forked from mirrors/0ad
Revert non-ASCII characters from source and configuration files introduced in 157c6af18e.
Fixes #6846 Differential Revision: https://code.wildfiregames.com/D5185 This was SVN commit r27965.
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@@ -1,18 +1,18 @@
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/* Copyright (C) 2022 Wildfire Games.
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* This file is part of 0 A.D.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "precompiled.h"
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@@ -109,7 +109,7 @@ void StartNetworkHost(const ScriptRequest& rq, const CStrW& playerName, const u1
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CStr hostJID = g_XmppClient->GetJID();
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/**
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* Password security - we want 0 A.D. to protect players from malicious hosts. We assume that clients
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* Password security - we want 0 A.D. to protect players from malicious hosts. We assume that clients
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* might mistakenly send a personal password instead of the game password (e.g. enter their mail account's password on autopilot).
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* Malicious dedicated servers might be set up to farm these failed logins and possibly obtain user credentials.
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* Therefore, we hash the passwords on the client side before sending them to the server.
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