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Change: disable the insecure admin login by default
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3094b0ce1d
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@ -639,6 +639,11 @@ NetworkRecvStatus ServerNetworkAdminSocketHandler::Receive_ADMIN_JOIN(Packet &p)
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{
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if (this->status != ADMIN_STATUS_INACTIVE) return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
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if (!_settings_client.network.allow_insecure_admin_login) {
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/* You're not authorized to login using this method. */
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return this->SendError(NETWORK_ERROR_NOT_AUTHORIZED);
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}
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std::string password = p.Recv_string(NETWORK_PASSWORD_LENGTH);
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if (_settings_client.network.admin_password.empty() ||
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@ -324,6 +324,7 @@ struct NetworkSettings {
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NetworkAuthorizedKeys server_authorized_keys; ///< Public keys of clients that are authorized to connect to the game.
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std::string rcon_password; ///< password for rconsole (server side)
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NetworkAuthorizedKeys rcon_authorized_keys; ///< Public keys of clients that are authorized to use the rconsole (server side).
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bool allow_insecure_admin_login; ///< Whether to allow logging in as admin using the insecure old JOIN packet.
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std::string admin_password; ///< password for the admin network
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NetworkAuthorizedKeys admin_authorized_keys; ///< Public keys of clients that are authorized to use the admin network.
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std::string client_name; ///< name of the player (as client)
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@ -177,6 +177,12 @@ flags = SF_NOT_IN_SAVE | SF_NO_NETWORK_SYNC | SF_NETWORK_ONLY
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def = true
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cat = SC_EXPERT
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[SDTC_BOOL]
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var = network.allow_insecure_admin_login
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flags = SF_NOT_IN_SAVE | SF_NO_NETWORK_SYNC | SF_NETWORK_ONLY
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def = false
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cat = SC_EXPERT
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[SDTC_OMANY]
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var = network.server_game_type
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type = SLE_UINT8
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