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

parent
19ae88fb63
commit
4f6d75f97d
@@ -224,6 +224,8 @@ ServerNetworkGameSocketHandler::ServerNetworkGameSocketHandler(SOCKET s) : Netwo
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*/
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ServerNetworkGameSocketHandler::~ServerNetworkGameSocketHandler()
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{
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delete this->GetInfo();
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if (_redirect_console_to_client == this->client_id) _redirect_console_to_client = INVALID_CLIENT_ID;
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OrderBackup::ResetUser(this->client_id);
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@@ -256,7 +258,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::CloseConnection(NetworkRecvSta
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* connection. This handles that case gracefully without having to make
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* that code any more complex or more aware of the validity of the socket.
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*/
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if (this->sock == INVALID_SOCKET) return status;
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if (this->IsPendingDeletion() || this->sock == INVALID_SOCKET) return status;
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if (status != NETWORK_RECV_STATUS_CLIENT_QUIT && status != NETWORK_RECV_STATUS_SERVER_ERROR && !this->HasClientQuit() && this->status >= STATUS_AUTHORIZED) {
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/* We did not receive a leave message from this client... */
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@@ -292,8 +294,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::CloseConnection(NetworkRecvSta
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this->SendPackets(true);
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delete this->GetInfo();
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delete this;
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this->DeferDeletion();
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InvalidateWindowData(WC_CLIENT_LIST, 0);
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