mirror of https://github.com/OpenTTD/OpenTTD.git
(svn r21852) -Codechange: generalise GenerateCompanyPasswordHash (dihedral)
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@ -150,9 +150,6 @@ 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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@ -172,11 +169,13 @@ const char *NetworkChangeCompanyPassword(const char *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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* Hash the given password using server ID and game seed.
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* @param password Password to hash.
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* @param password_server_id Server ID.
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* @param password_game_seed Game seed.
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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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const char *GenerateCompanyPasswordHash(const char *password, const char *password_server_id, uint32 password_game_seed)
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{
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if (StrEmpty(password)) return password;
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@ -186,7 +185,7 @@ const char *GenerateCompanyPasswordHash(const char *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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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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@ -208,10 +207,13 @@ const char *GenerateCompanyPasswordHash(const char *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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uint32 password_game_seed;
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char password_server_id[NETWORK_SERVER_ID_LENGTH];
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const char *new_pw = GenerateCompanyPasswordHash(password);
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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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@ -19,7 +19,7 @@ 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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const char *GenerateCompanyPasswordHash(const char *password, const char *password_server_id, uint32 password_game_seed);
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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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@ -347,7 +347,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendGamePassword(const char *p
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NetworkRecvStatus ClientNetworkGameSocketHandler::SendCompanyPassword(const char *password)
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{
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Packet *p = new Packet(PACKET_CLIENT_COMPANY_PASSWORD);
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p->Send_string(GenerateCompanyPasswordHash(password));
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p->Send_string(GenerateCompanyPasswordHash(password, _password_server_id, _password_game_seed));
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my_client->SendPacket(p);
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return NETWORK_RECV_STATUS_OKAY;
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}
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@ -426,7 +426,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendSetPassword(const char *pa
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{
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Packet *p = new Packet(PACKET_CLIENT_SET_PASSWORD);
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p->Send_string(GenerateCompanyPasswordHash(password));
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p->Send_string(GenerateCompanyPasswordHash(password, _password_server_id, _password_game_seed));
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my_client->SendPacket(p);
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return NETWORK_RECV_STATUS_OKAY;
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}
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@ -457,11 +457,11 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendRCon(const char *pass, con
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return NETWORK_RECV_STATUS_OKAY;
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}
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NetworkRecvStatus ClientNetworkGameSocketHandler::SendMove(CompanyID company, const char *pass)
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NetworkRecvStatus ClientNetworkGameSocketHandler::SendMove(CompanyID company, const char *password)
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{
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Packet *p = new Packet(PACKET_CLIENT_MOVE);
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p->Send_uint8(company);
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p->Send_string(GenerateCompanyPasswordHash(pass));
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p->Send_string(GenerateCompanyPasswordHash(password, _password_server_id, _password_game_seed));
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my_client->SendPacket(p);
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return NETWORK_RECV_STATUS_OKAY;
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}
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