Network: Defer deletion of client and server game socket handler
This fixes various use after free scenarios in error handling paths
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@@ -21,6 +21,8 @@
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#include "../../safeguards.h"
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static std::vector<NetworkGameSocketHandler *> _deferred_deletions;
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static const char* _packet_game_type_names[] {
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"SERVER_FULL",
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"SERVER_BANNED",
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@@ -290,3 +292,17 @@ void NetworkGameSocketHandler::LogSentPacket(const Packet &pkt)
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PacketGameType type = (PacketGameType)pkt.GetPacketType();
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DEBUG(net, 5, "[tcp/game] sent packet type %d (%s) to client %d, %s", type, GetPacketGameTypeName(type), this->client_id, this->GetDebugInfo().c_str());
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}
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void NetworkGameSocketHandler::DeferDeletion()
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{
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_deferred_deletions.push_back(this);
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this->is_pending_deletion = true;
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}
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/* static */ void NetworkGameSocketHandler::ProcessDeferredDeletions()
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{
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for (NetworkGameSocketHandler *cs : _deferred_deletions) {
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delete cs;
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}
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_deferred_deletions.clear();
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}
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@@ -168,7 +168,8 @@ public:
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class NetworkGameSocketHandler : public NetworkTCPSocketHandler {
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/* TODO: rewrite into a proper class */
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private:
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NetworkClientInfo *info; ///< Client info related to this socket
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NetworkClientInfo *info; ///< Client info related to this socket
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bool is_pending_deletion = false; ///< Whether this socket is pending deletion
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protected:
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bool ignore_close = false;
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@@ -592,6 +593,11 @@ public:
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virtual std::string GetDebugInfo() const;
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virtual void LogSentPacket(const Packet &pkt) override;
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bool IsPendingDeletion() const { return this->is_pending_deletion; }
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void DeferDeletion();
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static void ProcessDeferredDeletions();
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};
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#endif /* NETWORK_CORE_TCP_GAME_H */
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