diff options
author | rubidium <rubidium@openttd.org> | 2013-11-15 22:22:01 +0000 |
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committer | rubidium <rubidium@openttd.org> | 2013-11-15 22:22:01 +0000 |
commit | 18a3a569fb81f3d0b04e10ff35db6919a0285742 (patch) | |
tree | dca477723c03c220810358f0af02a606d491d08c | |
parent | c98c41e00794db958d86104e2fbf37489ba93412 (diff) | |
download | openttd-18a3a569fb81f3d0b04e10ff35db6919a0285742.tar.xz |
(svn r26005) -Fix [FS#5478]: crash when transferring savegame from server to client
-rw-r--r-- | src/network/network_server.cpp | 131 | ||||
-rw-r--r-- | src/network/network_server.h | 3 |
2 files changed, 87 insertions, 47 deletions
diff --git a/src/network/network_server.cpp b/src/network/network_server.cpp index bab9f4ae3..716b41744 100644 --- a/src/network/network_server.cpp +++ b/src/network/network_server.cpp @@ -57,30 +57,90 @@ struct PacketWriter : SaveFilter { ServerNetworkGameSocketHandler *cs; ///< Socket we are associated with. Packet *current; ///< The packet we're currently writing to. size_t total_size; ///< Total size of the compressed savegame. + Packet *packets; ///< Packet queue of the savegame; send these "slowly" to the client. + ThreadMutex *mutex; ///< Mutex for making threaded saving safe. /** * Create the packet writer. * @param cs The socket handler we're making the packets for. */ - PacketWriter(ServerNetworkGameSocketHandler *cs) : SaveFilter(NULL), cs(cs), current(NULL), total_size(0) + PacketWriter(ServerNetworkGameSocketHandler *cs) : SaveFilter(NULL), cs(cs), current(NULL), total_size(0), packets(NULL) { - this->cs->savegame_mutex = ThreadMutex::New(); + this->mutex = ThreadMutex::New(); } /** Make sure everything is cleaned up. */ ~PacketWriter() { - /* Prevent double frees. */ - if (this->cs != NULL) { - if (this->cs->savegame_mutex != NULL) this->cs->savegame_mutex->BeginCritical(); - this->cs->savegame = NULL; - if (this->cs->savegame_mutex != NULL) this->cs->savegame_mutex->EndCritical(); - - delete this->cs->savegame_mutex; - this->cs->savegame_mutex = NULL; + if (this->mutex != NULL) this->mutex->BeginCritical(); + + if (this->cs != NULL && this->mutex != NULL) { + this->mutex->WaitForSignal(); + } + + /* This must all wait until the Destroy function is called. */ + + while (this->packets != NULL) { + Packet *p = this->packets->next; + delete this->packets; + this->packets = p; } delete this->current; + + if (this->mutex != NULL) this->mutex->EndCritical(); + + delete this->mutex; + this->mutex = NULL; + } + + /** + * Begin the destruction of this packet writer. It can happen in two ways: + * in the first case the client disconnected while saving the map. In this + * case the saving has not finished and killed this PacketWriter. In that + * case we simply set cs to NULL, triggering the appending to fail due to + * the connection problem and eventually triggering the destructor. In the + * second case the destructor is already called, and it is waiting for our + * signal which we will send. Only then the packets will be removed by the + * destructor. + */ + void Destroy() + { + if (this->mutex != NULL) this->mutex->BeginCritical(); + + this->cs = NULL; + + if (this->mutex != NULL) this->mutex->SendSignal(); + + if (this->mutex != NULL) this->mutex->EndCritical(); + } + + /** + * Checks whether there are packets. + * It's not 100% threading safe, but this is only asked for when checking + * whether there still is something to send. Then another call will be made + * to actually get the Packet, which will be the only one popping packets + * and thus eventually setting this on false. + */ + bool HasPackets() + { + return this->packets != NULL; + } + + /** + * Pop a single created packet from the queue with packets. + */ + Packet *PopPacket() + { + if (this->mutex != NULL) this->mutex->BeginCritical(); + + Packet *p = this->packets; + this->packets = p->next; + p->next = NULL; + + if (this->mutex != NULL) this->mutex->EndCritical(); + + return p; } /** Append the current packet to the queue. */ @@ -88,7 +148,7 @@ struct PacketWriter : SaveFilter { { if (this->current == NULL) return; - Packet **p = &this->cs->savegame_packets; + Packet **p = &this->packets; while (*p != NULL) { p = &(*p)->next; } @@ -104,7 +164,7 @@ struct PacketWriter : SaveFilter { if (this->current == NULL) this->current = new Packet(PACKET_SERVER_MAP_DATA); - if (this->cs->savegame_mutex != NULL) this->cs->savegame_mutex->BeginCritical(); + if (this->mutex != NULL) this->mutex->BeginCritical(); byte *bufe = buf + size; while (buf != bufe) { @@ -119,7 +179,7 @@ struct PacketWriter : SaveFilter { } } - if (this->cs->savegame_mutex != NULL) this->cs->savegame_mutex->EndCritical(); + if (this->mutex != NULL) this->mutex->EndCritical(); this->total_size += size; } @@ -129,7 +189,7 @@ struct PacketWriter : SaveFilter { /* We want to abort the saving when the socket is closed. */ if (this->cs == NULL) SlError(STR_NETWORK_ERROR_LOSTCONNECTION); - if (this->cs->savegame_mutex != NULL) this->cs->savegame_mutex->BeginCritical(); + if (this->mutex != NULL) this->mutex->BeginCritical(); /* Make sure the last packet is flushed. */ this->AppendQueue(); @@ -143,7 +203,7 @@ struct PacketWriter : SaveFilter { p->Send_uint32((uint32)this->total_size); this->cs->NetworkTCPSocketHandler::SendPacket(p); - if (this->cs->savegame_mutex != NULL) this->cs->savegame_mutex->EndCritical(); + if (this->mutex != NULL) this->mutex->EndCritical(); } }; @@ -172,9 +232,10 @@ ServerNetworkGameSocketHandler::~ServerNetworkGameSocketHandler() if (_redirect_console_to_client == this->client_id) _redirect_console_to_client = INVALID_CLIENT_ID; OrderBackup::ResetUser(this->client_id); - if (this->savegame_mutex != NULL) this->savegame_mutex->BeginCritical(); - if (this->savegame != NULL) this->savegame->cs = NULL; - if (this->savegame_mutex != NULL) this->savegame_mutex->EndCritical(); + if (this->savegame != NULL) { + this->savegame->Destroy(); + this->savegame = NULL; + } /* Make sure the saving is completely cancelled. * Yes, we need to handle the save finish as well @@ -182,14 +243,6 @@ ServerNetworkGameSocketHandler::~ServerNetworkGameSocketHandler() * just be requesting the map and such. */ WaitTillSaved(); ProcessAsyncSaveFinish(); - - while (this->savegame_packets != NULL) { - Packet *p = this->savegame_packets->next; - delete this->savegame_packets; - this->savegame_packets = p; - } - - delete this->savegame_mutex; } Packet *ServerNetworkGameSocketHandler::ReceivePacket() @@ -205,13 +258,6 @@ Packet *ServerNetworkGameSocketHandler::ReceivePacket() return p; } -void ServerNetworkGameSocketHandler::SendPacket(Packet *packet) -{ - if (this->savegame_mutex != NULL) this->savegame_mutex->BeginCritical(); - this->NetworkTCPSocketHandler::SendPacket(packet); - if (this->savegame_mutex != NULL) this->savegame_mutex->EndCritical(); -} - NetworkRecvStatus ServerNetworkGameSocketHandler::CloseConnection(NetworkRecvStatus status) { assert(status != NETWORK_RECV_STATUS_OKAY); @@ -556,18 +602,14 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendMap() } if (this->status == STATUS_MAP) { - if (this->savegame_mutex != NULL) this->savegame_mutex->BeginCritical(); - bool last_packet = false; + bool has_packets = false; - for (uint i = 0; i < sent_packets && this->savegame_packets != NULL; i++) { - Packet *p = this->savegame_packets; + for (uint i = 0; (has_packets = this->savegame->HasPackets()) && i < sent_packets; i++) { + Packet *p = this->savegame->PopPacket(); last_packet = p->buffer[2] == PACKET_SERVER_MAP_DONE; - /* Remove the packet from the savegame queue and put it in the real queue. */ - this->savegame_packets = p->next; - p->next = NULL; - this->NetworkTCPSocketHandler::SendPacket(p); + this->SendPacket(p); if (last_packet) { /* There is no more data, so break the for */ @@ -575,10 +617,11 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendMap() } } - if (this->savegame_mutex != NULL) this->savegame_mutex->EndCritical(); - if (last_packet) { /* Done reading, make sure saving is done as well */ + this->savegame->Destroy(); + this->savegame = NULL; + WaitTillSaved(); /* Set the status to DONE_MAP, no we will wait for the client @@ -615,7 +658,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendMap() case SPS_ALL_SENT: /* All are sent, increase the sent_packets */ - if (this->savegame_packets != NULL) sent_packets *= 2; + if (has_packets) sent_packets *= 2; break; case SPS_PARTLY_SENT: diff --git a/src/network/network_server.h b/src/network/network_server.h index 0fc52adf3..b0a2ec461 100644 --- a/src/network/network_server.h +++ b/src/network/network_server.h @@ -75,16 +75,13 @@ public: CommandQueue outgoing_queue; ///< The command-queue awaiting delivery int receive_limit; ///< Amount of bytes that we can receive at this moment - Packet *savegame_packets; ///< Packet queue of the savegame; send these "slowly" to the client. struct PacketWriter *savegame; ///< Writer used to write the savegame. - ThreadMutex *savegame_mutex; ///< Mutex for making threaded saving safe. NetworkAddress client_address; ///< IP-address of the client (so he can be banned) ServerNetworkGameSocketHandler(SOCKET s); ~ServerNetworkGameSocketHandler(); virtual Packet *ReceivePacket(); - virtual void SendPacket(Packet *packet); NetworkRecvStatus CloseConnection(NetworkRecvStatus status); void GetClientName(char *client_name, size_t size) const; |