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-rw-r--r--src/network/network_stun.cpp12
-rw-r--r--src/network/network_stun.h1
-rw-r--r--src/network/network_turn.cpp12
-rw-r--r--src/network/network_turn.h1
4 files changed, 20 insertions, 6 deletions
diff --git a/src/network/network_stun.cpp b/src/network/network_stun.cpp
index 4af9b1e9d..896497225 100644
--- a/src/network/network_stun.cpp
+++ b/src/network/network_stun.cpp
@@ -100,9 +100,7 @@ NetworkRecvStatus ClientNetworkStunSocketHandler::CloseConnection(bool error)
{
NetworkStunSocketHandler::CloseConnection(error);
- /* If our connecter is still pending, shut it down too. Otherwise the
- * callback of the connecter can call into us, and our object is most
- * likely about to be destroyed. */
+ /* Also make sure any pending connecter is killed ASAP. */
if (this->connecter != nullptr) {
this->connecter->Kill();
this->connecter = nullptr;
@@ -111,6 +109,14 @@ NetworkRecvStatus ClientNetworkStunSocketHandler::CloseConnection(bool error)
return NETWORK_RECV_STATUS_OKAY;
}
+ClientNetworkStunSocketHandler::~ClientNetworkStunSocketHandler()
+{
+ if (this->connecter != nullptr) {
+ this->connecter->Kill();
+ this->connecter = nullptr;
+ }
+}
+
/**
* Check whether we received/can send some data from/to the STUN server and
* when that's the case handle it appropriately.
diff --git a/src/network/network_stun.h b/src/network/network_stun.h
index 8ffbff500..d896c991b 100644
--- a/src/network/network_stun.h
+++ b/src/network/network_stun.h
@@ -24,6 +24,7 @@ public:
NetworkAddress local_addr; ///< Local addresses of the socket.
NetworkRecvStatus CloseConnection(bool error = true) override;
+ ~ClientNetworkStunSocketHandler() override;
void SendReceive();
void Connect(const std::string &token, uint8 family);
diff --git a/src/network/network_turn.cpp b/src/network/network_turn.cpp
index e04bec47c..ae82f3094 100644
--- a/src/network/network_turn.cpp
+++ b/src/network/network_turn.cpp
@@ -108,9 +108,7 @@ NetworkRecvStatus ClientNetworkTurnSocketHandler::CloseConnection(bool error)
{
NetworkTurnSocketHandler::CloseConnection(error);
- /* If our connecter is still pending, shut it down too. Otherwise the
- * callback of the connecter can call into us, and our object is most
- * likely about to be destroyed. */
+ /* Also make sure any pending connecter is killed ASAP. */
if (this->connecter != nullptr) {
this->connecter->Kill();
this->connecter = nullptr;
@@ -119,6 +117,14 @@ NetworkRecvStatus ClientNetworkTurnSocketHandler::CloseConnection(bool error)
return NETWORK_RECV_STATUS_OKAY;
}
+ClientNetworkTurnSocketHandler::~ClientNetworkTurnSocketHandler()
+{
+ if (this->connecter != nullptr) {
+ this->connecter->Kill();
+ this->connecter = nullptr;
+ }
+}
+
/**
* Check whether we received/can send some data from/to the TURN server and
* when that's the case handle it appropriately
diff --git a/src/network/network_turn.h b/src/network/network_turn.h
index cc569a977..fba25447a 100644
--- a/src/network/network_turn.h
+++ b/src/network/network_turn.h
@@ -30,6 +30,7 @@ public:
ClientNetworkTurnSocketHandler(const std::string &token, uint8 tracking_number, const std::string &connection_string) : token(token), tracking_number(tracking_number), connection_string(connection_string) {}
NetworkRecvStatus CloseConnection(bool error = true) override;
+ ~ClientNetworkTurnSocketHandler() override;
void SendReceive();
void Connect();