Fix #9501: [Network] crash when more than one game-info query was pending (#9502)

pull/332/head
Patric Stout 3 years ago committed by GitHub
parent 47ce306085
commit b2f0491a90
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23

@ -22,6 +22,8 @@ add_files(
network_gui.cpp
network_gui.h
network_internal.h
network_query.cpp
network_query.h
network_server.cpp
network_server.h
network_stun.cpp

@ -14,6 +14,7 @@
#include "../date_func.h"
#include "network_admin.h"
#include "network_client.h"
#include "network_query.h"
#include "network_server.h"
#include "network_content.h"
#include "network_udp.h"
@ -638,9 +639,7 @@ public:
void OnConnect(SOCKET s) override
{
_networking = true;
new ClientNetworkGameSocketHandler(s, this->connection_string);
MyClient::SendInformationQuery();
QueryNetworkGameSocketHandler::QueryServer(s, this->connection_string);
}
};
@ -652,8 +651,6 @@ void NetworkQueryServer(const std::string &connection_string)
{
if (!_network_available) return;
NetworkInitialize();
new TCPQueryConnecter(connection_string);
}
@ -1020,6 +1017,7 @@ void NetworkBackgroundLoop()
_network_coordinator_client.SendReceive();
TCPConnecter::CheckCallbacks();
NetworkHTTPSocketHandler::HTTPReceive();
QueryNetworkGameSocketHandler::SendReceive();
NetworkBackgroundUDPLoop();
}

@ -23,7 +23,6 @@
#include "../gfx_func.h"
#include "../error.h"
#include "../rev.h"
#include "core/game_info.h"
#include "network.h"
#include "network_base.h"
#include "network_client.h"
@ -328,17 +327,6 @@ static_assert(NETWORK_SERVER_ID_LENGTH == 16 * 2 + 1);
* DEF_CLIENT_SEND_COMMAND has no parameters
************/
/**
* Query the server for server information.
*/
NetworkRecvStatus ClientNetworkGameSocketHandler::SendInformationQuery()
{
my_client->status = STATUS_GAME_INFO;
my_client->SendPacket(new Packet(PACKET_CLIENT_GAME_INFO));
return NETWORK_RECV_STATUS_OKAY;
}
/** Tell the server we would like to join. */
NetworkRecvStatus ClientNetworkGameSocketHandler::SendJoin()
{
@ -557,26 +545,6 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_BANNED(Packet *
return NETWORK_RECV_STATUS_SERVER_BANNED;
}
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_GAME_INFO(Packet *p)
{
if (this->status != STATUS_GAME_INFO) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
NetworkGameList *item = NetworkGameListAddItem(this->connection_string);
/* Clear any existing GRFConfig chain. */
ClearGRFConfigList(&item->info.grfconfig);
/* Retrieve the NetworkGameInfo from the packet. */
DeserializeNetworkGameInfo(p, &item->info);
/* Check for compatability with the client. */
CheckGameCompatibility(item->info);
/* Ensure we consider the server online. */
item->online = true;
UpdateNetworkGameWindow();
return NETWORK_RECV_STATUS_CLOSE_QUERY;
}
/* This packet contains info about the client (playas and name)
* as client we save this in NetworkClientInfo, linked via 'client_id'
* which is always an unique number on a server. */
@ -665,15 +633,6 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_ERROR(Packet *p
NetworkErrorCode error = (NetworkErrorCode)p->Recv_uint8();
/* If we query a server that is 1.11.1 or older, we get an
* NETWORK_ERROR_NOT_EXPECTED on requesting the game info. Show a special
* error popup in that case.
*/
if (error == NETWORK_ERROR_NOT_EXPECTED && this->status == STATUS_GAME_INFO) {
ShowErrorMessage(STR_NETWORK_ERROR_SERVER_TOO_OLD, INVALID_STRING_ID, WL_CRITICAL);
return NETWORK_RECV_STATUS_CLOSE_QUERY;
}
StringID err = STR_NETWORK_ERROR_LOSTCONNECTION;
if (error < (ptrdiff_t)lengthof(network_error_strings)) err = network_error_strings[error];
/* In case of kicking a client, we assume there is a kick message in the packet if we can read one byte */

@ -22,7 +22,6 @@ private:
/** Status of the connection with the server. */
enum ServerStatus {
STATUS_INACTIVE, ///< The client is not connected nor active.
STATUS_GAME_INFO, ///< We are trying to get the game information.
STATUS_JOIN, ///< We are trying to join a server.
STATUS_NEWGRFS_CHECK, ///< Last action was checking NewGRFs.
STATUS_AUTH_GAME, ///< Last action was requesting game (server) password.
@ -44,7 +43,6 @@ protected:
NetworkRecvStatus Receive_SERVER_FULL(Packet *p) override;
NetworkRecvStatus Receive_SERVER_BANNED(Packet *p) override;
NetworkRecvStatus Receive_SERVER_ERROR(Packet *p) override;
NetworkRecvStatus Receive_SERVER_GAME_INFO(Packet *p) override;
NetworkRecvStatus Receive_SERVER_CLIENT_INFO(Packet *p) override;
NetworkRecvStatus Receive_SERVER_NEED_GAME_PASSWORD(Packet *p) override;
NetworkRecvStatus Receive_SERVER_NEED_COMPANY_PASSWORD(Packet *p) override;
@ -80,8 +78,6 @@ public:
NetworkRecvStatus CloseConnection(NetworkRecvStatus status) override;
void ClientError(NetworkRecvStatus res);
static NetworkRecvStatus SendInformationQuery();
static NetworkRecvStatus SendJoin();
static NetworkRecvStatus SendCommand(const CommandPacket *cp);
static NetworkRecvStatus SendError(NetworkErrorCode errorno);

@ -0,0 +1,145 @@
/*
* This file is part of OpenTTD.
* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
/** @file network_query.cpp Query part of the network protocol. */
#include "../stdafx.h"
#include "core/game_info.h"
#include "network_query.h"
#include "network_gamelist.h"
#include "../error.h"
#include "table/strings.h"
#include "../safeguards.h"
std::vector<std::unique_ptr<QueryNetworkGameSocketHandler>> QueryNetworkGameSocketHandler::queries = {};
NetworkRecvStatus QueryNetworkGameSocketHandler::CloseConnection(NetworkRecvStatus status)
{
assert(status != NETWORK_RECV_STATUS_OKAY);
assert(this->sock != INVALID_SOCKET);
return status;
}
/**
* Check the connection's state, i.e. is the connection still up?
*/
bool QueryNetworkGameSocketHandler::CheckConnection()
{
std::chrono::steady_clock::duration lag = std::chrono::steady_clock::now() - this->last_packet;
/* If there was no response in 5 seconds, terminate the query. */
if (lag > std::chrono::seconds(5)) {
this->CloseConnection(NETWORK_RECV_STATUS_CONNECTION_LOST);
return false;
}
return true;
}
/**
* Check whether we received/can send some data from/to the server and
* when that's the case handle it appropriately.
* @return true when everything went okay.
*/
bool QueryNetworkGameSocketHandler::Receive()
{
if (this->CanSendReceive()) {
NetworkRecvStatus res = this->ReceivePackets();
if (res != NETWORK_RECV_STATUS_OKAY) {
this->CloseConnection(res);
return false;
}
}
return true;
}
/** Send the packets of this socket handler. */
void QueryNetworkGameSocketHandler::Send()
{
this->SendPackets();
}
/**
* Query the server for server information.
*/
NetworkRecvStatus QueryNetworkGameSocketHandler::SendGameInfo()
{
this->SendPacket(new Packet(PACKET_CLIENT_GAME_INFO));
return NETWORK_RECV_STATUS_OKAY;
}
NetworkRecvStatus QueryNetworkGameSocketHandler::Receive_SERVER_FULL(Packet *p)
{
/* We try to join a server which is full */
ShowErrorMessage(STR_NETWORK_ERROR_SERVER_FULL, INVALID_STRING_ID, WL_CRITICAL);
return NETWORK_RECV_STATUS_SERVER_FULL;
}
NetworkRecvStatus QueryNetworkGameSocketHandler::Receive_SERVER_BANNED(Packet *p)
{
/* We try to join a server where we are banned */
ShowErrorMessage(STR_NETWORK_ERROR_SERVER_BANNED, INVALID_STRING_ID, WL_CRITICAL);
return NETWORK_RECV_STATUS_SERVER_BANNED;
}
NetworkRecvStatus QueryNetworkGameSocketHandler::Receive_SERVER_GAME_INFO(Packet *p)
{
NetworkGameList *item = NetworkGameListAddItem(this->connection_string);
/* Clear any existing GRFConfig chain. */
ClearGRFConfigList(&item->info.grfconfig);
/* Retrieve the NetworkGameInfo from the packet. */
DeserializeNetworkGameInfo(p, &item->info);
/* Check for compatability with the client. */
CheckGameCompatibility(item->info);
/* Ensure we consider the server online. */
item->online = true;
UpdateNetworkGameWindow();
return NETWORK_RECV_STATUS_CLOSE_QUERY;
}
NetworkRecvStatus QueryNetworkGameSocketHandler::Receive_SERVER_ERROR(Packet *p)
{
NetworkErrorCode error = (NetworkErrorCode)p->Recv_uint8();
/* If we query a server that is 1.11.1 or older, we get an
* NETWORK_ERROR_NOT_EXPECTED on requesting the game info. Show a special
* error popup in that case.
*/
if (error == NETWORK_ERROR_NOT_EXPECTED) {
ShowErrorMessage(STR_NETWORK_ERROR_SERVER_TOO_OLD, INVALID_STRING_ID, WL_CRITICAL);
return NETWORK_RECV_STATUS_CLOSE_QUERY;
}
ShowErrorMessage(STR_NETWORK_ERROR_LOSTCONNECTION, INVALID_STRING_ID, WL_CRITICAL);
return NETWORK_RECV_STATUS_SERVER_ERROR;
}
/**
* Check if any query needs to send or receive.
*/
/* static */ void QueryNetworkGameSocketHandler::SendReceive()
{
for (auto it = QueryNetworkGameSocketHandler::queries.begin(); it != QueryNetworkGameSocketHandler::queries.end(); /* nothing */) {
if (!(*it)->Receive()) {
it = QueryNetworkGameSocketHandler::queries.erase(it);
} else if (!(*it)->CheckConnection()) {
it = QueryNetworkGameSocketHandler::queries.erase(it);
} else {
it++;
}
}
for (auto &query : QueryNetworkGameSocketHandler::queries) {
query->Send();
}
}

@ -0,0 +1,59 @@
/*
* This file is part of OpenTTD.
* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
/** @file network_query.h Query part of the network protocol. */
#ifndef NETWORK_QUERY_H
#define NETWORK_QUERY_H
#include "network_internal.h"
/** Class for handling the client side of quering a game server. */
class QueryNetworkGameSocketHandler : public ZeroedMemoryAllocator, public NetworkGameSocketHandler {
private:
static std::vector<std::unique_ptr<QueryNetworkGameSocketHandler>> queries; ///< Pending queries.
std::string connection_string; ///< Address we are connected to.
protected:
NetworkRecvStatus Receive_SERVER_FULL(Packet *p) override;
NetworkRecvStatus Receive_SERVER_BANNED(Packet *p) override;
NetworkRecvStatus Receive_SERVER_ERROR(Packet *p) override;
NetworkRecvStatus Receive_SERVER_GAME_INFO(Packet *p) override;
NetworkRecvStatus SendGameInfo();
bool CheckConnection();
void Send();
bool Receive();
public:
/**
* Create a new socket for the client side of quering game server.
* @param s The socket to connect with.
* @param connection_string The connection string of the server.
*/
QueryNetworkGameSocketHandler(SOCKET s, const std::string &connection_string) : NetworkGameSocketHandler(s), connection_string(connection_string) {}
/**
* Start to query a server based on an open socket.
* @param s The socket to connect with.
* @param connection_string The connection string of the server.
*/
static void QueryServer(SOCKET s, const std::string &connection_string)
{
auto query = std::make_unique<QueryNetworkGameSocketHandler>(s, connection_string);
query->SendGameInfo();
QueryNetworkGameSocketHandler::queries.push_back(std::move(query));
}
static void SendReceive();
NetworkRecvStatus CloseConnection(NetworkRecvStatus status) override;
};
#endif /* NETWORK_QUERY_H */
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