Codechange: [Network] Pass passwords as std::string to the network code

This commit is contained in:
rubidium42
2021-05-02 09:18:56 +02:00
committed by rubidium42
parent ebe32ad912
commit 297d6e20bf
6 changed files with 24 additions and 28 deletions

View File

@@ -400,23 +400,19 @@ void OpenBrowser(const char *url)
/** Callback structure of statements to be executed after the NewGRF scan. */
struct AfterNewGRFScan : NewGRFScanCallback {
Year startyear; ///< The start year.
uint32 generation_seed; ///< Seed for the new game.
std::string dedicated_host; ///< Hostname for the dedicated server.
uint16 dedicated_port; ///< Port for the dedicated server.
char *network_conn; ///< Information about the server to connect to, or nullptr.
const char *join_server_password; ///< The password to join the server with.
const char *join_company_password; ///< The password to join the company with.
bool save_config; ///< The save config setting.
Year startyear = INVALID_YEAR; ///< The start year.
uint32 generation_seed = GENERATE_NEW_SEED; ///< Seed for the new game.
std::string dedicated_host; ///< Hostname for the dedicated server.
uint16 dedicated_port = 0; ///< Port for the dedicated server.
std::string connection_string; ///< Information about the server to connect to
std::string join_server_password; ///< The password to join the server with.
std::string join_company_password; ///< The password to join the company with.
bool save_config = true; ///< The save config setting.
/**
* Create a new callback.
*/
AfterNewGRFScan() :
startyear(INVALID_YEAR), generation_seed(GENERATE_NEW_SEED),
dedicated_port(0), network_conn(nullptr),
join_server_password(nullptr), join_company_password(nullptr),
save_config(true)
AfterNewGRFScan()
{
/* Visual C++ 2015 fails compiling this line (AfterNewGRFScan::generation_seed undefined symbol)
* if it's placed outside a member function, directly in the struct body. */
@@ -469,11 +465,11 @@ struct AfterNewGRFScan : NewGRFScanCallback {
/* Make sure _settings is filled with _settings_newgame if we switch to a game directly */
if (_switch_mode != SM_NONE) MakeNewgameSettingsLive();
if (_network_available && network_conn != nullptr) {
if (_network_available && !connection_string.empty()) {
LoadIntroGame();
_switch_mode = SM_NONE;
NetworkClientConnectGame(network_conn, COMPANY_NEW_COMPANY, join_server_password, join_company_password);
NetworkClientConnectGame(connection_string, COMPANY_NEW_COMPANY, join_server_password, join_company_password);
}
/* After the scan we're not used anymore. */
@@ -567,7 +563,7 @@ int openttd_main(int argc, char *argv[])
break;
case 'f': _dedicated_forks = true; break;
case 'n':
scanner->network_conn = mgo.opt; // optional IP parameter, nullptr if unset
scanner->connection_string = mgo.opt; // optional IP:port#company parameter
break;
case 'l':
debuglog_conn = mgo.opt;
@@ -875,7 +871,7 @@ static void MakeNewGameDone()
/* We are the server, we start a new company (not dedicated),
* so set the default password *if* needed. */
if (_network_server && !_settings_client.network.default_company_pass.empty()) {
NetworkChangeCompanyPassword(_local_company, _settings_client.network.default_company_pass.c_str());
NetworkChangeCompanyPassword(_local_company, _settings_client.network.default_company_pass);
}
if (_settings_client.gui.pause_on_newgame) DoCommandP(0, PM_PAUSED_NORMAL, 1, CMD_PAUSE);