mirror of https://github.com/OpenTTD/OpenTTD
(svn r22308) -Fix [FS#4574]: waiting on a server could kick the client, or rather the client would kick itself due to an unexpected packet
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6ce83c0aaa
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d1a50a01b4
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@ -719,17 +719,14 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_WELCOME)
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DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_WAIT)
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DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_WAIT)
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{
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{
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if (this->status != STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
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/* We set the internal wait state when requesting the map. */
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this->status = STATUS_MAP_WAIT;
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if (this->status != STATUS_MAP_WAIT) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
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/* But... only now we set the join status to waiting, instead of requesting. */
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_network_join_status = NETWORK_JOIN_STATUS_WAITING;
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_network_join_status = NETWORK_JOIN_STATUS_WAITING;
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_network_join_waiting = p->Recv_uint8();
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_network_join_waiting = p->Recv_uint8();
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SetWindowDirty(WC_NETWORK_STATUS_WINDOW, 0);
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SetWindowDirty(WC_NETWORK_STATUS_WINDOW, 0);
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/* We are put on hold for receiving the map.. we need GUI for this ;) */
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DEBUG(net, 1, "The server is currently busy sending the map to someone else, please wait..." );
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DEBUG(net, 1, "There are %d clients in front of you", _network_join_waiting);
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return NETWORK_RECV_STATUS_OKAY;
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return NETWORK_RECV_STATUS_OKAY;
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}
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}
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@ -539,9 +539,11 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendMap()
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if (this->status == STATUS_MAP) {
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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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if (this->savegame_mutex != NULL) this->savegame_mutex->BeginCritical();
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bool last_packet = false;
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for (uint i = 0; i < sent_packets && this->savegame_packets != NULL; i++) {
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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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Packet *p = this->savegame_packets;
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bool last_packet = p->buffer[2] == PACKET_SERVER_MAP_DONE;
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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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/* 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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this->savegame_packets = p->next;
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@ -549,31 +551,6 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendMap()
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this->NetworkTCPSocketHandler::SendPacket(p);
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this->NetworkTCPSocketHandler::SendPacket(p);
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if (last_packet) {
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if (last_packet) {
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/* Done reading! */
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/* Set the status to DONE_MAP, no we will wait for the client
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* to send it is ready (maybe that happens like never ;)) */
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this->status = STATUS_DONE_MAP;
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NetworkClientSocket *new_cs;
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bool new_map_client = false;
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/* Check if there is a client waiting for receiving the map
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* and start sending him the map */
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FOR_ALL_CLIENT_SOCKETS(new_cs) {
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if (new_cs->status == STATUS_MAP_WAIT) {
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/* Check if we already have a new client to send the map to */
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if (!new_map_client) {
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/* If not, this client will get the map */
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new_cs->status = STATUS_AUTHORIZED;
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new_map_client = true;
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new_cs->SendMap();
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} else {
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/* Else, send the other clients how many clients are in front of them */
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new_cs->SendWait();
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}
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}
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}
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/* There is no more data, so break the for */
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/* There is no more data, so break the for */
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break;
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break;
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}
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}
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@ -581,6 +558,34 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendMap()
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if (this->savegame_mutex != NULL) this->savegame_mutex->EndCritical();
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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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WaitTillSaved();
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/* Set the status to DONE_MAP, no we will wait for the client
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* to send it is ready (maybe that happens like never ;)) */
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this->status = STATUS_DONE_MAP;
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NetworkClientSocket *new_cs;
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bool new_map_client = false;
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/* Check if there is a client waiting for receiving the map
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* and start sending him the map */
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FOR_ALL_CLIENT_SOCKETS(new_cs) {
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if (new_cs->status == STATUS_MAP_WAIT) {
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/* Check if we already have a new client to send the map to */
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if (!new_map_client) {
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/* If not, this client will get the map */
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new_cs->status = STATUS_AUTHORIZED;
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new_map_client = true;
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new_cs->SendMap();
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} else {
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/* Else, send the other clients how many clients are in front of them */
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new_cs->SendWait();
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}
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}
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}
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}
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switch (this->SendPackets()) {
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switch (this->SendPackets()) {
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case SPS_CLOSED:
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case SPS_CLOSED:
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return NETWORK_RECV_STATUS_CONN_LOST;
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return NETWORK_RECV_STATUS_CONN_LOST;
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