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(svn r26005) -Fix [FS#5478]: crash when transferring savegame from server to client
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c98c41e007
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@ -57,30 +57,90 @@ struct PacketWriter : SaveFilter {
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ServerNetworkGameSocketHandler *cs; ///< Socket we are associated with.
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Packet *current; ///< The packet we're currently writing to.
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size_t total_size; ///< Total size of the compressed savegame.
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Packet *packets; ///< Packet queue of the savegame; send these "slowly" to the client.
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ThreadMutex *mutex; ///< Mutex for making threaded saving safe.
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/**
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* Create the packet writer.
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* @param cs The socket handler we're making the packets for.
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*/
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PacketWriter(ServerNetworkGameSocketHandler *cs) : SaveFilter(NULL), cs(cs), current(NULL), total_size(0)
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PacketWriter(ServerNetworkGameSocketHandler *cs) : SaveFilter(NULL), cs(cs), current(NULL), total_size(0), packets(NULL)
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{
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this->cs->savegame_mutex = ThreadMutex::New();
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this->mutex = ThreadMutex::New();
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}
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/** Make sure everything is cleaned up. */
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~PacketWriter()
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{
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/* Prevent double frees. */
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if (this->cs != NULL) {
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if (this->cs->savegame_mutex != NULL) this->cs->savegame_mutex->BeginCritical();
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this->cs->savegame = NULL;
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if (this->cs->savegame_mutex != NULL) this->cs->savegame_mutex->EndCritical();
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if (this->mutex != NULL) this->mutex->BeginCritical();
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delete this->cs->savegame_mutex;
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this->cs->savegame_mutex = NULL;
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if (this->cs != NULL && this->mutex != NULL) {
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this->mutex->WaitForSignal();
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}
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/* This must all wait until the Destroy function is called. */
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while (this->packets != NULL) {
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Packet *p = this->packets->next;
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delete this->packets;
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this->packets = p;
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}
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delete this->current;
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if (this->mutex != NULL) this->mutex->EndCritical();
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delete this->mutex;
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this->mutex = NULL;
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}
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/**
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* Begin the destruction of this packet writer. It can happen in two ways:
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* in the first case the client disconnected while saving the map. In this
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* case the saving has not finished and killed this PacketWriter. In that
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* case we simply set cs to NULL, triggering the appending to fail due to
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* the connection problem and eventually triggering the destructor. In the
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* second case the destructor is already called, and it is waiting for our
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* signal which we will send. Only then the packets will be removed by the
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* destructor.
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*/
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void Destroy()
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{
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if (this->mutex != NULL) this->mutex->BeginCritical();
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this->cs = NULL;
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if (this->mutex != NULL) this->mutex->SendSignal();
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if (this->mutex != NULL) this->mutex->EndCritical();
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}
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/**
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* Checks whether there are packets.
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* It's not 100% threading safe, but this is only asked for when checking
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* whether there still is something to send. Then another call will be made
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* to actually get the Packet, which will be the only one popping packets
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* and thus eventually setting this on false.
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*/
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bool HasPackets()
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{
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return this->packets != NULL;
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}
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/**
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* Pop a single created packet from the queue with packets.
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*/
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Packet *PopPacket()
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{
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if (this->mutex != NULL) this->mutex->BeginCritical();
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Packet *p = this->packets;
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this->packets = p->next;
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p->next = NULL;
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if (this->mutex != NULL) this->mutex->EndCritical();
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return p;
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}
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/** Append the current packet to the queue. */
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@ -88,7 +148,7 @@ struct PacketWriter : SaveFilter {
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{
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if (this->current == NULL) return;
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Packet **p = &this->cs->savegame_packets;
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Packet **p = &this->packets;
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while (*p != NULL) {
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p = &(*p)->next;
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}
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@ -104,7 +164,7 @@ struct PacketWriter : SaveFilter {
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if (this->current == NULL) this->current = new Packet(PACKET_SERVER_MAP_DATA);
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if (this->cs->savegame_mutex != NULL) this->cs->savegame_mutex->BeginCritical();
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if (this->mutex != NULL) this->mutex->BeginCritical();
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byte *bufe = buf + size;
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while (buf != bufe) {
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@ -119,7 +179,7 @@ struct PacketWriter : SaveFilter {
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}
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}
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if (this->cs->savegame_mutex != NULL) this->cs->savegame_mutex->EndCritical();
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if (this->mutex != NULL) this->mutex->EndCritical();
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this->total_size += size;
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}
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@ -129,7 +189,7 @@ struct PacketWriter : SaveFilter {
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/* We want to abort the saving when the socket is closed. */
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if (this->cs == NULL) SlError(STR_NETWORK_ERROR_LOSTCONNECTION);
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if (this->cs->savegame_mutex != NULL) this->cs->savegame_mutex->BeginCritical();
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if (this->mutex != NULL) this->mutex->BeginCritical();
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/* Make sure the last packet is flushed. */
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this->AppendQueue();
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@ -143,7 +203,7 @@ struct PacketWriter : SaveFilter {
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p->Send_uint32((uint32)this->total_size);
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this->cs->NetworkTCPSocketHandler::SendPacket(p);
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if (this->cs->savegame_mutex != NULL) this->cs->savegame_mutex->EndCritical();
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if (this->mutex != NULL) this->mutex->EndCritical();
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}
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};
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@ -172,9 +232,10 @@ ServerNetworkGameSocketHandler::~ServerNetworkGameSocketHandler()
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if (_redirect_console_to_client == this->client_id) _redirect_console_to_client = INVALID_CLIENT_ID;
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OrderBackup::ResetUser(this->client_id);
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if (this->savegame_mutex != NULL) this->savegame_mutex->BeginCritical();
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if (this->savegame != NULL) this->savegame->cs = NULL;
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if (this->savegame_mutex != NULL) this->savegame_mutex->EndCritical();
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if (this->savegame != NULL) {
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this->savegame->Destroy();
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this->savegame = NULL;
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}
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/* Make sure the saving is completely cancelled.
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* Yes, we need to handle the save finish as well
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@ -182,14 +243,6 @@ ServerNetworkGameSocketHandler::~ServerNetworkGameSocketHandler()
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* just be requesting the map and such. */
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WaitTillSaved();
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ProcessAsyncSaveFinish();
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while (this->savegame_packets != NULL) {
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Packet *p = this->savegame_packets->next;
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delete this->savegame_packets;
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this->savegame_packets = p;
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}
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delete this->savegame_mutex;
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}
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Packet *ServerNetworkGameSocketHandler::ReceivePacket()
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@ -205,13 +258,6 @@ Packet *ServerNetworkGameSocketHandler::ReceivePacket()
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return p;
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}
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void ServerNetworkGameSocketHandler::SendPacket(Packet *packet)
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{
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if (this->savegame_mutex != NULL) this->savegame_mutex->BeginCritical();
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this->NetworkTCPSocketHandler::SendPacket(packet);
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if (this->savegame_mutex != NULL) this->savegame_mutex->EndCritical();
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}
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NetworkRecvStatus ServerNetworkGameSocketHandler::CloseConnection(NetworkRecvStatus status)
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{
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assert(status != NETWORK_RECV_STATUS_OKAY);
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@ -556,18 +602,14 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendMap()
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}
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if (this->status == STATUS_MAP) {
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if (this->savegame_mutex != NULL) this->savegame_mutex->BeginCritical();
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bool last_packet = false;
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bool has_packets = false;
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for (uint i = 0; i < sent_packets && this->savegame_packets != NULL; i++) {
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Packet *p = this->savegame_packets;
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for (uint i = 0; (has_packets = this->savegame->HasPackets()) && i < sent_packets; i++) {
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Packet *p = this->savegame->PopPacket();
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last_packet = p->buffer[2] == PACKET_SERVER_MAP_DONE;
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/* Remove the packet from the savegame queue and put it in the real queue. */
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this->savegame_packets = p->next;
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p->next = NULL;
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this->NetworkTCPSocketHandler::SendPacket(p);
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this->SendPacket(p);
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if (last_packet) {
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/* There is no more data, so break the for */
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@ -575,10 +617,11 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendMap()
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}
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}
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if (this->savegame_mutex != NULL) this->savegame_mutex->EndCritical();
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if (last_packet) {
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/* Done reading, make sure saving is done as well */
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this->savegame->Destroy();
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this->savegame = NULL;
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WaitTillSaved();
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/* Set the status to DONE_MAP, no we will wait for the client
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@ -615,7 +658,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendMap()
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case SPS_ALL_SENT:
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/* All are sent, increase the sent_packets */
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if (this->savegame_packets != NULL) sent_packets *= 2;
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if (has_packets) sent_packets *= 2;
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break;
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case SPS_PARTLY_SENT:
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@ -75,16 +75,13 @@ public:
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CommandQueue outgoing_queue; ///< The command-queue awaiting delivery
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int receive_limit; ///< Amount of bytes that we can receive at this moment
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Packet *savegame_packets; ///< Packet queue of the savegame; send these "slowly" to the client.
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struct PacketWriter *savegame; ///< Writer used to write the savegame.
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ThreadMutex *savegame_mutex; ///< Mutex for making threaded saving safe.
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NetworkAddress client_address; ///< IP-address of the client (so he can be banned)
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ServerNetworkGameSocketHandler(SOCKET s);
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~ServerNetworkGameSocketHandler();
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virtual Packet *ReceivePacket();
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virtual void SendPacket(Packet *packet);
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NetworkRecvStatus CloseConnection(NetworkRecvStatus status);
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void GetClientName(char *client_name, size_t size) const;
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