Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

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

Merged
merged 1 commit into from Aug 23, 2021
Merged
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Jump to
Jump to file
Failed to load files.
Diff view
Diff view
2 changes: 2 additions & 0 deletions src/network/CMakeLists.txt
Expand Up @@ -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
Expand Down
8 changes: 3 additions & 5 deletions src/network/network.cpp
Expand Up @@ -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"
Expand Down Expand Up @@ -638,9 +639,7 @@ class TCPQueryConnecter : TCPServerConnecter {

void OnConnect(SOCKET s) override
{
_networking = true;
new ClientNetworkGameSocketHandler(s, this->connection_string);
MyClient::SendInformationQuery();
QueryNetworkGameSocketHandler::QueryServer(s, this->connection_string);
}
};

Expand All @@ -652,8 +651,6 @@ void NetworkQueryServer(const std::string &connection_string)
{
if (!_network_available) return;

NetworkInitialize();

new TCPQueryConnecter(connection_string);
}

Expand Down Expand Up @@ -1020,6 +1017,7 @@ void NetworkBackgroundLoop()
_network_coordinator_client.SendReceive();
TCPConnecter::CheckCallbacks();
NetworkHTTPSocketHandler::HTTPReceive();
QueryNetworkGameSocketHandler::SendReceive();

NetworkBackgroundUDPLoop();
}
Expand Down
41 changes: 0 additions & 41 deletions src/network/network_client.cpp
Expand Up @@ -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"
Expand Down Expand Up @@ -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()
{
Expand Down Expand Up @@ -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. */
Expand Down Expand Up @@ -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 */
Expand Down
4 changes: 0 additions & 4 deletions src/network/network_client.h
Expand Up @@ -22,7 +22,6 @@ class ClientNetworkGameSocketHandler : public ZeroedMemoryAllocator, public Netw
/** 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.
Expand All @@ -44,7 +43,6 @@ class ClientNetworkGameSocketHandler : public ZeroedMemoryAllocator, public Netw
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;
Expand Down Expand Up @@ -80,8 +78,6 @@ class ClientNetworkGameSocketHandler : public ZeroedMemoryAllocator, public Netw
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);
Expand Down
145 changes: 145 additions & 0 deletions src/network/network_query.cpp
@@ -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();
}
}
59 changes: 59 additions & 0 deletions src/network/network_query.h
@@ -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 {
Copy link
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Is the ZeroedMemoryAllocator really needed here? Only the ClientNetworkGameSocketHandler uses it but not the ServerNetworkGameSocketHandler so it is not something the NetworkGameSocketHandler intrinsicly needs. Since this has only one instance variable that gets in the constructor, I think there is no use for it.

Copy link
Member Author

@TrueBrain TrueBrain Aug 23, 2021

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

ServerNetworkGameSocketHandler also zero's the object, but this is done by the pool (Tzero is set to true). So there too Calloc is used. In other words: it currently is consistent in zero'ing the object on creation.

Of course these days we can just set the initial values of variables, and possibly get ride of this whole ZeroedMemoryAllocator, but that might be best for another PR. For now, I suggest we leave it consistent, and zero the object for all children using 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 */