Cleanup: remove company password related network packets

This commit is contained in:
Rubidium
2024-03-23 19:10:39 +01:00
committed by rubidium42
parent 71fc907584
commit ca4bef1504
8 changed files with 16 additions and 229 deletions

View File

@@ -333,7 +333,7 @@ protected:
* string Name of the company.
* string Name of the companies manager.
* uint8_t Main company colour.
* bool Company is password protected.
* bool Company is protected.
* uint32_t Year the company was inaugurated.
* bool Company is an AI.
* @param p The packet that was just received.
@@ -347,7 +347,7 @@ protected:
* string Name of the company.
* string Name of the companies manager.
* uint8_t Main company colour.
* bool Company is password protected.
* bool Company is protected.
* uint8_t Quarters of bankruptcy.
* uint8_t Owner of share 1.
* uint8_t Owner of share 2.

View File

@@ -83,10 +83,8 @@ NetworkRecvStatus NetworkGameSocketHandler::HandlePacket(Packet &p)
case PACKET_SERVER_CLIENT_INFO: return this->Receive_SERVER_CLIENT_INFO(p);
case PACKET_CLIENT_IDENTIFY: return this->Receive_CLIENT_IDENTIFY(p);
case PACKET_SERVER_AUTH_REQUEST: return this->Receive_SERVER_AUTH_REQUEST(p);
case PACKET_SERVER_NEED_COMPANY_PASSWORD: return this->Receive_SERVER_NEED_COMPANY_PASSWORD(p);
case PACKET_CLIENT_AUTH_RESPONSE: return this->Receive_CLIENT_AUTH_RESPONSE(p);
case PACKET_SERVER_ENABLE_ENCRYPTION: return this->Receive_SERVER_ENABLE_ENCRYPTION(p);
case PACKET_CLIENT_COMPANY_PASSWORD: return this->Receive_CLIENT_COMPANY_PASSWORD(p);
case PACKET_SERVER_WELCOME: return this->Receive_SERVER_WELCOME(p);
case PACKET_CLIENT_GETMAP: return this->Receive_CLIENT_GETMAP(p);
case PACKET_SERVER_WAIT: return this->Receive_SERVER_WAIT(p);
@@ -104,7 +102,6 @@ NetworkRecvStatus NetworkGameSocketHandler::HandlePacket(Packet &p)
case PACKET_CLIENT_CHAT: return this->Receive_CLIENT_CHAT(p);
case PACKET_SERVER_CHAT: return this->Receive_SERVER_CHAT(p);
case PACKET_SERVER_EXTERNAL_CHAT: return this->Receive_SERVER_EXTERNAL_CHAT(p);
case PACKET_CLIENT_SET_PASSWORD: return this->Receive_CLIENT_SET_PASSWORD(p);
case PACKET_CLIENT_SET_NAME: return this->Receive_CLIENT_SET_NAME(p);
case PACKET_CLIENT_QUIT: return this->Receive_CLIENT_QUIT(p);
case PACKET_CLIENT_ERROR: return this->Receive_CLIENT_ERROR(p);
@@ -118,7 +115,6 @@ NetworkRecvStatus NetworkGameSocketHandler::HandlePacket(Packet &p)
case PACKET_CLIENT_NEWGRFS_CHECKED: return this->Receive_CLIENT_NEWGRFS_CHECKED(p);
case PACKET_SERVER_MOVE: return this->Receive_SERVER_MOVE(p);
case PACKET_CLIENT_MOVE: return this->Receive_CLIENT_MOVE(p);
case PACKET_SERVER_COMPANY_UPDATE: return this->Receive_SERVER_COMPANY_UPDATE(p);
case PACKET_SERVER_CONFIG_UPDATE: return this->Receive_SERVER_CONFIG_UPDATE(p);
default:
@@ -166,10 +162,8 @@ NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_GAME_INFO(Packet &) {
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_CLIENT_INFO(Packet &) { return this->ReceiveInvalidPacket(PACKET_SERVER_CLIENT_INFO); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_IDENTIFY(Packet &) { return this->ReceiveInvalidPacket(PACKET_CLIENT_IDENTIFY); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_AUTH_REQUEST(Packet &) { return this->ReceiveInvalidPacket(PACKET_SERVER_AUTH_REQUEST); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_NEED_COMPANY_PASSWORD(Packet &) { return this->ReceiveInvalidPacket(PACKET_SERVER_NEED_COMPANY_PASSWORD); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_AUTH_RESPONSE(Packet &) { return this->ReceiveInvalidPacket(PACKET_CLIENT_AUTH_RESPONSE); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_ENABLE_ENCRYPTION(Packet &) { return this->ReceiveInvalidPacket(PACKET_SERVER_ENABLE_ENCRYPTION); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_COMPANY_PASSWORD(Packet &) { return this->ReceiveInvalidPacket(PACKET_CLIENT_COMPANY_PASSWORD); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_WELCOME(Packet &) { return this->ReceiveInvalidPacket(PACKET_SERVER_WELCOME); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_GETMAP(Packet &) { return this->ReceiveInvalidPacket(PACKET_CLIENT_GETMAP); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_WAIT(Packet &) { return this->ReceiveInvalidPacket(PACKET_SERVER_WAIT); }
@@ -187,7 +181,6 @@ NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_COMMAND(Packet &) { r
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_CHAT(Packet &) { return this->ReceiveInvalidPacket(PACKET_CLIENT_CHAT); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_CHAT(Packet &) { return this->ReceiveInvalidPacket(PACKET_SERVER_CHAT); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_EXTERNAL_CHAT(Packet &) { return this->ReceiveInvalidPacket(PACKET_SERVER_EXTERNAL_CHAT); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_SET_PASSWORD(Packet &) { return this->ReceiveInvalidPacket(PACKET_CLIENT_SET_PASSWORD); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_SET_NAME(Packet &) { return this->ReceiveInvalidPacket(PACKET_CLIENT_SET_NAME); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_QUIT(Packet &) { return this->ReceiveInvalidPacket(PACKET_CLIENT_QUIT); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_ERROR(Packet &) { return this->ReceiveInvalidPacket(PACKET_CLIENT_ERROR); }
@@ -201,7 +194,6 @@ NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_CHECK_NEWGRFS(Packet
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_NEWGRFS_CHECKED(Packet &) { return this->ReceiveInvalidPacket(PACKET_CLIENT_NEWGRFS_CHECKED); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_MOVE(Packet &) { return this->ReceiveInvalidPacket(PACKET_SERVER_MOVE); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_MOVE(Packet &) { return this->ReceiveInvalidPacket(PACKET_CLIENT_MOVE); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_COMPANY_UPDATE(Packet &) { return this->ReceiveInvalidPacket(PACKET_SERVER_COMPANY_UPDATE); }
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_CONFIG_UPDATE(Packet &) { return this->ReceiveInvalidPacket(PACKET_SERVER_CONFIG_UPDATE); }
void NetworkGameSocketHandler::DeferDeletion()

View File

@@ -71,10 +71,6 @@ enum PacketGameType : uint8_t {
PACKET_SERVER_CHECK_NEWGRFS, ///< Server sends NewGRF IDs and MD5 checksums for the client to check.
PACKET_CLIENT_NEWGRFS_CHECKED, ///< Client acknowledges that it has all required NewGRFs.
/* Checking the company passwords. */
PACKET_SERVER_NEED_COMPANY_PASSWORD, ///< Server requests the (hashed) company password.
PACKET_CLIENT_COMPANY_PASSWORD, ///< Client sends the (hashed) company password.
/* The server welcomes the authenticated client and sends information of other clients. */
PACKET_SERVER_WELCOME, ///< Server welcomes you and gives you your #ClientID.
PACKET_SERVER_CLIENT_INFO, ///< Server sends you information about a client.
@@ -119,9 +115,7 @@ enum PacketGameType : uint8_t {
PACKET_SERVER_MOVE, ///< Server tells everyone that someone is moved to another company.
/* Configuration updates. */
PACKET_CLIENT_SET_PASSWORD, ///< A client (re)sets its company's password.
PACKET_CLIENT_SET_NAME, ///< A client changes its name.
PACKET_SERVER_COMPANY_UPDATE, ///< Information (password) of a company changed.
PACKET_SERVER_CONFIG_UPDATE, ///< Some network configuration important to the client changed.
/* A client quitting. */
@@ -225,14 +219,6 @@ protected:
*/
virtual NetworkRecvStatus Receive_SERVER_AUTH_REQUEST(Packet &p);
/**
* Indication to the client that the server needs a company password:
* uint32_t Generation seed.
* string Network ID of the server.
* @param p The packet that was just received.
*/
virtual NetworkRecvStatus Receive_SERVER_NEED_COMPANY_PASSWORD(Packet &p);
/**
* Send the response to the authentication request:
* 32 * uint8_t Public key of the client.
@@ -250,19 +236,9 @@ protected:
*/
virtual NetworkRecvStatus Receive_SERVER_ENABLE_ENCRYPTION(Packet &p);
/**
* Send a password to the server to authorize
* uint8_t Password type (see NetworkPasswordType).
* string The password.
* @param p The packet that was just received.
*/
virtual NetworkRecvStatus Receive_CLIENT_COMPANY_PASSWORD(Packet &p);
/**
* The client is joined and ready to receive their map:
* uint32_t Own client ID.
* uint32_t Generation seed.
* string Network ID of the server.
* @param p The packet that was just received.
*/
virtual NetworkRecvStatus Receive_SERVER_WELCOME(Packet &p);
@@ -402,13 +378,6 @@ protected:
*/
virtual NetworkRecvStatus Receive_SERVER_EXTERNAL_CHAT(Packet &p);
/**
* Set the password for the clients current company:
* string The password.
* @param p The packet that was just received.
*/
virtual NetworkRecvStatus Receive_CLIENT_SET_PASSWORD(Packet &p);
/**
* Gives the client a new name:
* string New name of the client.
@@ -498,18 +467,10 @@ protected:
/**
* Request the server to move this client into another company:
* uint8_t ID of the company the client wants to join.
* string Password, if the company is password protected.
* @param p The packet that was just received.
*/
virtual NetworkRecvStatus Receive_CLIENT_MOVE(Packet &p);
/**
* Update the clients knowledge of which company is password protected:
* uint16_t Bitwise representation of each company
* @param p The packet that was just received.
*/
virtual NetworkRecvStatus Receive_SERVER_COMPANY_UPDATE(Packet &p);
/**
* Update the clients knowledge of the max settings:
* uint8_t Maximum number of companies allowed.