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mirror of https://github.com/OpenRCT2/OpenRCT2 synced 2026-01-16 03:23:15 +01:00

Fix name warnings for Network

This commit is contained in:
Ted John
2017-01-12 13:26:12 +00:00
parent d2cf97d0a1
commit ec07d61d7b
2 changed files with 23 additions and 23 deletions

View File

@@ -221,7 +221,7 @@ bool Network::BeginClient(const char* host, unsigned short port)
if (!platform_file_exists(keyPath)) {
Console::WriteLine("Generating key... This may take a while");
Console::WriteLine("Need to collect enough entropy from the system");
key.Generate();
_key.Generate();
Console::WriteLine("Key generated, saving private bits as %s", keyPath);
utf8 keysDirectory[MAX_PATH];
@@ -236,10 +236,10 @@ bool Network::BeginClient(const char* host, unsigned short port)
log_error("Unable to save private key at %s.", keyPath);
return false;
}
key.SavePrivate(privkey);
_key.SavePrivate(privkey);
SDL_RWclose(privkey);
const std::string hash = key.PublicKeyHash();
const std::string hash = _key.PublicKeyHash();
const utf8 *publicKeyHash = hash.c_str();
network_get_public_key_path(keyPath, sizeof(keyPath), gConfigNetwork.player_name, publicKeyHash);
Console::WriteLine("Key generated, saving public bits as %s", keyPath);
@@ -248,7 +248,7 @@ bool Network::BeginClient(const char* host, unsigned short port)
log_error("Unable to save public key at %s.", keyPath);
return false;
}
key.SavePublic(pubkey);
_key.SavePublic(pubkey);
SDL_RWclose(pubkey);
} else {
log_verbose("Loading key from %s", keyPath);
@@ -259,10 +259,10 @@ bool Network::BeginClient(const char* host, unsigned short port)
}
// LoadPrivate returns validity of loaded key
bool ok = key.LoadPrivate(privkey);
bool ok = _key.LoadPrivate(privkey);
SDL_RWclose(privkey);
// Don't store private key in memory when it's not in use.
key.Unload();
_key.Unload();
return ok;
}
@@ -594,7 +594,7 @@ void Network::KickPlayer(int playerId)
void Network::SetPassword(const char* password)
{
Network::password = password == nullptr ? "" : password;
_password = password == nullptr ? "" : password;
}
void Network::ShutdownClient()
@@ -1104,7 +1104,7 @@ void Network::Server_Send_GAMEINFO(NetworkConnection& connection)
#ifndef DISABLE_HTTP
json_t* obj = json_object();
json_object_set_new(obj, "name", json_string(gConfigNetwork.server_name));
json_object_set_new(obj, "requiresPassword", json_boolean(password.size() > 0));
json_object_set_new(obj, "requiresPassword", json_boolean(_password.size() > 0));
json_object_set_new(obj, "version", json_string(NETWORK_STREAM_ID));
json_object_set_new(obj, "players", json_integer(player_list.size()));
json_object_set_new(obj, "maxPlayers", json_integer(gConfigNetwork.maxplayers));
@@ -1376,7 +1376,7 @@ void Network::Client_Handle_TOKEN(NetworkConnection& connection, NetworkPacket&
return;
}
SDL_RWops *privkey = SDL_RWFromFile(keyPath, "rb");
bool ok = key.LoadPrivate(privkey);
bool ok = _key.LoadPrivate(privkey);
SDL_RWclose(privkey);
if (!ok) {
log_error("Failed to load key %s", keyPath);
@@ -1389,10 +1389,10 @@ void Network::Client_Handle_TOKEN(NetworkConnection& connection, NetworkPacket&
const char *challenge = (const char *)packet.Read(challenge_size);
size_t sigsize;
char *signature;
const std::string pubkey = key.PublicKeyString();
this->challenge.resize(challenge_size);
memcpy(this->challenge.data(), challenge, challenge_size);
ok = key.Sign(this->challenge.data(), this->challenge.size(), &signature, &sigsize);
const std::string pubkey = _key.PublicKeyString();
_challenge.resize(challenge_size);
memcpy(_challenge.data(), challenge, challenge_size);
ok = _key.Sign(_challenge.data(), _challenge.size(), &signature, &sigsize);
if (!ok) {
log_error("Failed to sign server's challenge.");
connection.SetLastDisconnectReason(STR_MULTIPLAYER_VERIFICATION_FAILURE);
@@ -1401,7 +1401,7 @@ void Network::Client_Handle_TOKEN(NetworkConnection& connection, NetworkPacket&
}
// Don't keep private key in memory. There's no need and it may get leaked
// when process dump gets collected at some point in future.
key.Unload();
_key.Unload();
Client_Send_AUTH(gConfigNetwork.player_name, "", pubkey.c_str(), signature, sigsize);
delete [] signature;
}
@@ -1580,10 +1580,10 @@ void Network::Server_Handle_AUTH(NetworkConnection& connection, NetworkPacket& p
connection.AuthStatus = NETWORK_AUTH_BADNAME;
} else
if (!passwordless) {
if ((!password || strlen(password) == 0) && Network::password.size() > 0) {
if ((!password || strlen(password) == 0) && _password.size() > 0) {
connection.AuthStatus = NETWORK_AUTH_REQUIREPASSWORD;
} else
if (password && Network::password != password) {
if (password && _password != password) {
connection.AuthStatus = NETWORK_AUTH_BADPASSWORD;
}
}
@@ -2449,14 +2449,14 @@ void network_send_password(const char* password)
return;
}
SDL_RWops *privkey = SDL_RWFromFile(keyPath, "rb");
gNetwork.key.LoadPrivate(privkey);
const std::string pubkey = gNetwork.key.PublicKeyString();
gNetwork._key.LoadPrivate(privkey);
const std::string pubkey = gNetwork._key.PublicKeyString();
size_t sigsize;
char *signature;
gNetwork.key.Sign(gNetwork.challenge.data(), gNetwork.challenge.size(), &signature, &sigsize);
gNetwork._key.Sign(gNetwork._challenge.data(), gNetwork._challenge.size(), &signature, &sigsize);
// Don't keep private key in memory. There's no need and it may get leaked
// when process dump gets collected at some point in future.
gNetwork.key.Unload();
gNetwork._key.Unload();
gNetwork.Client_Send_AUTH(gConfigNetwork.player_name, password, pubkey.c_str(), signature, sigsize);
delete [] signature;
}

View File

@@ -150,8 +150,8 @@ public:
std::vector<std::unique_ptr<NetworkPlayer>> player_list;
std::vector<std::unique_ptr<NetworkGroup>> group_list;
NetworkKey key;
std::vector<uint8> challenge;
NetworkKey _key;
std::vector<uint8> _challenge;
NetworkUserManager _userManager;
std::string ServerName;
@@ -206,7 +206,7 @@ private:
std::list<std::unique_ptr<NetworkConnection>> client_connection_list;
std::multiset<GameCommand> game_command_queue;
std::vector<uint8> chunk_buffer;
std::string password;
std::string _password;
bool _desynchronised = false;
INetworkServerAdvertiser * _advertiser = nullptr;
uint32 server_connect_time = 0;