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-rw-r--r--src/network/network.cpp69
-rw-r--r--src/network/network.h3
-rw-r--r--src/network/network_client.cpp73
-rw-r--r--src/network/network_client.h1
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;