Saveload: Remove use of randombytes in company passwords storage
Use RandomBytesWithFallback Replace related key/data arrays with std::array
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@@ -71,8 +71,8 @@ bool _is_network_server; ///< Does this client wa
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bool _network_settings_access; ///< Can this client change server settings?
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NetworkCompanyState *_network_company_states = nullptr; ///< Statistics about some companies.
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std::string _network_company_server_id; ///< Server ID string used for company passwords
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uint8_t _network_company_password_storage_token[16]; ///< Non-secret token for storage of company passwords in savegames
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uint8_t _network_company_password_storage_key[32]; ///< Key for storage of company passwords in savegames
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std::array<uint8_t, 16> _network_company_password_storage_token; ///< Non-secret token for storage of company passwords in savegames
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std::array<uint8_t, 32> _network_company_password_storage_key; ///< Key for storage of company passwords in savegames
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ClientID _network_own_client_id; ///< Our client identifier.
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ClientID _redirect_console_to_client; ///< If not invalid, redirect the console output to a client.
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uint8_t _network_reconnect; ///< Reconnect timeout
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@@ -26,8 +26,8 @@
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extern NetworkCompanyState *_network_company_states;
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extern std::string _network_company_server_id;
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extern uint8_t _network_company_password_storage_token[16];
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extern uint8_t _network_company_password_storage_key[32];
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extern std::array<uint8_t, 16> _network_company_password_storage_token;
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extern std::array<uint8_t, 32> _network_company_password_storage_key;
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extern ClientID _network_own_client_id;
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extern ClientID _redirect_console_to_client;
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