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

@@ -91,13 +91,13 @@ public:
static NetworkRecvStatus SendAck();
static NetworkRecvStatus SendGamePassword(const char *password);
static NetworkRecvStatus SendCompanyPassword(const char *password);
static NetworkRecvStatus SendCompanyPassword(const std::string &password);
static NetworkRecvStatus SendChat(NetworkAction action, DestType type, int dest, const char *msg, int64 data);
static NetworkRecvStatus SendSetPassword(const char *password);
static NetworkRecvStatus SendSetPassword(const std::string &password);
static NetworkRecvStatus SendSetName(const char *name);
static NetworkRecvStatus SendRCon(const char *password, const char *command);
static NetworkRecvStatus SendMove(CompanyID company, const char *password);
static NetworkRecvStatus SendMove(CompanyID company, const std::string &password);
static bool IsConnected();
@@ -110,15 +110,15 @@ public:
typedef ClientNetworkGameSocketHandler MyClient;
void NetworkClient_Connected();
void NetworkClientSetCompanyPassword(const char *password);
void NetworkClientSetCompanyPassword(const std::string &password);
/** Information required to join a server. */
struct NetworkJoinInfo {
NetworkJoinInfo() : company(COMPANY_SPECTATOR), server_password(nullptr), company_password(nullptr) {}
NetworkJoinInfo() : company(COMPANY_SPECTATOR), server_password(nullptr) {}
std::string connection_string; ///< The address of the server to join.
CompanyID company; ///< The company to join.
const char *server_password; ///< The password of the server to join.
const char *company_password; ///< The password of the company to join.
std::string company_password; ///< The password of the company to join.
};
extern NetworkJoinInfo _network_join;