* Create a new callback.
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*/
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AfterNewGRFScan() :
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startyear(INVALID_YEAR), generation_seed(GENERATE_NEW_SEED),
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dedicated_port(0), network_conn(nullptr),
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join_server_password(nullptr), join_company_password(nullptr),
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save_config(true)
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AfterNewGRFScan()
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{
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/* Visual C++ 2015 fails compiling this line (AfterNewGRFScan::generation_seed undefined symbol)
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* if it's placed outside a member function, directly in the struct body. */
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@ -469,11 +465,11 @@ struct AfterNewGRFScan : NewGRFScanCallback {
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/* Make sure _settings is filled with _settings_newgame if we switch to a game directly */
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if (_switch_mode != SM_NONE) MakeNewgameSettingsLive();
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if (_network_available && network_conn != nullptr) {
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if (_network_available && !connection_string.empty()) {
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LoadIntroGame();
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_switch_mode = SM_NONE;
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NetworkClientConnectGame(network_conn, COMPANY_NEW_COMPANY, join_server_password, join_company_password);
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NetworkClientConnectGame(connection_string, COMPANY_NEW_COMPANY, join_server_password, join_company_password);
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}
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/* After the scan we're not used anymore. */
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@ -567,7 +563,7 @@ int openttd_main(int argc, char *argv[])
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break;
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case 'f': _dedicated_forks = true; break;
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case 'n':
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scanner->network_conn = mgo.opt; // optional IP parameter, nullptr if unset
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scanner->connection_string = mgo.opt; // optional IP:port#company parameter
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break;
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case 'l':
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debuglog_conn = mgo.opt;
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@ -875,7 +871,7 @@ static void MakeNewGameDone()
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/* We are the server, we start a new company (not dedicated),
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* so set the default password *if* needed. */
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if (_network_server && !_settings_client.network.default_company_pass.empty()) {
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NetworkChangeCompanyPassword(_local_company, _settings_client.network.default_company_pass.c_str());
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NetworkChangeCompanyPassword(_local_company, _settings_client.network.default_company_pass);
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}
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if (_settings_client.gui.pause_on_newgame) DoCommandP(0, PM_PAUSED_NORMAL, 1, CMD_PAUSE);
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