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

This commit is contained in:
rubidium42
2021-05-02 09:10:09 +02:00
committed by rubidium42
parent 1de5cdeab8
commit 6db52d52d0
3 changed files with 7 additions and 9 deletions

View File

@@ -385,7 +385,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendNewGRFsOk()
* Set the game password as requested.
* @param password The game password.
*/
NetworkRecvStatus ClientNetworkGameSocketHandler::SendGamePassword(const char *password)
NetworkRecvStatus ClientNetworkGameSocketHandler::SendGamePassword(const std::string &password)
{
Packet *p = new Packet(PACKET_CLIENT_GAME_PASSWORD);
p->Send_string(password);
@@ -799,9 +799,8 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_NEED_GAME_PASSW
if (this->status < STATUS_JOIN || this->status >= STATUS_AUTH_GAME) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
this->status = STATUS_AUTH_GAME;
const char *password = _network_join.server_password;
if (!StrEmpty(password)) {
return SendGamePassword(password);
if (!_network_join.server_password.empty()) {
return SendGamePassword(_network_join.server_password);
}
ShowNetworkNeedPassword(NETWORK_GAME_PASSWORD);