# HG changeset patch # User Patric Stout # Date 2021-07-21 19:55:30 # Node ID b48d7959e189112d2d86dddaa86293ec1a4165fc # Parent bc69ffde9725ccdb125ec13ba34b9c2cefdf218b Fix: crash when joining a server again after a TCP disconnect (#9453) "my_client" wasn't always free'd when a game ended. "my_client" keeps a reference inside the PT_NCLIENT pool. The rest of the code assumes that when you are not in a game, it can freely reset this pool. In result: several ways to trigger a use-after-free. diff --git a/src/network/core/tcp_game.cpp b/src/network/core/tcp_game.cpp --- a/src/network/core/tcp_game.cpp +++ b/src/network/core/tcp_game.cpp @@ -48,7 +48,7 @@ NetworkRecvStatus NetworkGameSocketHandl _networking = false; ShowErrorMessage(STR_NETWORK_ERROR_LOSTCONNECTION, INVALID_STRING_ID, WL_CRITICAL); - return NETWORK_RECV_STATUS_CLIENT_QUIT; + return this->CloseConnection(NETWORK_RECV_STATUS_CLIENT_QUIT); } return this->CloseConnection(NETWORK_RECV_STATUS_CONNECTION_LOST); diff --git a/src/network/network_client.cpp b/src/network/network_client.cpp --- a/src/network/network_client.cpp +++ b/src/network/network_client.cpp @@ -160,24 +160,19 @@ ClientNetworkGameSocketHandler::~ClientN NetworkRecvStatus ClientNetworkGameSocketHandler::CloseConnection(NetworkRecvStatus status) { assert(status != NETWORK_RECV_STATUS_OKAY); - /* - * Sending a message just before leaving the game calls cs->SendPackets. - * This might invoke this function, which means that when we close the - * connection after cs->SendPackets we will close an already closed - * connection. This handles that case gracefully without having to make - * that code any more complex or more aware of the validity of the socket. - */ - if (this->sock == INVALID_SOCKET) return status; + assert(this->sock != INVALID_SOCKET); + + if (!this->HasClientQuit()) { + Debug(net, 3, "Closed client connection {}", this->client_id); + + this->SendPackets(true); - Debug(net, 3, "Closed client connection {}", this->client_id); - - this->SendPackets(true); - - /* Wait a number of ticks so our leave message can reach the server. - * This is especially needed for Windows servers as they seem to get - * the "socket is closed" message before receiving our leave message, - * which would trigger the server to close the connection as well. */ - CSleep(3 * MILLISECONDS_PER_TICK); + /* Wait a number of ticks so our leave message can reach the server. + * This is especially needed for Windows servers as they seem to get + * the "socket is closed" message before receiving our leave message, + * which would trigger the server to close the connection as well. */ + CSleep(3 * MILLISECONDS_PER_TICK); + } delete this; @@ -256,7 +251,7 @@ void ClientNetworkGameSocketHandler::Cli /* static */ void ClientNetworkGameSocketHandler::Send() { my_client->SendPackets(); - my_client->CheckConnection(); + if (my_client != nullptr) my_client->CheckConnection(); } /**