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authorPatric Stout <truebrain@openttd.org>2021-07-21 21:55:30 +0200
committerGitHub <noreply@github.com>2021-07-21 21:55:30 +0200
commit9cc706847cc92e8408426c78c3bee575c3323d15 (patch)
treedca75743cec2be0fc62073a8e966e53813f100b9 /src/network/core/tcp_game.cpp
parent99d0d9be6bb52e03ad3d772046c69bd7040e41ef (diff)
downloadopenttd-9cc706847cc92e8408426c78c3bee575c3323d15.tar.xz
Fix: crash when joining a server again after a TCP disconnect (#9453)
"my_client" wasn't always free'd when a game ended. "my_client" keeps a reference inside the PT_NCLIENT pool. The rest of the code assumes that when you are not in a game, it can freely reset this pool. In result: several ways to trigger a use-after-free.
Diffstat (limited to 'src/network/core/tcp_game.cpp')
-rw-r--r--src/network/core/tcp_game.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/network/core/tcp_game.cpp b/src/network/core/tcp_game.cpp
index 84fb164de..7a1d18349 100644
--- a/src/network/core/tcp_game.cpp
+++ b/src/network/core/tcp_game.cpp
@@ -48,7 +48,7 @@ NetworkRecvStatus NetworkGameSocketHandler::CloseConnection(bool error)
_networking = false;
ShowErrorMessage(STR_NETWORK_ERROR_LOSTCONNECTION, INVALID_STRING_ID, WL_CRITICAL);
- return NETWORK_RECV_STATUS_CLIENT_QUIT;
+ return this->CloseConnection(NETWORK_RECV_STATUS_CLIENT_QUIT);
}
return this->CloseConnection(NETWORK_RECV_STATUS_CONNECTION_LOST);