Fix #11016: Defer deletion of client and server game socket handlers
This fixes various use after free scenarios in error handling paths
This commit is contained in:

committed by
PeterN

parent
19ae88fb63
commit
4f6d75f97d
@@ -20,6 +20,8 @@
|
||||
|
||||
#include "../../safeguards.h"
|
||||
|
||||
static std::vector<std::unique_ptr<NetworkGameSocketHandler>> _deferred_deletions;
|
||||
|
||||
/**
|
||||
* Create a new socket for the game connection.
|
||||
* @param s The socket to connect with.
|
||||
@@ -198,3 +200,15 @@ NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_MOVE(Packet *p) { ret
|
||||
NetworkRecvStatus NetworkGameSocketHandler::Receive_CLIENT_MOVE(Packet *p) { return this->ReceiveInvalidPacket(PACKET_CLIENT_MOVE); }
|
||||
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_COMPANY_UPDATE(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_COMPANY_UPDATE); }
|
||||
NetworkRecvStatus NetworkGameSocketHandler::Receive_SERVER_CONFIG_UPDATE(Packet *p) { return this->ReceiveInvalidPacket(PACKET_SERVER_CONFIG_UPDATE); }
|
||||
|
||||
void NetworkGameSocketHandler::DeferDeletion()
|
||||
{
|
||||
_deferred_deletions.emplace_back(this);
|
||||
this->is_pending_deletion = true;
|
||||
}
|
||||
|
||||
/* static */ void NetworkGameSocketHandler::ProcessDeferredDeletions()
|
||||
{
|
||||
/* Calls deleter on all items */
|
||||
_deferred_deletions.clear();
|
||||
}
|
||||
|
Reference in New Issue
Block a user