mirror of https://github.com/OpenTTD/OpenTTD.git
(svn r21854) -Codechange: refactor the password setting methods to make it possible to change the password of other companies (on the server)
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e54a1f6721
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@ -835,7 +835,7 @@ 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 (!StrEmpty(_settings_client.network.default_company_pass)) {
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NetworkChangeCompanyPassword(_settings_client.network.default_company_pass);
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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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@ -1530,7 +1530,7 @@ DEF_CONSOLE_CMD(ConCompanyPassword)
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return false;
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}
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const char *password = NetworkChangeCompanyPassword(argv[1]);
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const char *password = NetworkChangeCompanyPassword(_local_company, argv[1], false);
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if (StrEmpty(password)) {
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IConsolePrintF(CC_WARNING, "Company password cleared");
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@ -151,18 +151,19 @@ byte NetworkSpectatorCount()
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}
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/**
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* Sets/resets company password
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* @param password new password, "" or "*" resets password
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* @return new password
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* Change the company password of a given company.
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* @param company_id ID of the company the password should be changed for.
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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(const char *password)
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const char *NetworkChangeCompanyPassword(CompanyID company_id, const char *password, bool already_hashed)
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{
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if (strcmp(password, "*") == 0) password = "";
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if (!_network_server) {
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NetworkClientSetCompanyPassword(password);
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if (_network_server) {
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NetworkServerSetCompanyPassword(company_id, password, already_hashed);
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} else {
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HashCurrentCompanyPassword(password);
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NetworkClientSetCompanyPassword(password);
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}
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return password;
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@ -278,9 +278,9 @@ ClientNetworkGameSocketHandler * ClientNetworkGameSocketHandler::my_client = NUL
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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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uint32 _password_game_seed;
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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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char _password_server_id[NETWORK_SERVER_ID_LENGTH];
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static char _password_server_id[NETWORK_SERVER_ID_LENGTH];
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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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@ -1178,6 +1178,10 @@ void NetworkClientSendChat(NetworkAction action, DestType type, int dest, const
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MyClient::SendChat(action, type, dest, msg, data);
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}
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/**
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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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{
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MyClient::SendSetPassword(password);
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@ -36,7 +36,7 @@ extern StringList _network_ban_list;
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byte NetworkSpectatorCount();
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void NetworkUpdateClientName();
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bool NetworkCompanyHasClients(CompanyID company);
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const char *NetworkChangeCompanyPassword(const char *);
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const char *NetworkChangeCompanyPassword(CompanyID company_id, const char *password, bool already_hashed = true);
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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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@ -2311,7 +2311,7 @@ struct NetworkCompanyPasswordWindow : public QueryStringBaseWindow {
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snprintf(_settings_client.network.default_company_pass, lengthof(_settings_client.network.default_company_pass), "%s", this->edit_str_buf);
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}
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NetworkChangeCompanyPassword(this->edit_str_buf);
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NetworkChangeCompanyPassword(_local_company, this->edit_str_buf);
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}
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virtual void OnPaint()
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@ -1287,10 +1287,7 @@ DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_SET_PASSWORD)
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p->Recv_string(password, sizeof(password));
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ci = this->GetInfo();
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if (Company::IsValidID(ci->client_playas)) {
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strecpy(_network_company_states[ci->client_playas].password, password, lastof(_network_company_states[ci->client_playas].password));
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NetworkServerUpdateCompanyPassworded(ci->client_playas, !StrEmpty(_network_company_states[ci->client_playas].password));
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}
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NetworkServerSetCompanyPassword(ci->client_playas, password);
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return NETWORK_RECV_STATUS_OKAY;
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}
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@ -1630,23 +1627,21 @@ bool NetworkServerChangeClientName(ClientID client_id, const char *new_name)
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}
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/**
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* Hash the current company password; used when the server 'company' sets his/her password.
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* @param password The password to hash.
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* Set/Reset a company password on the server end.
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* @param company_id ID of the company the password should be changed for.
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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 HashCurrentCompanyPassword(const char *password)
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void NetworkServerSetCompanyPassword(CompanyID company_id, const char *password, bool already_hashed)
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{
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uint32 password_game_seed;
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char password_server_id[NETWORK_SERVER_ID_LENGTH];
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if (!Company::IsValidHumanID(company_id)) return;
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password_game_seed = _settings_game.game_creation.generation_seed;
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strecpy(password_server_id, _settings_client.network.network_id, lastof(password_server_id));
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const char *new_pw = GenerateCompanyPasswordHash(password, password_server_id, password_game_seed);
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strecpy(_network_company_states[_local_company].password, new_pw, lastof(_network_company_states[_local_company].password));
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if (_network_server) {
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NetworkServerUpdateCompanyPassworded(_local_company, !StrEmpty(_network_company_states[_local_company].password));
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if (!already_hashed) {
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password = GenerateCompanyPasswordHash(password, _settings_client.network.network_id, _settings_game.game_creation.generation_seed);
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}
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strecpy(_network_company_states[company_id].password, password, lastof(_network_company_states[company_id].password));
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NetworkServerUpdateCompanyPassworded(company_id, !StrEmpty(_network_company_states[company_id].password));
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}
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/* Handle the local command-queue */
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@ -118,7 +118,7 @@ public:
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};
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void NetworkServer_Tick(bool send_frame);
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void HashCurrentCompanyPassword(const char *password);
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void NetworkServerSetCompanyPassword(CompanyID company_id, const char *password, bool already_hashed = true);
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#define FOR_ALL_CLIENT_SOCKETS_FROM(var, start) FOR_ALL_ITEMS_FROM(NetworkClientSocket, clientsocket_index, var, start)
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#define FOR_ALL_CLIENT_SOCKETS(var) FOR_ALL_CLIENT_SOCKETS_FROM(var, 0)
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@ -823,7 +823,7 @@ 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 && !StrEmpty(_settings_client.network.default_company_pass)) {
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NetworkChangeCompanyPassword(_settings_client.network.default_company_pass);
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NetworkChangeCompanyPassword(_local_company, _settings_client.network.default_company_pass);
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}
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#endif /* ENABLE_NETWORK */
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