Fix: crash when joining a server again after a TCP disconnect (#9453)

"my_client" wasn't always free'd when a game ended. "my_client"
keeps a reference inside the PT_NCLIENT pool. The rest of the
code assumes that when you are not in a game, it can freely
reset this pool.
In result: several ways to trigger a use-after-free.
pull/332/head
Patric Stout 3 years ago committed by GitHub
parent 99d0d9be6b
commit 9cc706847c
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23

@ -48,7 +48,7 @@ NetworkRecvStatus NetworkGameSocketHandler::CloseConnection(bool error)
_networking = false;
ShowErrorMessage(STR_NETWORK_ERROR_LOSTCONNECTION, INVALID_STRING_ID, WL_CRITICAL);
return NETWORK_RECV_STATUS_CLIENT_QUIT;
return this->CloseConnection(NETWORK_RECV_STATUS_CLIENT_QUIT);
}
return this->CloseConnection(NETWORK_RECV_STATUS_CONNECTION_LOST);

@ -160,24 +160,19 @@ ClientNetworkGameSocketHandler::~ClientNetworkGameSocketHandler()
NetworkRecvStatus ClientNetworkGameSocketHandler::CloseConnection(NetworkRecvStatus status)
{
assert(status != NETWORK_RECV_STATUS_OKAY);
/*
* Sending a message just before leaving the game calls cs->SendPackets.
* This might invoke this function, which means that when we close the
* connection after cs->SendPackets we will close an already closed
* connection. This handles that case gracefully without having to make
* that code any more complex or more aware of the validity of the socket.
*/
if (this->sock == INVALID_SOCKET) return status;
assert(this->sock != INVALID_SOCKET);
Debug(net, 3, "Closed client connection {}", this->client_id);
if (!this->HasClientQuit()) {
Debug(net, 3, "Closed client connection {}", this->client_id);
this->SendPackets(true);
this->SendPackets(true);
/* Wait a number of ticks so our leave message can reach the server.
* This is especially needed for Windows servers as they seem to get
* the "socket is closed" message before receiving our leave message,
* which would trigger the server to close the connection as well. */
CSleep(3 * MILLISECONDS_PER_TICK);
/* Wait a number of ticks so our leave message can reach the server.
* This is especially needed for Windows servers as they seem to get
* the "socket is closed" message before receiving our leave message,
* which would trigger the server to close the connection as well. */
CSleep(3 * MILLISECONDS_PER_TICK);
}
delete this;
@ -256,7 +251,7 @@ void ClientNetworkGameSocketHandler::ClientError(NetworkRecvStatus res)
/* static */ void ClientNetworkGameSocketHandler::Send()
{
my_client->SendPackets();
my_client->CheckConnection();
if (my_client != nullptr) my_client->CheckConnection();
}
/**

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