(svn r16555) -Feature [FS#570]: ability to enter server and company password via command line when joining a server (based on patch by Progman, Ammler and planetmaker)

replace/41b28d7194a279bdc17475d4fbe2ea6ec885a466
smatz 15 years ago
parent 3eb8f643fb
commit 35635c6248

@ -1,6 +1,6 @@
.\" Hey, EMACS: -*- nroff -*- .\" Hey, EMACS: -*- nroff -*-
.\" Please adjust this date whenever revising the manpage. .\" Please adjust this date whenever revising the manpage.
.Dd Feb 05, 2009 .Dd Jun 10, 2009
.Dt OPENTTD 6 .Dt OPENTTD 6
.Sh NAME .Sh NAME
.Nm openttd .Nm openttd
@ -20,6 +20,8 @@
.Op Fl l Ar host[:port] .Op Fl l Ar host[:port]
.Op Fl m Ar driver .Op Fl m Ar driver
.Op Fl n Ar host[:port][#player] .Op Fl n Ar host[:port][#player]
.Op Fl p Ar password
.Op Fl P Ar password
.Op Fl r Ar widthxheight .Op Fl r Ar widthxheight
.Op Fl s Ar driver .Op Fl s Ar driver
.Op Fl t Ar year .Op Fl t Ar year
@ -72,6 +74,12 @@ Set the music driver, see
.Fl h .Fl h
.It Fl n Ar host[:port][#player] .It Fl n Ar host[:port][#player]
Join a network game, optionally specify player to play as and port to connect to Join a network game, optionally specify player to play as and port to connect to
.It Fl p Ar password
Password used to join server. Only useful with
.Fl n
.It Fl P Ar password
Password used to join company. Only useful with
.Fl n
.It Fl r Ar widthxheight .It Fl r Ar widthxheight
Set the resolution Set the resolution
.It Fl s Ar driver .It Fl s Ar driver

@ -720,7 +720,7 @@ public:
/* Used by clients, to connect to a server */ /* Used by clients, to connect to a server */
void NetworkClientConnectGame(NetworkAddress address, CompanyID join_as) void NetworkClientConnectGame(NetworkAddress address, CompanyID join_as, const char *join_server_password, const char *join_company_password)
{ {
if (!_network_available) return; if (!_network_available) return;
@ -729,6 +729,8 @@ void NetworkClientConnectGame(NetworkAddress address, CompanyID join_as)
strecpy(_settings_client.network.last_host, address.GetHostname(), lastof(_settings_client.network.last_host)); strecpy(_settings_client.network.last_host, address.GetHostname(), lastof(_settings_client.network.last_host));
_settings_client.network.last_port = address.GetPort(); _settings_client.network.last_port = address.GetPort();
_network_join_as = join_as; _network_join_as = join_as;
_network_join_server_password = join_server_password;
_network_join_company_password = join_company_password;
NetworkDisconnect(); NetworkDisconnect();
NetworkInitialize(); NetworkInitialize();

@ -47,6 +47,11 @@ static uint8 _network_server_max_spectators;
/** Who would we like to join as. */ /** Who would we like to join as. */
CompanyID _network_join_as; CompanyID _network_join_as;
/** Login password from -p argument */
const char *_network_join_server_password = NULL;
/** Company password from -P argument */
const char *_network_join_company_password = NULL;
/** Make sure the unique ID length is the same as a md5 hash. */ /** Make sure the unique ID length is the same as a md5 hash. */
assert_compile(NETWORK_UNIQUE_ID_LENGTH == 16 * 2 + 1); assert_compile(NETWORK_UNIQUE_ID_LENGTH == 16 * 2 + 1);
@ -509,15 +514,22 @@ DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_NEED_PASSWORD)
{ {
NetworkPasswordType type = (NetworkPasswordType)p->Recv_uint8(); NetworkPasswordType type = (NetworkPasswordType)p->Recv_uint8();
const char *password = _network_join_server_password;
switch (type) { switch (type) {
case NETWORK_COMPANY_PASSWORD: case NETWORK_COMPANY_PASSWORD:
/* Initialize the password hash salting variables. */ /* Initialize the password hash salting variables. */
_password_game_seed = p->Recv_uint32(); _password_game_seed = p->Recv_uint32();
p->Recv_string(_password_server_unique_id, sizeof(_password_server_unique_id)); p->Recv_string(_password_server_unique_id, sizeof(_password_server_unique_id));
if (MY_CLIENT->HasClientQuit()) return NETWORK_RECV_STATUS_MALFORMED_PACKET; if (MY_CLIENT->HasClientQuit()) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
password = _network_join_company_password;
/* FALL THROUGH */
case NETWORK_GAME_PASSWORD: case NETWORK_GAME_PASSWORD:
ShowNetworkNeedPassword(type); if (StrEmpty(password)) {
ShowNetworkNeedPassword(type);
} else {
SEND_COMMAND(PACKET_CLIENT_PASSWORD)(type, password);
}
return NETWORK_RECV_STATUS_OKAY; return NETWORK_RECV_STATUS_OKAY;
default: return NETWORK_RECV_STATUS_MALFORMED_PACKET; default: return NETWORK_RECV_STATUS_MALFORMED_PACKET;

@ -25,6 +25,9 @@ void NetworkClient_Connected();
extern CompanyID _network_join_as; extern CompanyID _network_join_as;
extern const char *_network_join_server_password;
extern const char *_network_join_company_password;
#endif /* ENABLE_NETWORK */ #endif /* ENABLE_NETWORK */
#endif /* NETWORK_CLIENT_H */ #endif /* NETWORK_CLIENT_H */

@ -39,7 +39,7 @@ void NetworkStartDebugLog(NetworkAddress address);
void NetworkPopulateCompanyStats(NetworkCompanyStats *stats); void NetworkPopulateCompanyStats(NetworkCompanyStats *stats);
void NetworkUpdateClientInfo(ClientID client_id); void NetworkUpdateClientInfo(ClientID client_id);
void NetworkClientConnectGame(NetworkAddress address, CompanyID join_as); void NetworkClientConnectGame(NetworkAddress address, CompanyID join_as, const char *join_server_password = NULL, const char *join_company_password = NULL);
void NetworkClientRequestMove(CompanyID company, const char *pass = ""); void NetworkClientRequestMove(CompanyID company, const char *pass = "");
void NetworkClientSendRcon(const char *password, const char *command); void NetworkClientSendRcon(const char *password, const char *command);
void NetworkClientSendChat(NetworkAction action, DestType type, int dest, const char *msg, int64 data = 0); void NetworkClientSendChat(NetworkAction action, DestType type, int dest, const char *msg, int64 data = 0);

@ -160,6 +160,8 @@ static void ShowHelp()
" -G seed = Set random seed\n" " -G seed = Set random seed\n"
#if defined(ENABLE_NETWORK) #if defined(ENABLE_NETWORK)
" -n [ip:port#company]= Start networkgame\n" " -n [ip:port#company]= Start networkgame\n"
" -p password = Password to join server\n"
" -P password = Password to join company\n"
" -D [ip][:port] = Start dedicated server\n" " -D [ip][:port] = Start dedicated server\n"
" -l ip[:port] = Redirect DEBUG()\n" " -l ip[:port] = Redirect DEBUG()\n"
#if !defined(__MORPHOS__) && !defined(__AMIGA__) && !defined(WIN32) #if !defined(__MORPHOS__) && !defined(__AMIGA__) && !defined(WIN32)
@ -406,6 +408,8 @@ int ttd_main(int argc, char *argv[])
char *debuglog_conn = NULL; char *debuglog_conn = NULL;
char *dedicated_host = NULL; char *dedicated_host = NULL;
uint16 dedicated_port = 0; uint16 dedicated_port = 0;
char *join_server_password = NULL;
char *join_company_password = NULL;
#endif /* ENABLE_NETWORK */ #endif /* ENABLE_NETWORK */
_game_mode = GM_MENU; _game_mode = GM_MENU;
@ -418,7 +422,7 @@ int ttd_main(int argc, char *argv[])
* a letter means: it accepts that param (e.g.: -h) * a letter means: it accepts that param (e.g.: -h)
* a ':' behind it means: it need a param (e.g.: -m<driver>) * a ':' behind it means: it need a param (e.g.: -m<driver>)
* a '::' behind it means: it can optional have a param (e.g.: -d<debug>) */ * a '::' behind it means: it can optional have a param (e.g.: -d<debug>) */
optformat = "m:s:v:b:hD::n::ei::I:t:d::r:g::G:c:xl:" optformat = "m:s:v:b:hD::n::ei::I:t:d::r:g::G:c:xl:p:P:"
#if !defined(__MORPHOS__) && !defined(__AMIGA__) && !defined(WIN32) #if !defined(__MORPHOS__) && !defined(__AMIGA__) && !defined(WIN32)
"f" "f"
#endif #endif
@ -463,6 +467,12 @@ int ttd_main(int argc, char *argv[])
case 'l': case 'l':
debuglog_conn = mgo.opt; debuglog_conn = mgo.opt;
break; break;
case 'p':
join_server_password = mgo.opt;
break;
case 'P':
join_company_password = mgo.opt;
break;
#endif /* ENABLE_NETWORK */ #endif /* ENABLE_NETWORK */
case 'r': ParseResolution(&resolution, mgo.opt); break; case 'r': ParseResolution(&resolution, mgo.opt); break;
case 't': startyear = atoi(mgo.opt); break; case 't': startyear = atoi(mgo.opt); break;
@ -694,7 +704,7 @@ int ttd_main(int argc, char *argv[])
LoadIntroGame(); LoadIntroGame();
_switch_mode = SM_NONE; _switch_mode = SM_NONE;
NetworkClientConnectGame(NetworkAddress(network_conn, rport), join_as); NetworkClientConnectGame(NetworkAddress(network_conn, rport), join_as, join_server_password, join_company_password);
} }
} }
#endif /* ENABLE_NETWORK */ #endif /* ENABLE_NETWORK */

Loading…
Cancel
Save