Codechange: [Network] Use std::string for the internal handling of company passwords

This commit is contained in:
rubidium42
2021-05-02 09:07:09 +02:00
committed by rubidium42
parent 98283116fa
commit 1de5cdeab8
7 changed files with 32 additions and 37 deletions

View File

@@ -319,7 +319,7 @@ static uint32 last_ack_frame;
/** One bit of 'entropy' used to generate a salt for the company passwords. */
static 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];
static std::string _password_server_id;
/** Maximum number of companies of the currently joined server. */
static uint8 _network_server_max_companies;
@@ -397,7 +397,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendGamePassword(const char *p
* Set the company password as requested.
* @param password The company password.
*/
NetworkRecvStatus ClientNetworkGameSocketHandler::SendCompanyPassword(const char *password)
NetworkRecvStatus ClientNetworkGameSocketHandler::SendCompanyPassword(const std::string &password)
{
Packet *p = new Packet(PACKET_CLIENT_COMPANY_PASSWORD);
p->Send_string(GenerateCompanyPasswordHash(password, _password_server_id, _password_game_seed));
@@ -478,7 +478,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendError(NetworkErrorCode err
* Tell the server that we like to change the password of the company.
* @param password The new password.
*/
NetworkRecvStatus ClientNetworkGameSocketHandler::SendSetPassword(const char *password)
NetworkRecvStatus ClientNetworkGameSocketHandler::SendSetPassword(const std::string &password)
{
Packet *p = new Packet(PACKET_CLIENT_SET_PASSWORD);
@@ -530,7 +530,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendRCon(const char *pass, con
* @param company The company to move to.
* @param password The password of the company to move to.
*/
NetworkRecvStatus ClientNetworkGameSocketHandler::SendMove(CompanyID company, const char *password)
NetworkRecvStatus ClientNetworkGameSocketHandler::SendMove(CompanyID company, const std::string &password)
{
Packet *p = new Packet(PACKET_CLIENT_MOVE);
p->Send_uint8(company);
@@ -815,12 +815,11 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_NEED_COMPANY_PA
this->status = STATUS_AUTH_COMPANY;
_password_game_seed = p->Recv_uint32();
p->Recv_string(_password_server_id, sizeof(_password_server_id));
_password_server_id = p->Recv_string(NETWORK_SERVER_ID_LENGTH);
if (this->HasClientQuit()) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
const char *password = _network_join.company_password;
if (!StrEmpty(password)) {
return SendCompanyPassword(password);
if (!_network_join.company_password.empty()) {
return SendCompanyPassword(_network_join.company_password);
}
ShowNetworkNeedPassword(NETWORK_COMPANY_PASSWORD);
@@ -837,7 +836,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_WELCOME(Packet
/* Initialize the password hash salting variables, even if they were previously. */
_password_game_seed = p->Recv_uint32();
p->Recv_string(_password_server_id, sizeof(_password_server_id));
_password_server_id = p->Recv_string(NETWORK_SERVER_ID_LENGTH);
/* Start receiving the map */
return SendGetMap();
@@ -1274,7 +1273,7 @@ void NetworkClientSendRcon(const char *password, const char *command)
* @param pass the password, is only checked on the server end if a password is needed.
* @return void
*/
void NetworkClientRequestMove(CompanyID company_id, const char *pass)
void NetworkClientRequestMove(CompanyID company_id, const std::string &pass)
{
MyClient::SendMove(company_id, pass);
}
@@ -1396,7 +1395,7 @@ void NetworkClientSendChat(NetworkAction action, DestType type, int dest, const
* Set/Reset company password on the client side.
* @param password Password to be set.
*/
void NetworkClientSetCompanyPassword(const char *password)
void NetworkClientSetCompanyPassword(const std::string &password)
{
MyClient::SendSetPassword(password);
}