Add separate network salt string for company passwords
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@@ -490,7 +490,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendNeedCompanyPassword()
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Packet *p = new Packet(PACKET_SERVER_NEED_COMPANY_PASSWORD, SHRT_MAX);
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p->Send_uint32(_settings_game.game_creation.generation_seed);
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p->Send_string(_settings_client.network.network_id);
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p->Send_string(_network_company_server_id);
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this->SendPacket(p);
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return NETWORK_RECV_STATUS_OKAY;
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}
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@@ -516,6 +516,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendWelcome()
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p->Send_uint32(_settings_game.game_creation.generation_seed ^ this->rcon_hash_bits);
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p->Send_uint32(_settings_game.game_creation.generation_seed ^ this->settings_hash_bits);
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p->Send_string(_settings_client.network.network_id);
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p->Send_string(_network_company_server_id);
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this->SendPacket(p);
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/* Transmit info about all the active clients */
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@@ -1825,7 +1826,7 @@ void NetworkServerSetCompanyPassword(CompanyID company_id, const std::string &pa
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if (already_hashed) {
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_network_company_states[company_id].password = password;
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} else {
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_network_company_states[company_id].password = GenerateCompanyPasswordHash(password, _settings_client.network.network_id, _settings_game.game_creation.generation_seed);
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_network_company_states[company_id].password = GenerateCompanyPasswordHash(password, _network_company_server_id, _settings_game.game_creation.generation_seed);
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}
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NetworkServerUpdateCompanyPassworded(company_id, !_network_company_states[company_id].password.empty());
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