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https://github.com/OpenTTD/OpenTTD
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Change: remove company passwords over client allow lists
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@@ -67,7 +67,6 @@ bool _network_server; ///< network-server is active
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bool _network_available; ///< is network mode available?
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bool _network_dedicated; ///< are we a dedicated server?
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bool _is_network_server; ///< Does this client wants to be a network-server?
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NetworkCompanyState *_network_company_states = nullptr; ///< Statistics about some companies.
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ClientID _network_own_client_id; ///< Our client identifier.
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ClientID _redirect_console_to_client; ///< If not invalid, redirect the console output to a client.
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uint8_t _network_reconnect; ///< Reconnect timeout
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@@ -85,7 +84,6 @@ uint32_t _sync_seed_2; ///< Second part of the seed.
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#endif
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uint32_t _sync_frame; ///< The frame to perform the sync check.
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bool _network_first_time; ///< Whether we have finished joining or not.
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CompanyMask _network_company_passworded; ///< Bitmask of the password status of all companies.
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static_assert((int)NETWORK_COMPANY_NAME_LENGTH == MAX_LENGTH_COMPANY_NAME_CHARS * MAX_CHAR_LENGTH);
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@@ -287,9 +285,9 @@ std::string GenerateCompanyPasswordHash(const std::string &password, const std::
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* @param company_id id of the company we want to check the 'passworded' flag for.
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* @return true if the company requires a password.
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*/
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bool NetworkCompanyIsPassworded(CompanyID company_id)
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bool NetworkCompanyIsPassworded([[maybe_unused]] CompanyID company_id)
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{
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return HasBit(_network_company_passworded, company_id);
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return false;
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}
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/* This puts a text-message to the console, or in the future, the chat-box,
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@@ -687,10 +685,6 @@ void NetworkClose(bool close_admins)
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NetworkFreeLocalCommandQueue();
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delete[] _network_company_states;
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_network_company_states = nullptr;
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_network_company_passworded = 0;
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InitializeNetworkPools(close_admins);
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}
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@@ -985,7 +979,6 @@ bool NetworkServerStart()
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Debug(net, 5, "Starting listeners for incoming server queries");
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NetworkUDPServerListen();
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_network_company_states = new NetworkCompanyState[MAX_COMPANIES];
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_network_server = true;
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_networking = true;
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_frame_counter = 0;
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@@ -995,7 +988,6 @@ bool NetworkServerStart()
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_network_own_client_id = CLIENT_ID_SERVER;
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_network_clients_connected = 0;
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_network_company_passworded = 0;
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NetworkInitGameInfo();
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