forked from mirror/OpenTTD
Cleanup: remove company password related network packets
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@@ -313,11 +313,6 @@ ClientNetworkGameSocketHandler * ClientNetworkGameSocketHandler::my_client = nul
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/** Last frame we performed an ack. */
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static uint32_t last_ack_frame;
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/** One bit of 'entropy' used to generate a salt for the company passwords. */
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static uint32_t _password_game_seed;
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/** The other bit of 'entropy' used to generate a salt for the company passwords. */
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static std::string _password_server_id;
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/** Maximum number of companies of the currently joined server. */
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static uint8_t _network_server_max_companies;
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/** The current name of the server you are on. */
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@@ -388,20 +383,6 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendAuthResponse()
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return NETWORK_RECV_STATUS_OKAY;
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}
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/**
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* Set the company password as requested.
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* @param password The company password.
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*/
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NetworkRecvStatus ClientNetworkGameSocketHandler::SendCompanyPassword(const std::string &password)
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{
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Debug(net, 9, "Client::SendCompanyPassword()");
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auto p = std::make_unique<Packet>(my_client, PACKET_CLIENT_COMPANY_PASSWORD);
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p->Send_string(GenerateCompanyPasswordHash(password, _password_server_id, _password_game_seed));
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my_client->SendPacket(std::move(p));
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return NETWORK_RECV_STATUS_OKAY;
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}
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/** Request the map from the server. */
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NetworkRecvStatus ClientNetworkGameSocketHandler::SendGetMap()
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{
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@@ -485,21 +466,6 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendError(NetworkErrorCode err
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return NETWORK_RECV_STATUS_OKAY;
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}
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/**
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* Tell the server that we like to change the password of the company.
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* @param password The new password.
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*/
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NetworkRecvStatus ClientNetworkGameSocketHandler::SendSetPassword(const std::string &password)
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{
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Debug(net, 9, "Client::SendSetPassword()");
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auto p = std::make_unique<Packet>(my_client, PACKET_CLIENT_SET_PASSWORD);
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p->Send_string(GenerateCompanyPasswordHash(password, _password_server_id, _password_game_seed));
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my_client->SendPacket(std::move(p));
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return NETWORK_RECV_STATUS_OKAY;
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}
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/**
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* Tell the server that we like to change the name of the client.
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* @param name The new name.
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@@ -547,15 +513,13 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendRCon(const std::string &pa
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/**
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* Ask the server to move us.
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* @param company The company to move to.
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* @param password The password of the company to move to.
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*/
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NetworkRecvStatus ClientNetworkGameSocketHandler::SendMove(CompanyID company, const std::string &password)
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NetworkRecvStatus ClientNetworkGameSocketHandler::SendMove(CompanyID company)
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{
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Debug(net, 9, "Client::SendMove(): company={}", company);
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auto p = std::make_unique<Packet>(my_client, PACKET_CLIENT_MOVE);
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p->Send_uint8(company);
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p->Send_string(GenerateCompanyPasswordHash(password, _password_server_id, _password_game_seed));
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my_client->SendPacket(std::move(p));
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return NETWORK_RECV_STATUS_OKAY;
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}
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@@ -796,34 +760,6 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_ENABLE_ENCRYPTI
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return this->SendIdentify();
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}
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class CompanyPasswordRequest : public NetworkAuthenticationPasswordRequest {
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virtual void Reply(const std::string &password) override
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{
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MyClient::SendCompanyPassword(password);
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}
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};
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NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_NEED_COMPANY_PASSWORD(Packet &p)
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{
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if (this->status < STATUS_ENCRYPTED || this->status >= STATUS_AUTH_COMPANY) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
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Debug(net, 9, "Client::status = AUTH_COMPANY");
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this->status = STATUS_AUTH_COMPANY;
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Debug(net, 9, "Client::Receive_SERVER_NEED_COMPANY_PASSWORD()");
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_password_game_seed = p.Recv_uint32();
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_password_server_id = p.Recv_string(NETWORK_SERVER_ID_LENGTH);
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if (this->HasClientQuit()) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
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if (!_network_join.company_password.empty()) {
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return SendCompanyPassword(_network_join.company_password);
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}
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ShowNetworkNeedPassword(NETWORK_COMPANY_PASSWORD, std::make_shared<CompanyPasswordRequest>());
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return NETWORK_RECV_STATUS_OKAY;
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}
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NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_WELCOME(Packet &p)
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{
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if (this->status < STATUS_ENCRYPTED || this->status >= STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
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@@ -834,10 +770,6 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_WELCOME(Packet
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Debug(net, 9, "Client::Receive_SERVER_WELCOME(): client_id={}", _network_own_client_id);
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/* Initialize the password hash salting variables, even if they were previously. */
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_password_game_seed = p.Recv_uint32();
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_password_server_id = p.Recv_string(NETWORK_SERVER_ID_LENGTH);
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/* Start receiving the map */
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return SendGetMap();
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}
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@@ -1261,17 +1193,6 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_CONFIG_UPDATE(P
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return NETWORK_RECV_STATUS_OKAY;
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}
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NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_COMPANY_UPDATE(Packet &)
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{
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if (this->status < STATUS_ACTIVE) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
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SetWindowClassesDirty(WC_COMPANY);
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Debug(net, 9, "Client::Receive_SERVER_COMPANY_UPDATE()");
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return NETWORK_RECV_STATUS_OKAY;
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}
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/**
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* Check the connection's state, i.e. is the connection still up?
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*/
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@@ -1331,9 +1252,9 @@ void NetworkClientSendRcon(const std::string &password, const std::string &comma
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* @param pass the password, is only checked on the server end if a password is needed.
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* @return void
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*/
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void NetworkClientRequestMove(CompanyID company_id, const std::string &pass)
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void NetworkClientRequestMove(CompanyID company_id, [[maybe_unused]] const std::string &pass)
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{
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MyClient::SendMove(company_id, pass);
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MyClient::SendMove(company_id);
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}
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/**
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@@ -1447,9 +1368,8 @@ void NetworkClientSendChat(NetworkAction action, DestType type, int dest, const
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* Set/Reset company password on the client side.
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* @param password Password to be set.
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*/
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void NetworkClientSetCompanyPassword(const std::string &password)
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void NetworkClientSetCompanyPassword([[maybe_unused]] const std::string &password)
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{
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MyClient::SendSetPassword(password);
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}
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/**
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