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

pull/332/head
rubidium42 3 years ago committed by rubidium42
parent 98283116fa
commit 1de5cdeab8

@ -172,13 +172,13 @@ const char *NetworkChangeCompanyPassword(CompanyID company_id, const char *passw
* @param password_game_seed Game seed.
* @return The hashed password.
*/
const char *GenerateCompanyPasswordHash(const char *password, const char *password_server_id, uint32 password_game_seed)
std::string GenerateCompanyPasswordHash(const std::string &password, const std::string &password_server_id, uint32 password_game_seed)
{
if (StrEmpty(password)) return password;
if (password.empty()) return password;
char salted_password[NETWORK_SERVER_ID_LENGTH];
size_t password_length = strlen(password);
size_t password_server_id_length = strlen(password_server_id);
size_t password_length = password.size();
size_t password_server_id_length = password_server_id.size();
/* Add the game seed and the server's ID as the salt. */
for (uint i = 0; i < NETWORK_SERVER_ID_LENGTH - 1; i++) {

@ -319,7 +319,7 @@ static uint32 last_ack_frame;
/** One bit of 'entropy' used to generate a salt for the company passwords. */
static uint32 _password_game_seed;
/** The other bit of 'entropy' used to generate a salt for the company passwords. */
static char _password_server_id[NETWORK_SERVER_ID_LENGTH];
static std::string _password_server_id;
/** Maximum number of companies of the currently joined server. */
static uint8 _network_server_max_companies;
@ -397,7 +397,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendGamePassword(const char *p
* Set the company password as requested.
* @param password The company password.
*/
NetworkRecvStatus ClientNetworkGameSocketHandler::SendCompanyPassword(const char *password)
NetworkRecvStatus ClientNetworkGameSocketHandler::SendCompanyPassword(const std::string &password)
{
Packet *p = new Packet(PACKET_CLIENT_COMPANY_PASSWORD);
p->Send_string(GenerateCompanyPasswordHash(password, _password_server_id, _password_game_seed));
@ -478,7 +478,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendError(NetworkErrorCode err
* Tell the server that we like to change the password of the company.
* @param password The new password.
*/
NetworkRecvStatus ClientNetworkGameSocketHandler::SendSetPassword(const char *password)
NetworkRecvStatus ClientNetworkGameSocketHandler::SendSetPassword(const std::string &password)
{
Packet *p = new Packet(PACKET_CLIENT_SET_PASSWORD);
@ -530,7 +530,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendRCon(const char *pass, con
* @param company The company to move to.
* @param password The password of the company to move to.
*/
NetworkRecvStatus ClientNetworkGameSocketHandler::SendMove(CompanyID company, const char *password)
NetworkRecvStatus ClientNetworkGameSocketHandler::SendMove(CompanyID company, const std::string &password)
{
Packet *p = new Packet(PACKET_CLIENT_MOVE);
p->Send_uint8(company);
@ -815,12 +815,11 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_NEED_COMPANY_PA
this->status = STATUS_AUTH_COMPANY;
_password_game_seed = p->Recv_uint32();
p->Recv_string(_password_server_id, sizeof(_password_server_id));
_password_server_id = p->Recv_string(NETWORK_SERVER_ID_LENGTH);
if (this->HasClientQuit()) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
const char *password = _network_join.company_password;
if (!StrEmpty(password)) {
return SendCompanyPassword(password);
if (!_network_join.company_password.empty()) {
return SendCompanyPassword(_network_join.company_password);
}
ShowNetworkNeedPassword(NETWORK_COMPANY_PASSWORD);
@ -837,7 +836,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_WELCOME(Packet
/* Initialize the password hash salting variables, even if they were previously. */
_password_game_seed = p->Recv_uint32();
p->Recv_string(_password_server_id, sizeof(_password_server_id));
_password_server_id = p->Recv_string(NETWORK_SERVER_ID_LENGTH);
/* Start receiving the map */
return SendGetMap();
@ -1274,7 +1273,7 @@ void NetworkClientSendRcon(const char *password, const char *command)
* @param pass the password, is only checked on the server end if a password is needed.
* @return void
*/
void NetworkClientRequestMove(CompanyID company_id, const char *pass)
void NetworkClientRequestMove(CompanyID company_id, const std::string &pass)
{
MyClient::SendMove(company_id, pass);
}
@ -1396,7 +1395,7 @@ void NetworkClientSendChat(NetworkAction action, DestType type, int dest, const
* Set/Reset company password on the client side.
* @param password Password to be set.
*/
void NetworkClientSetCompanyPassword(const char *password)
void NetworkClientSetCompanyPassword(const std::string &password)
{
MyClient::SendSetPassword(password);
}

@ -91,13 +91,13 @@ public:
static NetworkRecvStatus SendAck();
static NetworkRecvStatus SendGamePassword(const char *password);
static NetworkRecvStatus SendCompanyPassword(const char *password);
static NetworkRecvStatus SendCompanyPassword(const std::string &password);
static NetworkRecvStatus SendChat(NetworkAction action, DestType type, int dest, const char *msg, int64 data);
static NetworkRecvStatus SendSetPassword(const char *password);
static NetworkRecvStatus SendSetPassword(const std::string &password);
static NetworkRecvStatus SendSetName(const char *name);
static NetworkRecvStatus SendRCon(const char *password, const char *command);
static NetworkRecvStatus SendMove(CompanyID company, const char *password);
static NetworkRecvStatus SendMove(CompanyID company, const std::string &password);
static bool IsConnected();
@ -110,15 +110,15 @@ public:
typedef ClientNetworkGameSocketHandler MyClient;
void NetworkClient_Connected();
void NetworkClientSetCompanyPassword(const char *password);
void NetworkClientSetCompanyPassword(const std::string &password);
/** Information required to join a server. */
struct NetworkJoinInfo {
NetworkJoinInfo() : company(COMPANY_SPECTATOR), server_password(nullptr), company_password(nullptr) {}
NetworkJoinInfo() : company(COMPANY_SPECTATOR), server_password(nullptr) {}
std::string connection_string; ///< The address of the server to join.
CompanyID company; ///< The company to join.
const char *server_password; ///< The password of the server to join.
const char *company_password; ///< The password of the company to join.
std::string company_password; ///< The password of the company to join.
};
extern NetworkJoinInfo _network_join;

@ -53,7 +53,7 @@ void NetworkUpdateClientInfo(ClientID client_id);
void NetworkClientsToSpectators(CompanyID cid);
bool NetworkClientConnectGame(const std::string &connection_string, CompanyID default_company, const char *join_server_password = nullptr, const char *join_company_password = nullptr);
void NetworkClientJoinGame();
void NetworkClientRequestMove(CompanyID company, const char *pass = "");
void NetworkClientRequestMove(CompanyID company, const std::string &pass = "");
void NetworkClientSendRcon(const char *password, const char *command);
void NetworkClientSendChat(NetworkAction action, DestType type, int dest, const char *msg, int64 data = 0);
bool NetworkClientPreferTeamChat(const NetworkClientInfo *cio);

@ -118,7 +118,7 @@ void NetworkTextMessage(NetworkAction action, TextColour colour, bool self_send,
uint NetworkCalculateLag(const NetworkClientSocket *cs);
StringID GetNetworkErrorMsg(NetworkErrorCode err);
bool NetworkFindName(char *new_name, const char *last);
const char *GenerateCompanyPasswordHash(const char *password, const char *password_server_id, uint32 password_game_seed);
std::string GenerateCompanyPasswordHash(const std::string &password, const std::string &password_server_id, uint32 password_game_seed);
NetworkAddress ParseConnectionString(const std::string &connection_string, uint16 default_port);
std::string NormalizeConnectionString(const std::string &connection_string, uint16 default_port);

@ -978,8 +978,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_COMPANY_PASSWOR
return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
}
char password[NETWORK_PASSWORD_LENGTH];
p->Recv_string(password, sizeof(password));
std::string password = p->Recv_string(NETWORK_PASSWORD_LENGTH);
/* Check company password. Allow joining if we cleared the password meanwhile.
* Also, check the company is still valid - client could be moved to spectators
@ -1389,11 +1388,8 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_SET_PASSWORD(Pa
return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
}
char password[NETWORK_PASSWORD_LENGTH];
const NetworkClientInfo *ci;
p->Recv_string(password, sizeof(password));
ci = this->GetInfo();
std::string password = p->Recv_string(NETWORK_PASSWORD_LENGTH);
const NetworkClientInfo *ci = this->GetInfo();
NetworkServerSetCompanyPassword(ci->client_playas, password);
return NETWORK_RECV_STATUS_OKAY;
@ -1469,8 +1465,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_MOVE(Packet *p)
/* Check if we require a password for this company */
if (company_id != COMPANY_SPECTATOR && !_network_company_states[company_id].password.empty()) {
/* we need a password from the client - should be in this packet */
char password[NETWORK_PASSWORD_LENGTH];
p->Recv_string(password, sizeof(password));
std::string password = p->Recv_string(NETWORK_PASSWORD_LENGTH);
/* Incorrect password sent, return! */
if (_network_company_states[company_id].password.compare(password) != 0) {
@ -1757,15 +1752,16 @@ bool NetworkServerChangeClientName(ClientID client_id, const char *new_name)
* @param password The new password.
* @param already_hashed Is the given password already hashed?
*/
void NetworkServerSetCompanyPassword(CompanyID company_id, const char *password, bool already_hashed)
void NetworkServerSetCompanyPassword(CompanyID company_id, const std::string &password, bool already_hashed)
{
if (!Company::IsValidHumanID(company_id)) return;
if (!already_hashed) {
password = GenerateCompanyPasswordHash(password, _settings_client.network.network_id.c_str(), _settings_game.game_creation.generation_seed);
if (already_hashed) {
_network_company_states[company_id].password = password;
} else {
_network_company_states[company_id].password = GenerateCompanyPasswordHash(password, _settings_client.network.network_id, _settings_game.game_creation.generation_seed);
}
_network_company_states[company_id].password = password;
NetworkServerUpdateCompanyPassworded(company_id, !_network_company_states[company_id].password.empty());
}

@ -121,7 +121,7 @@ public:
};
void NetworkServer_Tick(bool send_frame);
void NetworkServerSetCompanyPassword(CompanyID company_id, const char *password, bool already_hashed = true);
void NetworkServerSetCompanyPassword(CompanyID company_id, const std::string &password, bool already_hashed = true);
void NetworkServerUpdateCompanyPassworded(CompanyID company_id, bool passworded);
#endif /* NETWORK_SERVER_H */

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