mirror of https://github.com/OpenTTD/OpenTTD.git
(svn r21850) -Codechange: move password hashing to a more general location (dihedral)
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@ -150,6 +150,75 @@ byte NetworkSpectatorCount()
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return count;
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}
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extern uint32 _password_game_seed;
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extern char _password_server_id[NETWORK_SERVER_ID_LENGTH];
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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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*/
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const char *NetworkChangeCompanyPassword(const char *password)
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{
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if (strcmp(password, "*") == 0) password = "";
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if (!_network_server) {
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NetworkClientSetPassword(password);
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} else {
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HashCurrentCompanyPassword(password);
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}
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return password;
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}
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/**
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* Generates a hashed password for the company name.
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* @param password the password to 'encrypt'.
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* @return the hashed password.
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*/
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const char *GenerateCompanyPasswordHash(const char *password)
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{
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if (StrEmpty(password)) return password;
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char salted_password[NETWORK_SERVER_ID_LENGTH];
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memset(salted_password, 0, sizeof(salted_password));
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snprintf(salted_password, sizeof(salted_password), "%s", password);
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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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salted_password[i] ^= _password_server_id[i] ^ (_password_game_seed >> (i % 32));
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}
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Md5 checksum;
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uint8 digest[16];
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static char hashed_password[NETWORK_SERVER_ID_LENGTH];
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/* Generate the MD5 hash */
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checksum.Append(salted_password, sizeof(salted_password) - 1);
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checksum.Finish(digest);
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for (int di = 0; di < 16; di++) sprintf(hashed_password + di * 2, "%02x", digest[di]);
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hashed_password[lengthof(hashed_password) - 1] = '\0';
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return hashed_password;
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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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*/
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void HashCurrentCompanyPassword(const char *password)
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{
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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);
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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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}
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}
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/**
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* Check if the company we want to join requires a password.
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* @param company_id id of the company we want to check the 'passworded' flag for.
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@ -19,6 +19,9 @@ void NetworkStartUp();
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void NetworkShutDown();
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void NetworkDrawChatMessage();
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const char *GenerateCompanyPasswordHash(const char *password);
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void HashCurrentCompanyPassword(const char *password);
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extern bool _networking; ///< are we in networking mode?
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extern bool _network_server; ///< network-server is active
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extern bool _network_available; ///< is network mode available?
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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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static uint32 _password_game_seed;
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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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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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@ -298,55 +298,6 @@ const char *_network_join_company_password = NULL;
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/** Make sure the server ID length is the same as a md5 hash. */
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assert_compile(NETWORK_SERVER_ID_LENGTH == 16 * 2 + 1);
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/**
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* Generates a hashed password for the company name.
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* @param password the password to 'encrypt'.
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* @return the hashed password.
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*/
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static const char *GenerateCompanyPasswordHash(const char *password)
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{
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if (StrEmpty(password)) return password;
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char salted_password[NETWORK_SERVER_ID_LENGTH];
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memset(salted_password, 0, sizeof(salted_password));
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snprintf(salted_password, sizeof(salted_password), "%s", password);
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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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salted_password[i] ^= _password_server_id[i] ^ (_password_game_seed >> (i % 32));
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}
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Md5 checksum;
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uint8 digest[16];
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static char hashed_password[NETWORK_SERVER_ID_LENGTH];
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/* Generate the MD5 hash */
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checksum.Append(salted_password, sizeof(salted_password) - 1);
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checksum.Finish(digest);
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for (int di = 0; di < 16; di++) sprintf(hashed_password + di * 2, "%02x", digest[di]);
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hashed_password[lengthof(hashed_password) - 1] = '\0';
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return hashed_password;
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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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*/
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static void HashCurrentCompanyPassword(const char *password)
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{
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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);
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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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}
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}
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/***********
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* Sending functions
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* DEF_CLIENT_SEND_COMMAND has no parameters
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@ -1227,7 +1178,7 @@ 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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static void NetworkClientSetPassword(const char *password)
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void NetworkClientSetPassword(const char *password)
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{
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MyClient::SendSetPassword(password);
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}
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@ -1250,24 +1201,6 @@ bool NetworkClientPreferTeamChat(const NetworkClientInfo *cio)
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return false;
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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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*/
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const char *NetworkChangeCompanyPassword(const char *password)
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{
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if (strcmp(password, "*") == 0) password = "";
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if (!_network_server) {
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NetworkClientSetPassword(password);
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} else {
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HashCurrentCompanyPassword(password);
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}
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return password;
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}
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/**
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* Check if max_companies has been reached on the server (local check only).
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* @return true if the max value has been reached or exceeded, false otherwise.
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@ -108,6 +108,7 @@ public:
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typedef ClientNetworkGameSocketHandler MyClient;
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void NetworkClient_Connected();
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void NetworkClientSetPassword(const char *password);
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extern CompanyID _network_join_as;
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