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authorrubidium42 <rubidium@openttd.org>2021-05-02 09:10:09 +0200
committerrubidium42 <rubidium42@users.noreply.github.com>2021-05-14 23:22:04 +0200
commit6db52d52d00516b71a982e61b3b9592a887091aa (patch)
tree0125b75c92e42e189ddce0cf347d51edad41706a /src/network/network_server.cpp
parent1de5cdeab8387b23b566142f205ac9232a6f61a3 (diff)
downloadopenttd-6db52d52d00516b71a982e61b3b9592a887091aa.tar.xz
Codechange: [Network] Use std::string for the internal handling of server passwords
Diffstat (limited to 'src/network/network_server.cpp')
-rw-r--r--src/network/network_server.cpp3
1 files changed, 1 insertions, 2 deletions
diff --git a/src/network/network_server.cpp b/src/network/network_server.cpp
index 4d35af116..314407348 100644
--- a/src/network/network_server.cpp
+++ b/src/network/network_server.cpp
@@ -953,8 +953,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_GAME_PASSWORD(P
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 game password. Allow joining if we cleared the password meanwhile */
if (!_settings_client.network.server_password.empty() &&