mirror of
https://github.com/OpenRCT2/OpenRCT2
synced 2026-01-16 11:33:03 +01:00
Fix name warnings for Network
This commit is contained in:
@@ -221,7 +221,7 @@ bool Network::BeginClient(const char* host, unsigned short port)
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if (!platform_file_exists(keyPath)) {
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Console::WriteLine("Generating key... This may take a while");
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Console::WriteLine("Need to collect enough entropy from the system");
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key.Generate();
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_key.Generate();
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Console::WriteLine("Key generated, saving private bits as %s", keyPath);
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utf8 keysDirectory[MAX_PATH];
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@@ -236,10 +236,10 @@ bool Network::BeginClient(const char* host, unsigned short port)
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log_error("Unable to save private key at %s.", keyPath);
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return false;
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}
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key.SavePrivate(privkey);
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_key.SavePrivate(privkey);
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SDL_RWclose(privkey);
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const std::string hash = key.PublicKeyHash();
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const std::string hash = _key.PublicKeyHash();
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const utf8 *publicKeyHash = hash.c_str();
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network_get_public_key_path(keyPath, sizeof(keyPath), gConfigNetwork.player_name, publicKeyHash);
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Console::WriteLine("Key generated, saving public bits as %s", keyPath);
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@@ -248,7 +248,7 @@ bool Network::BeginClient(const char* host, unsigned short port)
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log_error("Unable to save public key at %s.", keyPath);
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return false;
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}
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key.SavePublic(pubkey);
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_key.SavePublic(pubkey);
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SDL_RWclose(pubkey);
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} else {
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log_verbose("Loading key from %s", keyPath);
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@@ -259,10 +259,10 @@ bool Network::BeginClient(const char* host, unsigned short port)
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}
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// LoadPrivate returns validity of loaded key
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bool ok = key.LoadPrivate(privkey);
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bool ok = _key.LoadPrivate(privkey);
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SDL_RWclose(privkey);
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// Don't store private key in memory when it's not in use.
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key.Unload();
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_key.Unload();
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return ok;
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}
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@@ -594,7 +594,7 @@ void Network::KickPlayer(int playerId)
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void Network::SetPassword(const char* password)
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{
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Network::password = password == nullptr ? "" : password;
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_password = password == nullptr ? "" : password;
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}
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void Network::ShutdownClient()
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@@ -1104,7 +1104,7 @@ void Network::Server_Send_GAMEINFO(NetworkConnection& connection)
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#ifndef DISABLE_HTTP
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json_t* obj = json_object();
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json_object_set_new(obj, "name", json_string(gConfigNetwork.server_name));
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json_object_set_new(obj, "requiresPassword", json_boolean(password.size() > 0));
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json_object_set_new(obj, "requiresPassword", json_boolean(_password.size() > 0));
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json_object_set_new(obj, "version", json_string(NETWORK_STREAM_ID));
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json_object_set_new(obj, "players", json_integer(player_list.size()));
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json_object_set_new(obj, "maxPlayers", json_integer(gConfigNetwork.maxplayers));
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@@ -1376,7 +1376,7 @@ void Network::Client_Handle_TOKEN(NetworkConnection& connection, NetworkPacket&
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return;
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}
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SDL_RWops *privkey = SDL_RWFromFile(keyPath, "rb");
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bool ok = key.LoadPrivate(privkey);
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bool ok = _key.LoadPrivate(privkey);
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SDL_RWclose(privkey);
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if (!ok) {
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log_error("Failed to load key %s", keyPath);
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@@ -1389,10 +1389,10 @@ void Network::Client_Handle_TOKEN(NetworkConnection& connection, NetworkPacket&
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const char *challenge = (const char *)packet.Read(challenge_size);
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size_t sigsize;
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char *signature;
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const std::string pubkey = key.PublicKeyString();
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this->challenge.resize(challenge_size);
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memcpy(this->challenge.data(), challenge, challenge_size);
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ok = key.Sign(this->challenge.data(), this->challenge.size(), &signature, &sigsize);
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const std::string pubkey = _key.PublicKeyString();
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_challenge.resize(challenge_size);
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memcpy(_challenge.data(), challenge, challenge_size);
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ok = _key.Sign(_challenge.data(), _challenge.size(), &signature, &sigsize);
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if (!ok) {
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log_error("Failed to sign server's challenge.");
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connection.SetLastDisconnectReason(STR_MULTIPLAYER_VERIFICATION_FAILURE);
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@@ -1401,7 +1401,7 @@ void Network::Client_Handle_TOKEN(NetworkConnection& connection, NetworkPacket&
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}
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// Don't keep private key in memory. There's no need and it may get leaked
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// when process dump gets collected at some point in future.
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key.Unload();
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_key.Unload();
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Client_Send_AUTH(gConfigNetwork.player_name, "", pubkey.c_str(), signature, sigsize);
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delete [] signature;
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}
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@@ -1580,10 +1580,10 @@ void Network::Server_Handle_AUTH(NetworkConnection& connection, NetworkPacket& p
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connection.AuthStatus = NETWORK_AUTH_BADNAME;
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} else
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if (!passwordless) {
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if ((!password || strlen(password) == 0) && Network::password.size() > 0) {
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if ((!password || strlen(password) == 0) && _password.size() > 0) {
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connection.AuthStatus = NETWORK_AUTH_REQUIREPASSWORD;
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} else
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if (password && Network::password != password) {
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if (password && _password != password) {
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connection.AuthStatus = NETWORK_AUTH_BADPASSWORD;
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}
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}
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@@ -2449,14 +2449,14 @@ void network_send_password(const char* password)
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return;
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}
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SDL_RWops *privkey = SDL_RWFromFile(keyPath, "rb");
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gNetwork.key.LoadPrivate(privkey);
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const std::string pubkey = gNetwork.key.PublicKeyString();
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gNetwork._key.LoadPrivate(privkey);
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const std::string pubkey = gNetwork._key.PublicKeyString();
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size_t sigsize;
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char *signature;
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gNetwork.key.Sign(gNetwork.challenge.data(), gNetwork.challenge.size(), &signature, &sigsize);
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gNetwork._key.Sign(gNetwork._challenge.data(), gNetwork._challenge.size(), &signature, &sigsize);
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// Don't keep private key in memory. There's no need and it may get leaked
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// when process dump gets collected at some point in future.
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gNetwork.key.Unload();
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gNetwork._key.Unload();
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gNetwork.Client_Send_AUTH(gConfigNetwork.player_name, password, pubkey.c_str(), signature, sigsize);
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delete [] signature;
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}
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@@ -150,8 +150,8 @@ public:
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std::vector<std::unique_ptr<NetworkPlayer>> player_list;
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std::vector<std::unique_ptr<NetworkGroup>> group_list;
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NetworkKey key;
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std::vector<uint8> challenge;
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NetworkKey _key;
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std::vector<uint8> _challenge;
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NetworkUserManager _userManager;
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std::string ServerName;
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@@ -206,7 +206,7 @@ private:
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std::list<std::unique_ptr<NetworkConnection>> client_connection_list;
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std::multiset<GameCommand> game_command_queue;
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std::vector<uint8> chunk_buffer;
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std::string password;
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std::string _password;
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bool _desynchronised = false;
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INetworkServerAdvertiser * _advertiser = nullptr;
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uint32 server_connect_time = 0;
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