mirror of https://github.com/OpenTTD/OpenTTD.git
(svn r21334) -Fix [FS#4271]: make (more) sure that the savegame and transferred file are the same file and not different ones
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@ -55,6 +55,7 @@ ClientNetworkGameSocketHandler::~ClientNetworkGameSocketHandler()
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/* If for whatever reason the handle isn't closed, do it now. */
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if (this->download_file != NULL) fclose(this->download_file);
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free(this->download_filename);
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}
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NetworkRecvStatus ClientNetworkGameSocketHandler::CloseConnection(NetworkRecvStatus status)
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@ -692,11 +693,16 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_MAP_BEGIN)
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if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CONN_LOST;
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if (this->download_file != NULL) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
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this->download_file = FioFOpenFile("network_client.tmp", "wb", AUTOSAVE_DIR);
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char filename[MAX_PATH];
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FioGetDirectory(filename, lengthof(filename), AUTOSAVE_DIR);
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strecat(filename, "network_client.tmp", lastof(filename));
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this->download_file = FioFOpenFile(filename, "wb", NO_DIRECTORY);
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if (this->download_file == NULL) {
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_switch_mode_errorstr = STR_NETWORK_ERROR_SAVEGAMEERROR;
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return NETWORK_RECV_STATUS_SAVEGAME;
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}
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this->download_filename = strdup(filename);
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_frame_counter = _frame_counter_server = _frame_counter_max = p->Recv_uint32();
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@ -748,7 +754,11 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_MAP_DONE)
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SetWindowDirty(WC_NETWORK_STATUS_WINDOW, 0);
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/* The map is done downloading, load it */
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if (!SafeSaveOrLoad("network_client.tmp", SL_LOAD, GM_NORMAL, AUTOSAVE_DIR)) {
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bool load_success = SafeSaveOrLoad(this->download_filename, SL_LOAD, GM_NORMAL, NO_DIRECTORY);
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free(this->download_filename);
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this->download_filename = NULL;
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if (!load_success) {
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DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
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_switch_mode_errorstr = STR_NETWORK_ERROR_SAVEGAMEERROR;
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return NETWORK_RECV_STATUS_SAVEGAME;
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@ -19,7 +19,8 @@
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/** Class for handling the client side of the game connection. */
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class ClientNetworkGameSocketHandler : public ZeroedMemoryAllocator, public NetworkGameSocketHandler {
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private:
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FILE *download_file; ///< Handle used for downloading the savegame.
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FILE *download_file; ///< Handle used for downloading the savegame.
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char *download_filename; ///< File name of the downloading savegame, so we open the right one.
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/** Status of the connection with the server. */
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enum ServerStatus {
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@ -371,22 +371,23 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendMap()
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}
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if (this->status == STATUS_AUTHORIZED) {
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const char *filename = "network_server.tmp";
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Packet *p;
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char filename[MAX_PATH];
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FioGetDirectory(filename, lengthof(filename), AUTOSAVE_DIR);
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strecat(filename, "network_server.tmp", lastof(filename));
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/* Make a dump of the current game */
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if (SaveOrLoad(filename, SL_SAVE, AUTOSAVE_DIR) != SL_OK) usererror("network savedump failed");
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if (SaveOrLoad(filename, SL_SAVE, NO_DIRECTORY) != SL_OK) usererror("network savedump failed");
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if (file_pointer != NULL) fclose(file_pointer);
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file_pointer = FioFOpenFile(filename, "rb", AUTOSAVE_DIR);
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file_pointer = FioFOpenFile(filename, "rb", NO_DIRECTORY);
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if (file_pointer == NULL) usererror("network savedump failed - could not open just saved dump");
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fseek(file_pointer, 0, SEEK_END);
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if (ftell(file_pointer) == 0) usererror("network savedump failed - zero sized savegame?");
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/* Now send the _frame_counter and how many packets are coming */
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p = new Packet(PACKET_SERVER_MAP_BEGIN);
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Packet *p = new Packet(PACKET_SERVER_MAP_BEGIN);
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p->Send_uint32(_frame_counter);
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p->Send_uint32(ftell(file_pointer));
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this->Send_Packet(p);
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