Add passworded mechanism to change server game settings from client
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@@ -29,6 +29,7 @@ protected:
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NetworkRecvStatus Receive_CLIENT_COMPANY_INFO(Packet *p) override;
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NetworkRecvStatus Receive_CLIENT_GAME_PASSWORD(Packet *p) override;
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NetworkRecvStatus Receive_CLIENT_COMPANY_PASSWORD(Packet *p) override;
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NetworkRecvStatus Receive_CLIENT_SETTINGS_PASSWORD(Packet *p) override;
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NetworkRecvStatus Receive_CLIENT_GETMAP(Packet *p) override;
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NetworkRecvStatus Receive_CLIENT_MAP_OK(Packet *p) override;
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NetworkRecvStatus Receive_CLIENT_ACK(Packet *p) override;
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@@ -74,6 +75,8 @@ public:
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int receive_limit; ///< Amount of bytes that we can receive at this moment
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uint32 server_hash_bits; ///< Server password hash entropy bits
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uint32 rcon_hash_bits; ///< Rcon password hash entropy bits
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uint32 settings_hash_bits; ///< Settings password hash entropy bits
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bool settings_authed = false;///< Authorised to control all game settings
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struct PacketWriter *savegame; ///< Writer used to write the savegame.
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NetworkAddress client_address; ///< IP-address of the client (so he can be banned)
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@@ -104,6 +107,7 @@ public:
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NetworkRecvStatus SendCommand(const CommandPacket *cp);
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NetworkRecvStatus SendCompanyUpdate();
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NetworkRecvStatus SendConfigUpdate();
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NetworkRecvStatus SendSettingsAccessUpdate(bool ok);
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static void Send();
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static void AcceptConnection(SOCKET s, const NetworkAddress &address);
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