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-rw-r--r--src/main.cpp28
1 files changed, 28 insertions, 0 deletions
diff --git a/src/main.cpp b/src/main.cpp
index 5d607b2d8..184643b9f 100644
--- a/src/main.cpp
+++ b/src/main.cpp
@@ -325,6 +325,8 @@ Making it more portable:
#include "materials.h"
#include "game.h"
#include "keycode.h"
+#include "sha1.h"
+#include "base64.h"
// This makes textures
ITextureSource *g_texturesource = NULL;
@@ -1170,6 +1172,7 @@ int main(int argc, char *argv[])
return 0;
}
+
/*
More parameters
*/
@@ -1324,11 +1327,15 @@ int main(int argc, char *argv[])
*/
std::wstring error_message = L"";
+ // The password entered during the menu screen,
+ std::string password;
+
/*
Menu-game loop
*/
while(device->run() && kill == false)
{
+
// This is used for catching disconnects
try
{
@@ -1428,6 +1435,26 @@ int main(int argc, char *argv[])
}
playername = wide_to_narrow(menudata.name);
+
+ // Get an sha-1 hash of the player's name combined with
+ // the password entered. That's what the server uses as
+ // their password. (Exception : if the password field is
+ // blank, we send a blank password - this is for backwards
+ // compatibility with password-less players).
+ if(menudata.password.length() > 0)
+ {
+ std::string slt=playername + wide_to_narrow(menudata.password);
+ SHA1 *sha1 = new SHA1();
+ sha1->addBytes(slt.c_str(), slt.length());
+ unsigned char *digest = sha1->getDigest();
+ password = base64_encode(digest, 20);
+ free(digest);
+ }
+ else
+ {
+ password = "";
+ }
+
address = wide_to_narrow(menudata.address);
int newport = stoi(wide_to_narrow(menudata.port));
if(newport != 0)
@@ -1474,6 +1501,7 @@ int main(int argc, char *argv[])
font,
map_dir,
playername,
+ password,
address,
port,
error_message