Mercurial > hg > openttd
changeset 17116:9148abb72809 draft
(svn r21853) -Codechange: HashCurrentCompanyPassword is only used by servers, so move it to network_server.* (dihedral)
author | rubidium <rubidium@openttd.org> |
---|---|
date | Wed, 19 Jan 2011 16:37:06 +0000 |
parents | 0b87f5699faa |
children | a6550c45bdb2 |
files | src/network/network.cpp src/network/network.h src/network/network_internal.h src/network/network_server.cpp src/network/network_server.h |
diffstat | 5 files changed, 22 insertions(+), 22 deletions(-) [+] |
line wrap: on
line diff
--- a/src/network/network.cpp +++ b/src/network/network.cpp @@ -203,25 +203,6 @@ } /** - * 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. * @return true if the company requires a password.
--- a/src/network/network.h +++ b/src/network/network.h @@ -19,9 +19,6 @@ 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?
--- a/src/network/network_internal.h +++ b/src/network/network_internal.h @@ -168,6 +168,7 @@ 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 */
--- a/src/network/network_server.cpp +++ b/src/network/network_server.cpp @@ -1629,6 +1629,26 @@ 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) {
--- a/src/network/network_server.h +++ b/src/network/network_server.h @@ -118,6 +118,7 @@ }; 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)