Fix #6598: Prevent invalid memory accesses when abandoning a join from within a network game

One could join a network game from within an already running network game. This would call a NetworkDisconnect, but keeps the UI alive. If, during that process the join is aborted, e.g. by cancelling on a password dialog, you would still be in your network game but also get shown the server list.
Solve all the underlying problems by falling back to the main UI when (re)connecting to a(nother) server.
This commit is contained in:
rubidium42
2021-05-01 14:41:25 +02:00
committed by rubidium42
parent 83985fe26f
commit 05394d5216
5 changed files with 32 additions and 4 deletions

View File

@@ -760,20 +760,40 @@ bool NetworkClientConnectGame(NetworkAddress &address, CompanyID join_as, const
if (!_network_available) return false;
if (!NetworkValidateClientName()) return false;
strecpy(_settings_client.network.last_joined, address.GetAddressAsString(false).c_str(), lastof(_settings_client.network.last_joined));
_network_join.address = address;
_network_join.company = join_as;
_network_join.server_password = join_server_password;
_network_join.company_password = join_company_password;
if (_game_mode == GM_MENU) {
/* From the menu we can immediately continue with the actual join. */
NetworkClientJoinGame();
} else {
/* When already playing a game, first go back to the main menu. This
* disconnects the user from the current game, meaning we can safely
* load in the new. After all, there is little point in continueing to
* play on a server if we are connecting to another one.
*/
_switch_mode = SM_JOIN_GAME;
}
return true;
}
/**
* Actually perform the joining to the server. Use #NetworkClientConnectGame
* when you want to connect to a specific server/company. This function
* assumes _network_join is already fully set up.
*/
void NetworkClientJoinGame()
{
NetworkDisconnect();
NetworkInitialize();
strecpy(_settings_client.network.last_joined, _network_join.address.GetAddressAsString(false).c_str(), lastof(_settings_client.network.last_joined));
_network_join_status = NETWORK_JOIN_STATUS_CONNECTING;
ShowJoinStatusWindow();
new TCPClientConnecter(address);
return true;
new TCPClientConnecter(_network_join.address);
}
static void NetworkInitGameInfo()