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use hashed passwords in all commands (#4493)
* protocol changes * server changes * client changes for password reset and registration * add hashed password to change password in client * always use hashed password to log in * add warning to client when using plain text password * require real password for changing email on server this is backwards compatible as users logged in with a real password on older clients will not need this, only users logged in with a hashed password * implement password dialog when changing email * require min password length * use qstringlist to build query instead * use clear instead of = "" * add max to password dialog * use proper const ness in abstractclient * reject too long passwords instead of trimming
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17 changed files with 330 additions and 96 deletions
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@ -241,6 +241,8 @@ Response::ResponseCode Server_Room::processJoinGameCommand(const Command_JoinGam
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ResponseContainer &rc,
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Server_AbstractUserInterface *userInterface)
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{
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if (cmd.password().length() > MAX_NAME_LENGTH)
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return Response::RespWrongPassword;
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// This function is called from the Server thread and from the S_PH thread.
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// server->roomsMutex is always locked.
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@ -265,8 +267,9 @@ Response::ResponseCode Server_Room::processJoinGameCommand(const Command_JoinGam
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QMutexLocker gameLocker(&game->gameMutex);
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Response::ResponseCode result = game->checkJoin(userInterface->getUserInfo(), nameFromStdString(cmd.password()),
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cmd.spectator(), cmd.override_restrictions(), cmd.join_as_judge());
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Response::ResponseCode result =
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game->checkJoin(userInterface->getUserInfo(), QString::fromStdString(cmd.password()), cmd.spectator(),
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cmd.override_restrictions(), cmd.join_as_judge());
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if (result == Response::RespOk)
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game->addPlayer(userInterface, rc, cmd.spectator(), cmd.join_as_judge());
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