mirror of
https://github.com/OpenRCT2/OpenRCT2
synced 2025-12-24 00:03:11 +01:00
Merge pull request #12858 from ju-pinheiro/network-strong-enums
NETWORK_PERMISSION and NETWORK_AUTH replaced by strong enums
This commit is contained in:
@@ -414,7 +414,7 @@ int32_t NetworkBase::GetStatus()
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return status;
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}
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int32_t NetworkBase::GetAuthStatus()
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NetworkAuth NetworkBase::GetAuthStatus()
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{
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if (GetMode() == NETWORK_MODE_CLIENT)
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{
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@@ -422,9 +422,9 @@ int32_t NetworkBase::GetAuthStatus()
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}
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else if (GetMode() == NETWORK_MODE_SERVER)
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{
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return NETWORK_AUTH_OK;
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return NetworkAuth::Ok;
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}
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return NETWORK_AUTH_NONE;
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return NetworkAuth::None;
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}
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uint32_t NetworkBase::GetServerTick()
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@@ -610,7 +610,7 @@ void NetworkBase::UpdateClient()
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if (!ProcessConnection(*_serverConnection))
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{
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// Do not show disconnect message window when password window closed/canceled
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if (_serverConnection->AuthStatus == NETWORK_AUTH_REQUIREPASSWORD)
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if (_serverConnection->AuthStatus == NetworkAuth::RequirePassword)
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{
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context_force_close_window_by_class(WC_NETWORK_STATUS);
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}
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@@ -993,7 +993,7 @@ void NetworkBase::SetupDefaultGroups()
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// Spectator group
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auto spectator = std::make_unique<NetworkGroup>();
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spectator->SetName("Spectator");
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spectator->ToggleActionPermission(NETWORK_PERMISSION_CHAT);
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spectator->ToggleActionPermission(NetworkPermission::Chat);
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spectator->Id = 1;
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group_list.push_back(std::move(spectator));
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@@ -1001,13 +1001,13 @@ void NetworkBase::SetupDefaultGroups()
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auto user = std::make_unique<NetworkGroup>();
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user->SetName("User");
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user->ActionsAllowed.fill(0xFF);
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user->ToggleActionPermission(NETWORK_PERMISSION_KICK_PLAYER);
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user->ToggleActionPermission(NETWORK_PERMISSION_MODIFY_GROUPS);
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user->ToggleActionPermission(NETWORK_PERMISSION_SET_PLAYER_GROUP);
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user->ToggleActionPermission(NETWORK_PERMISSION_CHEAT);
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user->ToggleActionPermission(NETWORK_PERMISSION_PASSWORDLESS_LOGIN);
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user->ToggleActionPermission(NETWORK_PERMISSION_MODIFY_TILE);
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user->ToggleActionPermission(NETWORK_PERMISSION_EDIT_SCENARIO_OPTIONS);
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user->ToggleActionPermission(NetworkPermission::KickPlayer);
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user->ToggleActionPermission(NetworkPermission::ModifyGroups);
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user->ToggleActionPermission(NetworkPermission::SetPlayerGroup);
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user->ToggleActionPermission(NetworkPermission::Cheat);
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user->ToggleActionPermission(NetworkPermission::PasswordlessLogin);
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user->ToggleActionPermission(NetworkPermission::ModifyTile);
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user->ToggleActionPermission(NetworkPermission::EditScenarioOptions);
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user->Id = 2;
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group_list.push_back(std::move(user));
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@@ -1211,7 +1211,7 @@ void NetworkBase::Client_Send_TOKEN()
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{
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log_verbose("requesting token");
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NetworkPacket packet(NetworkCommand::Token);
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_serverConnection->AuthStatus = NETWORK_AUTH_REQUESTED;
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_serverConnection->AuthStatus = NetworkAuth::Requested;
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_serverConnection->QueuePacket(std::move(packet));
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}
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@@ -1226,7 +1226,7 @@ void NetworkBase::Client_Send_AUTH(
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assert(signature.size() <= static_cast<size_t>(UINT32_MAX));
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packet << static_cast<uint32_t>(signature.size());
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packet.Write(signature.data(), signature.size());
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_serverConnection->AuthStatus = NETWORK_AUTH_REQUESTED;
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_serverConnection->AuthStatus = NetworkAuth::Requested;
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_serverConnection->QueuePacket(std::move(packet));
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}
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@@ -1355,12 +1355,12 @@ void NetworkBase::Server_Send_AUTH(NetworkConnection& connection)
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}
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NetworkPacket packet(NetworkCommand::Auth);
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packet << static_cast<uint32_t>(connection.AuthStatus) << new_playerid;
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if (connection.AuthStatus == NETWORK_AUTH_BADVERSION)
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if (connection.AuthStatus == NetworkAuth::BadVersion)
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{
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packet.WriteString(network_get_version().c_str());
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}
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connection.QueuePacket(std::move(packet));
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if (connection.AuthStatus != NETWORK_AUTH_OK && connection.AuthStatus != NETWORK_AUTH_REQUIREPASSWORD)
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if (connection.AuthStatus != NetworkAuth::Ok && connection.AuthStatus != NetworkAuth::RequirePassword)
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{
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connection.Socket->Disconnect();
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}
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@@ -1717,7 +1717,7 @@ void NetworkBase::ProcessPacket(NetworkConnection& connection, NetworkPacket& pa
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if (it != handlerList.end())
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{
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auto commandHandler = it->second;
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if (connection.AuthStatus == NETWORK_AUTH_OK || !packet.CommandRequiresAuth())
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if (connection.AuthStatus == NetworkAuth::Ok || !packet.CommandRequiresAuth())
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{
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(this->*commandHandler)(connection, packet);
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}
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@@ -2222,39 +2222,39 @@ void NetworkBase::Client_Handle_AUTH(NetworkConnection& connection, NetworkPacke
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{
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uint32_t auth_status;
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packet >> auth_status >> const_cast<uint8_t&>(player_id);
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connection.AuthStatus = static_cast<NETWORK_AUTH>(auth_status);
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connection.AuthStatus = static_cast<NetworkAuth>(auth_status);
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switch (connection.AuthStatus)
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{
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case NETWORK_AUTH_OK:
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case NetworkAuth::Ok:
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Client_Send_GAMEINFO();
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break;
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case NETWORK_AUTH_BADNAME:
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case NetworkAuth::BadName:
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connection.SetLastDisconnectReason(STR_MULTIPLAYER_BAD_PLAYER_NAME);
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connection.Socket->Disconnect();
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break;
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case NETWORK_AUTH_BADVERSION:
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case NetworkAuth::BadVersion:
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{
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const char* version = packet.ReadString();
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connection.SetLastDisconnectReason(STR_MULTIPLAYER_INCORRECT_SOFTWARE_VERSION, &version);
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connection.Socket->Disconnect();
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break;
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}
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case NETWORK_AUTH_BADPASSWORD:
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case NetworkAuth::BadPassword:
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connection.SetLastDisconnectReason(STR_MULTIPLAYER_BAD_PASSWORD);
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connection.Socket->Disconnect();
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break;
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case NETWORK_AUTH_VERIFICATIONFAILURE:
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case NetworkAuth::VerificationFailure:
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connection.SetLastDisconnectReason(STR_MULTIPLAYER_VERIFICATION_FAILURE);
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connection.Socket->Disconnect();
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break;
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case NETWORK_AUTH_FULL:
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case NetworkAuth::Full:
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connection.SetLastDisconnectReason(STR_MULTIPLAYER_SERVER_FULL);
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connection.Socket->Disconnect();
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break;
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case NETWORK_AUTH_REQUIREPASSWORD:
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case NetworkAuth::RequirePassword:
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context_open_window_view(WV_NETWORK_PASSWORD);
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break;
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case NETWORK_AUTH_UNKNOWN_KEY_DISALLOWED:
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case NetworkAuth::UnknownKeyDisallowed:
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connection.SetLastDisconnectReason(STR_MULTIPLAYER_UNKNOWN_KEY_DISALLOWED);
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connection.Socket->Disconnect();
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break;
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@@ -2507,7 +2507,7 @@ void NetworkBase::Server_Handle_MAPREQUEST(NetworkConnection& connection, Networ
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void NetworkBase::Server_Handle_AUTH(NetworkConnection& connection, NetworkPacket& packet)
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{
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if (connection.AuthStatus != NETWORK_AUTH_OK)
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if (connection.AuthStatus != NetworkAuth::Ok)
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{
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const char* gameversion = packet.ReadString();
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const char* name = packet.ReadString();
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@@ -2517,7 +2517,7 @@ void NetworkBase::Server_Handle_AUTH(NetworkConnection& connection, NetworkPacke
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packet >> sigsize;
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if (pubkey == nullptr)
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{
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connection.AuthStatus = NETWORK_AUTH_VERIFICATIONFAILURE;
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connection.AuthStatus = NetworkAuth::VerificationFailure;
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}
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else
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{
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@@ -2548,70 +2548,70 @@ void NetworkBase::Server_Handle_AUTH(NetworkConnection& connection, NetworkPacke
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if (gConfigNetwork.known_keys_only && _userManager.GetUserByHash(hash) == nullptr)
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{
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log_verbose("Hash %s, not known", hash.c_str());
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connection.AuthStatus = NETWORK_AUTH_UNKNOWN_KEY_DISALLOWED;
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connection.AuthStatus = NetworkAuth::UnknownKeyDisallowed;
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}
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else
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{
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connection.AuthStatus = NETWORK_AUTH_VERIFIED;
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connection.AuthStatus = NetworkAuth::Verified;
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}
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}
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else
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{
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connection.AuthStatus = NETWORK_AUTH_VERIFICATIONFAILURE;
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connection.AuthStatus = NetworkAuth::VerificationFailure;
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log_verbose("Signature verification failed!");
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}
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}
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catch (const std::exception&)
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{
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connection.AuthStatus = NETWORK_AUTH_VERIFICATIONFAILURE;
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connection.AuthStatus = NetworkAuth::VerificationFailure;
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log_verbose("Signature verification failed, invalid data!");
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}
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}
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bool passwordless = false;
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if (connection.AuthStatus == NETWORK_AUTH_VERIFIED)
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if (connection.AuthStatus == NetworkAuth::Verified)
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{
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const NetworkGroup* group = GetGroupByID(GetGroupIDByHash(connection.Key.PublicKeyHash()));
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passwordless = group->CanPerformCommand(MISC_COMMAND_PASSWORDLESS_LOGIN);
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}
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if (!gameversion || network_get_version() != gameversion)
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{
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connection.AuthStatus = NETWORK_AUTH_BADVERSION;
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connection.AuthStatus = NetworkAuth::BadVersion;
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}
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else if (!name)
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{
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connection.AuthStatus = NETWORK_AUTH_BADNAME;
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connection.AuthStatus = NetworkAuth::BadName;
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}
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else if (!passwordless)
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{
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if ((!password || strlen(password) == 0) && !_password.empty())
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{
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connection.AuthStatus = NETWORK_AUTH_REQUIREPASSWORD;
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connection.AuthStatus = NetworkAuth::RequirePassword;
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}
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else if (password && _password != password)
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{
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connection.AuthStatus = NETWORK_AUTH_BADPASSWORD;
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connection.AuthStatus = NetworkAuth::BadPassword;
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}
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}
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if (static_cast<size_t>(gConfigNetwork.maxplayers) <= player_list.size())
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{
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connection.AuthStatus = NETWORK_AUTH_FULL;
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connection.AuthStatus = NetworkAuth::Full;
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}
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else if (connection.AuthStatus == NETWORK_AUTH_VERIFIED)
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else if (connection.AuthStatus == NetworkAuth::Verified)
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{
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const std::string hash = connection.Key.PublicKeyHash();
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if (ProcessPlayerAuthenticatePluginHooks(connection, name, hash))
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{
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connection.AuthStatus = NETWORK_AUTH_OK;
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connection.AuthStatus = NetworkAuth::Ok;
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Server_Client_Joined(name, hash, connection);
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}
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else
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{
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connection.AuthStatus = NETWORK_AUTH_VERIFICATIONFAILURE;
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connection.AuthStatus = NetworkAuth::VerificationFailure;
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}
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}
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else if (connection.AuthStatus != NETWORK_AUTH_REQUIREPASSWORD)
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else if (connection.AuthStatus != NetworkAuth::RequirePassword)
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{
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log_error("Unknown failure (%d) while authenticating client", connection.AuthStatus);
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}
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@@ -3283,7 +3283,7 @@ void network_send_tick()
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gNetwork.Server_Send_TICK();
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}
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int32_t network_get_authstatus()
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NetworkAuth network_get_authstatus()
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{
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return gNetwork.GetAuthStatus();
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}
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@@ -3380,7 +3380,7 @@ void network_set_player_last_action(uint32_t index, int32_t command)
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{
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Guard::IndexInRange(index, gNetwork.player_list);
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gNetwork.player_list[index]->LastAction = NetworkActions::FindCommand(command);
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gNetwork.player_list[index]->LastAction = static_cast<int32_t>(NetworkActions::FindCommand(command));
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gNetwork.player_list[index]->LastActionTime = platform_get_ticks();
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}
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@@ -3596,10 +3596,11 @@ GameActionResult::Ptr network_modify_groups(
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}
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NetworkGroup* mygroup = nullptr;
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NetworkPlayer* player = gNetwork.GetPlayerByID(actionPlayerId);
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auto networkPermission = static_cast<NetworkPermission>(permissionIndex);
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if (player != nullptr && permissionState == PermissionState::Toggle)
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{
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mygroup = gNetwork.GetGroupByID(player->Group);
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if (mygroup == nullptr || !mygroup->CanPerformAction(permissionIndex))
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if (mygroup == nullptr || !mygroup->CanPerformAction(networkPermission))
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{
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return std::make_unique<GameActionResult>(
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GA_ERROR::DISALLOWED, STR_CANT_MODIFY_PERMISSION_THAT_YOU_DO_NOT_HAVE_YOURSELF);
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@@ -3626,7 +3627,7 @@ GameActionResult::Ptr network_modify_groups(
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}
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else
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{
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group->ToggleActionPermission(permissionIndex);
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group->ToggleActionPermission(networkPermission);
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}
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}
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}
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@@ -3731,7 +3732,7 @@ rct_string_id network_get_action_name_string_id(uint32_t index)
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}
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}
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int32_t network_can_perform_action(uint32_t groupindex, uint32_t index)
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int32_t network_can_perform_action(uint32_t groupindex, NetworkPermission index)
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{
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Guard::IndexInRange(groupindex, gNetwork.group_list);
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@@ -3989,9 +3990,9 @@ int32_t network_get_status()
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{
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return NETWORK_STATUS_NONE;
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}
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int32_t network_get_authstatus()
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NetworkAuth network_get_authstatus()
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{
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return NETWORK_AUTH_NONE;
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return NetworkAuth::None;
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}
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uint32_t network_get_server_tick()
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{
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@@ -4146,7 +4147,7 @@ rct_string_id network_get_action_name_string_id(uint32_t index)
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{
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return -1;
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}
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int32_t network_can_perform_action(uint32_t groupindex, uint32_t index)
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int32_t network_can_perform_action(uint32_t groupindex, NetworkPermission index)
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{
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return 0;
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}
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