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