diff options
Diffstat (limited to 'src/network')
-rw-r--r-- | src/network/network.cpp | 69 | ||||
-rw-r--r-- | src/network/network.h | 3 | ||||
-rw-r--r-- | src/network/network_client.cpp | 73 | ||||
-rw-r--r-- | src/network/network_client.h | 1 |
4 files changed, 76 insertions, 70 deletions
diff --git a/src/network/network.cpp b/src/network/network.cpp index c304c1c22..78f065e20 100644 --- a/src/network/network.cpp +++ b/src/network/network.cpp @@ -150,6 +150,75 @@ byte NetworkSpectatorCount() return count; } +extern uint32 _password_game_seed; +extern char _password_server_id[NETWORK_SERVER_ID_LENGTH]; + +/** + * Sets/resets company password + * @param password new password, "" or "*" resets password + * @return new password + */ +const char *NetworkChangeCompanyPassword(const char *password) +{ + if (strcmp(password, "*") == 0) password = ""; + + if (!_network_server) { + NetworkClientSetPassword(password); + } else { + HashCurrentCompanyPassword(password); + } + + return password; +} + +/** + * Generates a hashed password for the company name. + * @param password the password to 'encrypt'. + * @return the hashed password. + */ +const char *GenerateCompanyPasswordHash(const char *password) +{ + if (StrEmpty(password)) return password; + + char salted_password[NETWORK_SERVER_ID_LENGTH]; + + memset(salted_password, 0, sizeof(salted_password)); + snprintf(salted_password, sizeof(salted_password), "%s", password); + /* Add the game seed and the server's ID as the salt. */ + for (uint i = 0; i < NETWORK_SERVER_ID_LENGTH - 1; i++) { + salted_password[i] ^= _password_server_id[i] ^ (_password_game_seed >> (i % 32)); + } + + Md5 checksum; + uint8 digest[16]; + static char hashed_password[NETWORK_SERVER_ID_LENGTH]; + + /* Generate the MD5 hash */ + checksum.Append(salted_password, sizeof(salted_password) - 1); + checksum.Finish(digest); + + for (int di = 0; di < 16; di++) sprintf(hashed_password + di * 2, "%02x", digest[di]); + hashed_password[lengthof(hashed_password) - 1] = '\0'; + + return hashed_password; +} + +/** + * Hash the current company password; used when the server 'company' sets his/her password. + */ +void HashCurrentCompanyPassword(const char *password) +{ + _password_game_seed = _settings_game.game_creation.generation_seed; + strecpy(_password_server_id, _settings_client.network.network_id, lastof(_password_server_id)); + + const char *new_pw = GenerateCompanyPasswordHash(password); + strecpy(_network_company_states[_local_company].password, new_pw, lastof(_network_company_states[_local_company].password)); + + if (_network_server) { + NetworkServerUpdateCompanyPassworded(_local_company, !StrEmpty(_network_company_states[_local_company].password)); + } +} + /** * Check if the company we want to join requires a password. * @param company_id id of the company we want to check the 'passworded' flag for. diff --git a/src/network/network.h b/src/network/network.h index 3dd63d03c..4874d4f8a 100644 --- a/src/network/network.h +++ b/src/network/network.h @@ -19,6 +19,9 @@ void NetworkStartUp(); void NetworkShutDown(); void NetworkDrawChatMessage(); +const char *GenerateCompanyPasswordHash(const char *password); +void HashCurrentCompanyPassword(const char *password); + extern bool _networking; ///< are we in networking mode? extern bool _network_server; ///< network-server is active extern bool _network_available; ///< is network mode available? diff --git a/src/network/network_client.cpp b/src/network/network_client.cpp index b45b21fa5..0a369dc93 100644 --- a/src/network/network_client.cpp +++ b/src/network/network_client.cpp @@ -278,9 +278,9 @@ ClientNetworkGameSocketHandler * ClientNetworkGameSocketHandler::my_client = NUL static uint32 last_ack_frame; /** One bit of 'entropy' used to generate a salt for the company passwords. */ -static uint32 _password_game_seed; +uint32 _password_game_seed; /** The other bit of 'entropy' used to generate a salt for the company passwords. */ -static char _password_server_id[NETWORK_SERVER_ID_LENGTH]; +char _password_server_id[NETWORK_SERVER_ID_LENGTH]; /** Maximum number of companies of the currently joined server. */ static uint8 _network_server_max_companies; @@ -298,55 +298,6 @@ const char *_network_join_company_password = NULL; /** Make sure the server ID length is the same as a md5 hash. */ assert_compile(NETWORK_SERVER_ID_LENGTH == 16 * 2 + 1); -/** - * Generates a hashed password for the company name. - * @param password the password to 'encrypt'. - * @return the hashed password. - */ -static const char *GenerateCompanyPasswordHash(const char *password) -{ - if (StrEmpty(password)) return password; - - char salted_password[NETWORK_SERVER_ID_LENGTH]; - - memset(salted_password, 0, sizeof(salted_password)); - snprintf(salted_password, sizeof(salted_password), "%s", password); - /* Add the game seed and the server's ID as the salt. */ - for (uint i = 0; i < NETWORK_SERVER_ID_LENGTH - 1; i++) { - salted_password[i] ^= _password_server_id[i] ^ (_password_game_seed >> (i % 32)); - } - - Md5 checksum; - uint8 digest[16]; - static char hashed_password[NETWORK_SERVER_ID_LENGTH]; - - /* Generate the MD5 hash */ - checksum.Append(salted_password, sizeof(salted_password) - 1); - checksum.Finish(digest); - - for (int di = 0; di < 16; di++) sprintf(hashed_password + di * 2, "%02x", digest[di]); - hashed_password[lengthof(hashed_password) - 1] = '\0'; - - return hashed_password; -} - -/** - * Hash the current company password; used when the server 'company' sets his/her password. - */ -static void HashCurrentCompanyPassword(const char *password) -{ - _password_game_seed = _settings_game.game_creation.generation_seed; - strecpy(_password_server_id, _settings_client.network.network_id, lastof(_password_server_id)); - - const char *new_pw = GenerateCompanyPasswordHash(password); - strecpy(_network_company_states[_local_company].password, new_pw, lastof(_network_company_states[_local_company].password)); - - if (_network_server) { - NetworkServerUpdateCompanyPassworded(_local_company, !StrEmpty(_network_company_states[_local_company].password)); - } -} - - /*********** * Sending functions * DEF_CLIENT_SEND_COMMAND has no parameters @@ -1227,7 +1178,7 @@ void NetworkClientSendChat(NetworkAction action, DestType type, int dest, const MyClient::SendChat(action, type, dest, msg, data); } -static void NetworkClientSetPassword(const char *password) +void NetworkClientSetPassword(const char *password) { MyClient::SendSetPassword(password); } @@ -1251,24 +1202,6 @@ bool NetworkClientPreferTeamChat(const NetworkClientInfo *cio) } /** - * Sets/resets company password - * @param password new password, "" or "*" resets password - * @return new password - */ -const char *NetworkChangeCompanyPassword(const char *password) -{ - if (strcmp(password, "*") == 0) password = ""; - - if (!_network_server) { - NetworkClientSetPassword(password); - } else { - HashCurrentCompanyPassword(password); - } - - return password; -} - -/** * Check if max_companies has been reached on the server (local check only). * @return true if the max value has been reached or exceeded, false otherwise. */ diff --git a/src/network/network_client.h b/src/network/network_client.h index 686b6a3da..235fb085e 100644 --- a/src/network/network_client.h +++ b/src/network/network_client.h @@ -108,6 +108,7 @@ public: typedef ClientNetworkGameSocketHandler MyClient; void NetworkClient_Connected(); +void NetworkClientSetPassword(const char *password); extern CompanyID _network_join_as; |