Codechange: move passwords in settings to std::string
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@@ -859,7 +859,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_NEWGRFS_CHECKED
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NetworkClientInfo *ci = this->GetInfo();
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/* We now want a password from the client else we do not allow him in! */
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if (!StrEmpty(_settings_client.network.server_password)) {
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if (!_settings_client.network.server_password.empty()) {
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return this->SendNeedGamePassword();
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}
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@@ -957,8 +957,8 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_GAME_PASSWORD(P
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p->Recv_string(password, sizeof(password));
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/* Check game password. Allow joining if we cleared the password meanwhile */
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if (!StrEmpty(_settings_client.network.server_password) &&
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strcmp(password, _settings_client.network.server_password) != 0) {
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if (!_settings_client.network.server_password.empty() &&
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_settings_client.network.server_password.compare(password) != 0) {
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/* Password is invalid */
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return this->SendError(NETWORK_ERROR_WRONG_PASSWORD);
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}
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@@ -1439,12 +1439,12 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_RCON(Packet *p)
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char pass[NETWORK_PASSWORD_LENGTH];
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char command[NETWORK_RCONCOMMAND_LENGTH];
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if (StrEmpty(_settings_client.network.rcon_password)) return NETWORK_RECV_STATUS_OKAY;
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if (_settings_client.network.rcon_password.empty()) return NETWORK_RECV_STATUS_OKAY;
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p->Recv_string(pass, sizeof(pass));
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p->Recv_string(command, sizeof(command));
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if (strcmp(pass, _settings_client.network.rcon_password) != 0) {
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if (_settings_client.network.rcon_password.compare(pass) != 0) {
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DEBUG(net, 1, "[rcon] Wrong password from client-id %d", this->client_id);
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return NETWORK_RECV_STATUS_OKAY;
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}
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