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Fix #9501: [Network] crash when more than one game-info query was pen…
…ding (#9502)
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/* | ||
* 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/>. | ||
*/ | ||
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/** @file network_query.cpp Query part of the network protocol. */ | ||
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#include "../stdafx.h" | ||
#include "core/game_info.h" | ||
#include "network_query.h" | ||
#include "network_gamelist.h" | ||
#include "../error.h" | ||
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#include "table/strings.h" | ||
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#include "../safeguards.h" | ||
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std::vector<std::unique_ptr<QueryNetworkGameSocketHandler>> QueryNetworkGameSocketHandler::queries = {}; | ||
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NetworkRecvStatus QueryNetworkGameSocketHandler::CloseConnection(NetworkRecvStatus status) | ||
{ | ||
assert(status != NETWORK_RECV_STATUS_OKAY); | ||
assert(this->sock != INVALID_SOCKET); | ||
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return status; | ||
} | ||
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/** | ||
* 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; | ||
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/* 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; | ||
} | ||
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return true; | ||
} | ||
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/** | ||
* 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; | ||
} | ||
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/** Send the packets of this socket handler. */ | ||
void QueryNetworkGameSocketHandler::Send() | ||
{ | ||
this->SendPackets(); | ||
} | ||
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/** | ||
* Query the server for server information. | ||
*/ | ||
NetworkRecvStatus QueryNetworkGameSocketHandler::SendGameInfo() | ||
{ | ||
this->SendPacket(new Packet(PACKET_CLIENT_GAME_INFO)); | ||
return NETWORK_RECV_STATUS_OKAY; | ||
} | ||
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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; | ||
} | ||
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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; | ||
} | ||
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NetworkRecvStatus QueryNetworkGameSocketHandler::Receive_SERVER_GAME_INFO(Packet *p) | ||
{ | ||
NetworkGameList *item = NetworkGameListAddItem(this->connection_string); | ||
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/* 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; | ||
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UpdateNetworkGameWindow(); | ||
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return NETWORK_RECV_STATUS_CLOSE_QUERY; | ||
} | ||
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NetworkRecvStatus QueryNetworkGameSocketHandler::Receive_SERVER_ERROR(Packet *p) | ||
{ | ||
NetworkErrorCode error = (NetworkErrorCode)p->Recv_uint8(); | ||
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/* 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; | ||
} | ||
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ShowErrorMessage(STR_NETWORK_ERROR_LOSTCONNECTION, INVALID_STRING_ID, WL_CRITICAL); | ||
return NETWORK_RECV_STATUS_SERVER_ERROR; | ||
} | ||
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/** | ||
* 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++; | ||
} | ||
} | ||
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for (auto &query : QueryNetworkGameSocketHandler::queries) { | ||
query->Send(); | ||
} | ||
} |
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@@ -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/>. | ||
*/ | ||
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/** @file network_query.h Query part of the network protocol. */ | ||
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#ifndef NETWORK_QUERY_H | ||
#define NETWORK_QUERY_H | ||
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#include "network_internal.h" | ||
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/** 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. | ||
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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; | ||
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NetworkRecvStatus SendGameInfo(); | ||
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bool CheckConnection(); | ||
void Send(); | ||
bool Receive(); | ||
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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) {} | ||
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/** | ||
* 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(); | ||
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QueryNetworkGameSocketHandler::queries.push_back(std::move(query)); | ||
} | ||
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static void SendReceive(); | ||
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NetworkRecvStatus CloseConnection(NetworkRecvStatus status) override; | ||
}; | ||
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#endif /* NETWORK_QUERY_H */ |