diff options
author | rubidium42 <rubidium@openttd.org> | 2021-05-02 09:07:09 +0200 |
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committer | rubidium42 <rubidium42@users.noreply.github.com> | 2021-05-14 23:22:04 +0200 |
commit | 1de5cdeab8387b23b566142f205ac9232a6f61a3 (patch) | |
tree | bb234a1704f3ec3449e0f0b7daf4a50929b09a42 /src/network/network_server.cpp | |
parent | 98283116fac58053ebd282772b0311a0b417cef7 (diff) | |
download | openttd-1de5cdeab8387b23b566142f205ac9232a6f61a3.tar.xz |
Codechange: [Network] Use std::string for the internal handling of company passwords
Diffstat (limited to 'src/network/network_server.cpp')
-rw-r--r-- | src/network/network_server.cpp | 22 |
1 files changed, 9 insertions, 13 deletions
diff --git a/src/network/network_server.cpp b/src/network/network_server.cpp index 1a6012fb1..4d35af116 100644 --- a/src/network/network_server.cpp +++ b/src/network/network_server.cpp @@ -978,8 +978,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_COMPANY_PASSWOR return this->SendError(NETWORK_ERROR_NOT_EXPECTED); } - char password[NETWORK_PASSWORD_LENGTH]; - p->Recv_string(password, sizeof(password)); + std::string password = p->Recv_string(NETWORK_PASSWORD_LENGTH); /* Check company password. Allow joining if we cleared the password meanwhile. * Also, check the company is still valid - client could be moved to spectators @@ -1389,11 +1388,8 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_SET_PASSWORD(Pa return this->SendError(NETWORK_ERROR_NOT_EXPECTED); } - char password[NETWORK_PASSWORD_LENGTH]; - const NetworkClientInfo *ci; - - p->Recv_string(password, sizeof(password)); - ci = this->GetInfo(); + std::string password = p->Recv_string(NETWORK_PASSWORD_LENGTH); + const NetworkClientInfo *ci = this->GetInfo(); NetworkServerSetCompanyPassword(ci->client_playas, password); return NETWORK_RECV_STATUS_OKAY; @@ -1469,8 +1465,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_MOVE(Packet *p) /* Check if we require a password for this company */ if (company_id != COMPANY_SPECTATOR && !_network_company_states[company_id].password.empty()) { /* we need a password from the client - should be in this packet */ - char password[NETWORK_PASSWORD_LENGTH]; - p->Recv_string(password, sizeof(password)); + std::string password = p->Recv_string(NETWORK_PASSWORD_LENGTH); /* Incorrect password sent, return! */ if (_network_company_states[company_id].password.compare(password) != 0) { @@ -1757,15 +1752,16 @@ bool NetworkServerChangeClientName(ClientID client_id, const char *new_name) * @param password The new password. * @param already_hashed Is the given password already hashed? */ -void NetworkServerSetCompanyPassword(CompanyID company_id, const char *password, bool already_hashed) +void NetworkServerSetCompanyPassword(CompanyID company_id, const std::string &password, bool already_hashed) { if (!Company::IsValidHumanID(company_id)) return; - if (!already_hashed) { - password = GenerateCompanyPasswordHash(password, _settings_client.network.network_id.c_str(), _settings_game.game_creation.generation_seed); + if (already_hashed) { + _network_company_states[company_id].password = password; + } else { + _network_company_states[company_id].password = GenerateCompanyPasswordHash(password, _settings_client.network.network_id, _settings_game.game_creation.generation_seed); } - _network_company_states[company_id].password = password; NetworkServerUpdateCompanyPassworded(company_id, !_network_company_states[company_id].password.empty()); } |