(svn r21853) -Codechange: HashCurrentCompanyPassword is only used by servers, so move it to network_server.* (dihedral)

This commit is contained in:
rubidium 2011-01-19 16:37:06 +00:00
parent ebc3fa3b93
commit a5108a1fa2
5 changed files with 22 additions and 22 deletions

View File

@ -202,25 +202,6 @@ const char *GenerateCompanyPasswordHash(const char *password, const char *passwo
return hashed_password;
}
/**
* Hash the current company password; used when the server 'company' sets his/her password.
*/
void HashCurrentCompanyPassword(const char *password)
{
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));
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));
}
}
/**
* Check if the company we want to join requires a password.
* @param company_id id of the company we want to check the 'passworded' flag for.

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@ -19,9 +19,6 @@ void NetworkStartUp();
void NetworkShutDown();
void NetworkDrawChatMessage();
const char *GenerateCompanyPasswordHash(const char *password, const char *password_server_id, uint32 password_game_seed);
void HashCurrentCompanyPassword(const char *password);
extern bool _networking; ///< are we in networking mode?
extern bool _network_server; ///< network-server is active
extern bool _network_available; ///< is network mode available?

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@ -168,6 +168,7 @@ uint NetworkCalculateLag(const NetworkClientSocket *cs);
NetworkClientSocket *NetworkFindClientStateFromClientID(ClientID client_id);
StringID GetNetworkErrorMsg(NetworkErrorCode err);
bool NetworkFindName(char new_name[NETWORK_CLIENT_NAME_LENGTH]);
const char *GenerateCompanyPasswordHash(const char *password, const char *password_server_id, uint32 password_game_seed);
#endif /* ENABLE_NETWORK */
#endif /* NETWORK_INTERNAL_H */

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@ -1629,6 +1629,26 @@ bool NetworkServerChangeClientName(ClientID client_id, const char *new_name)
return true;
}
/**
* Hash the current company password; used when the server 'company' sets his/her password.
* @param password The password to hash.
*/
void HashCurrentCompanyPassword(const char *password)
{
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));
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));
}
}
/* Handle the local command-queue */
static void NetworkHandleCommandQueue(NetworkClientSocket *cs)
{

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@ -118,6 +118,7 @@ public:
};
void NetworkServer_Tick(bool send_frame);
void HashCurrentCompanyPassword(const char *password);
#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)