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(svn r21852) -Codechange: generalise GenerateCompanyPasswordHash (dihedral)

release/1.1
rubidium 2011-01-19 16:35:11 +00:00
parent c9609bbbc2
commit e95718bf43
3 changed files with 18 additions and 16 deletions

View File

@ -150,9 +150,6 @@ byte NetworkSpectatorCount()
return count; return count;
} }
extern uint32 _password_game_seed;
extern char _password_server_id[NETWORK_SERVER_ID_LENGTH];
/** /**
* Sets/resets company password * Sets/resets company password
* @param password new password, "" or "*" resets password * @param password new password, "" or "*" resets password
@ -172,11 +169,13 @@ const char *NetworkChangeCompanyPassword(const char *password)
} }
/** /**
* Generates a hashed password for the company name. * Hash the given password using server ID and game seed.
* @param password the password to 'encrypt'. * @param password Password to hash.
* @return the hashed password. * @param password_server_id Server ID.
* @param password_game_seed Game seed.
* @return The hashed password.
*/ */
const char *GenerateCompanyPasswordHash(const char *password) const char *GenerateCompanyPasswordHash(const char *password, const char *password_server_id, uint32 password_game_seed)
{ {
if (StrEmpty(password)) return password; if (StrEmpty(password)) return password;
@ -186,7 +185,7 @@ const char *GenerateCompanyPasswordHash(const char *password)
snprintf(salted_password, sizeof(salted_password), "%s", password); snprintf(salted_password, sizeof(salted_password), "%s", password);
/* Add the game seed and the server's ID as the salt. */ /* Add the game seed and the server's ID as the salt. */
for (uint i = 0; i < NETWORK_SERVER_ID_LENGTH - 1; i++) { for (uint i = 0; i < NETWORK_SERVER_ID_LENGTH - 1; i++) {
salted_password[i] ^= _password_server_id[i] ^ (_password_game_seed >> (i % 32)); salted_password[i] ^= password_server_id[i] ^ (password_game_seed >> (i % 32));
} }
Md5 checksum; Md5 checksum;
@ -208,10 +207,13 @@ const char *GenerateCompanyPasswordHash(const char *password)
*/ */
void HashCurrentCompanyPassword(const char *password) void HashCurrentCompanyPassword(const char *password)
{ {
_password_game_seed = _settings_game.game_creation.generation_seed; uint32 password_game_seed;
strecpy(_password_server_id, _settings_client.network.network_id, lastof(_password_server_id)); char password_server_id[NETWORK_SERVER_ID_LENGTH];
const char *new_pw = GenerateCompanyPasswordHash(password); 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)); strecpy(_network_company_states[_local_company].password, new_pw, lastof(_network_company_states[_local_company].password));
if (_network_server) { if (_network_server) {

View File

@ -19,7 +19,7 @@ void NetworkStartUp();
void NetworkShutDown(); void NetworkShutDown();
void NetworkDrawChatMessage(); void NetworkDrawChatMessage();
const char *GenerateCompanyPasswordHash(const char *password); const char *GenerateCompanyPasswordHash(const char *password, const char *password_server_id, uint32 password_game_seed);
void HashCurrentCompanyPassword(const char *password); void HashCurrentCompanyPassword(const char *password);
extern bool _networking; ///< are we in networking mode? extern bool _networking; ///< are we in networking mode?

View File

@ -347,7 +347,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendGamePassword(const char *p
NetworkRecvStatus ClientNetworkGameSocketHandler::SendCompanyPassword(const char *password) NetworkRecvStatus ClientNetworkGameSocketHandler::SendCompanyPassword(const char *password)
{ {
Packet *p = new Packet(PACKET_CLIENT_COMPANY_PASSWORD); Packet *p = new Packet(PACKET_CLIENT_COMPANY_PASSWORD);
p->Send_string(GenerateCompanyPasswordHash(password)); p->Send_string(GenerateCompanyPasswordHash(password, _password_server_id, _password_game_seed));
my_client->SendPacket(p); my_client->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY; return NETWORK_RECV_STATUS_OKAY;
} }
@ -426,7 +426,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendSetPassword(const char *pa
{ {
Packet *p = new Packet(PACKET_CLIENT_SET_PASSWORD); Packet *p = new Packet(PACKET_CLIENT_SET_PASSWORD);
p->Send_string(GenerateCompanyPasswordHash(password)); p->Send_string(GenerateCompanyPasswordHash(password, _password_server_id, _password_game_seed));
my_client->SendPacket(p); my_client->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY; return NETWORK_RECV_STATUS_OKAY;
} }
@ -457,11 +457,11 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendRCon(const char *pass, con
return NETWORK_RECV_STATUS_OKAY; return NETWORK_RECV_STATUS_OKAY;
} }
NetworkRecvStatus ClientNetworkGameSocketHandler::SendMove(CompanyID company, const char *pass) NetworkRecvStatus ClientNetworkGameSocketHandler::SendMove(CompanyID company, const char *password)
{ {
Packet *p = new Packet(PACKET_CLIENT_MOVE); Packet *p = new Packet(PACKET_CLIENT_MOVE);
p->Send_uint8(company); p->Send_uint8(company);
p->Send_string(GenerateCompanyPasswordHash(pass)); p->Send_string(GenerateCompanyPasswordHash(password, _password_server_id, _password_game_seed));
my_client->SendPacket(p); my_client->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY; return NETWORK_RECV_STATUS_OKAY;
} }