(svn r21854) -Codechange: refactor the password setting methods to make it possible to change the password of other companies (on the server)

pull/155/head
rubidium 14 years ago
parent a5108a1fa2
commit f1e42dc23b

@ -835,7 +835,7 @@ CommandCost CmdCompanyCtrl(TileIndex tile, DoCommandFlag flags, uint32 p1, uint3
assert(_local_company == COMPANY_SPECTATOR);
SetLocalCompany(c->index);
if (!StrEmpty(_settings_client.network.default_company_pass)) {
NetworkChangeCompanyPassword(_settings_client.network.default_company_pass);
NetworkChangeCompanyPassword(_local_company, _settings_client.network.default_company_pass);
}
/* Now that we have a new company, broadcast our company settings to

@ -1530,7 +1530,7 @@ DEF_CONSOLE_CMD(ConCompanyPassword)
return false;
}
const char *password = NetworkChangeCompanyPassword(argv[1]);
const char *password = NetworkChangeCompanyPassword(_local_company, argv[1], false);
if (StrEmpty(password)) {
IConsolePrintF(CC_WARNING, "Company password cleared");

@ -151,18 +151,19 @@ byte NetworkSpectatorCount()
}
/**
* Sets/resets company password
* @param password new password, "" or "*" resets password
* @return new password
* Change the company password of a given company.
* @param company_id ID of the company the password should be changed for.
* @param password The unhashed password we like to set ('*' or '' resets the password)
* @return The password.
*/
const char *NetworkChangeCompanyPassword(const char *password)
const char *NetworkChangeCompanyPassword(CompanyID company_id, const char *password, bool already_hashed)
{
if (strcmp(password, "*") == 0) password = "";
if (!_network_server) {
NetworkClientSetCompanyPassword(password);
if (_network_server) {
NetworkServerSetCompanyPassword(company_id, password, already_hashed);
} else {
HashCurrentCompanyPassword(password);
NetworkClientSetCompanyPassword(password);
}
return password;

@ -278,9 +278,9 @@ ClientNetworkGameSocketHandler * ClientNetworkGameSocketHandler::my_client = NUL
static uint32 last_ack_frame;
/** One bit of 'entropy' used to generate a salt for the company passwords. */
uint32 _password_game_seed;
static uint32 _password_game_seed;
/** The other bit of 'entropy' used to generate a salt for the company passwords. */
char _password_server_id[NETWORK_SERVER_ID_LENGTH];
static char _password_server_id[NETWORK_SERVER_ID_LENGTH];
/** Maximum number of companies of the currently joined server. */
static uint8 _network_server_max_companies;
@ -1178,6 +1178,10 @@ void NetworkClientSendChat(NetworkAction action, DestType type, int dest, const
MyClient::SendChat(action, type, dest, msg, data);
}
/**
* Set/Reset company password on the client side.
* @param password Password to be set.
*/
void NetworkClientSetCompanyPassword(const char *password)
{
MyClient::SendSetPassword(password);

@ -36,7 +36,7 @@ extern StringList _network_ban_list;
byte NetworkSpectatorCount();
void NetworkUpdateClientName();
bool NetworkCompanyHasClients(CompanyID company);
const char *NetworkChangeCompanyPassword(const char *);
const char *NetworkChangeCompanyPassword(CompanyID company_id, const char *password, bool already_hashed = true);
void NetworkReboot();
void NetworkDisconnect(bool blocking = false, bool close_admins = true);
void NetworkGameLoop();

@ -2311,7 +2311,7 @@ struct NetworkCompanyPasswordWindow : public QueryStringBaseWindow {
snprintf(_settings_client.network.default_company_pass, lengthof(_settings_client.network.default_company_pass), "%s", this->edit_str_buf);
}
NetworkChangeCompanyPassword(this->edit_str_buf);
NetworkChangeCompanyPassword(_local_company, this->edit_str_buf);
}
virtual void OnPaint()

@ -1287,10 +1287,7 @@ DEF_GAME_RECEIVE_COMMAND(Server, PACKET_CLIENT_SET_PASSWORD)
p->Recv_string(password, sizeof(password));
ci = this->GetInfo();
if (Company::IsValidID(ci->client_playas)) {
strecpy(_network_company_states[ci->client_playas].password, password, lastof(_network_company_states[ci->client_playas].password));
NetworkServerUpdateCompanyPassworded(ci->client_playas, !StrEmpty(_network_company_states[ci->client_playas].password));
}
NetworkServerSetCompanyPassword(ci->client_playas, password);
return NETWORK_RECV_STATUS_OKAY;
}
@ -1630,23 +1627,21 @@ bool NetworkServerChangeClientName(ClientID client_id, const char *new_name)
}
/**
* Hash the current company password; used when the server 'company' sets his/her password.
* @param password The password to hash.
* Set/Reset a company password on the server end.
* @param company_id ID of the company the password should be changed for.
* @param password The new password.
* @param already_hashed Is the given password already hashed?
*/
void HashCurrentCompanyPassword(const char *password)
void NetworkServerSetCompanyPassword(CompanyID company_id, const char *password, bool already_hashed)
{
uint32 password_game_seed;
char password_server_id[NETWORK_SERVER_ID_LENGTH];
password_game_seed = _settings_game.game_creation.generation_seed;
strecpy(password_server_id, _settings_client.network.network_id, lastof(password_server_id));
if (!Company::IsValidHumanID(company_id)) return;
const char *new_pw = GenerateCompanyPasswordHash(password, password_server_id, password_game_seed);
strecpy(_network_company_states[_local_company].password, new_pw, lastof(_network_company_states[_local_company].password));
if (_network_server) {
NetworkServerUpdateCompanyPassworded(_local_company, !StrEmpty(_network_company_states[_local_company].password));
if (!already_hashed) {
password = GenerateCompanyPasswordHash(password, _settings_client.network.network_id, _settings_game.game_creation.generation_seed);
}
strecpy(_network_company_states[company_id].password, password, lastof(_network_company_states[company_id].password));
NetworkServerUpdateCompanyPassworded(company_id, !StrEmpty(_network_company_states[company_id].password));
}
/* Handle the local command-queue */

@ -118,7 +118,7 @@ public:
};
void NetworkServer_Tick(bool send_frame);
void HashCurrentCompanyPassword(const char *password);
void NetworkServerSetCompanyPassword(CompanyID company_id, const char *password, bool already_hashed = true);
#define FOR_ALL_CLIENT_SOCKETS_FROM(var, start) FOR_ALL_ITEMS_FROM(NetworkClientSocket, clientsocket_index, var, start)
#define FOR_ALL_CLIENT_SOCKETS(var) FOR_ALL_CLIENT_SOCKETS_FROM(var, 0)

@ -823,7 +823,7 @@ static void MakeNewGameDone()
/* We are the server, we start a new company (not dedicated),
* so set the default password *if* needed. */
if (_network_server && !StrEmpty(_settings_client.network.default_company_pass)) {
NetworkChangeCompanyPassword(_settings_client.network.default_company_pass);
NetworkChangeCompanyPassword(_local_company, _settings_client.network.default_company_pass);
}
#endif /* ENABLE_NETWORK */

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