Changeset - r25942:fb8ed4e7ecae
[Not reviewed]
master
0 6 0
Rubidium - 3 years ago 2021-07-23 20:36:17
rubidium@openttd.org
Fix #9388: thread unsafe use of NetworkAdminConsole/IConsolePrint
6 files changed with 79 insertions and 2 deletions:
0 comments (0 inline, 0 general)
src/debug.cpp
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@@ -11,24 +11,35 @@
 
#include <stdarg.h>
 
#include "console_func.h"
 
#include "debug.h"
 
#include "string_func.h"
 
#include "fileio_func.h"
 
#include "settings_type.h"
 
#include <mutex>
 

	
 
#if defined(_WIN32)
 
#include "os/windows/win32.h"
 
#endif
 

	
 
#include "walltime_func.h"
 

	
 
#include "network/network_admin.h"
 
SOCKET _debug_socket = INVALID_SOCKET;
 

	
 
#include "safeguards.h"
 

	
 
/** Element in the queue of debug messages that have to be passed to either NetworkAdminConsole or IConsolePrint.*/
 
struct QueuedDebugItem {
 
	std::string level;   ///< The used debug level.
 
	std::string message; ///< The actual formatted message.
 
};
 
std::atomic<bool> _debug_remote_console; ///< Whether we need to send data to either NetworkAdminConsole or IConsolePrint.
 
std::mutex _debug_remote_console_mutex; ///< Mutex to guard the queue of debug messages for either NetworkAdminConsole or IConsolePrint.
 
std::vector<QueuedDebugItem> _debug_remote_console_queue; ///< Queue for debug messages to be passed to NetworkAdminConsole or IConsolePrint.
 
std::vector<QueuedDebugItem> _debug_remote_console_queue_spare; ///< Spare queue to swap with _debug_remote_console_queue.
 

	
 
int _debug_driver_level;
 
int _debug_grf_level;
 
int _debug_map_level;
 
int _debug_misc_level;
 
int _debug_net_level;
 
int _debug_sprite_level;
 
@@ -104,12 +115,17 @@ char *DumpDebugFacilityNames(char *buf, 
 
 * @param message The message to output.
 
 */
 
void DebugPrint(const char *level, const std::string &message)
 
{
 
	if (_debug_socket != INVALID_SOCKET) {
 
		std::string msg = fmt::format("{}dbg: [{}] {}\n", GetLogPrefix(), level, message);
 

	
 
		/* Prevent sending a message concurrently, as that might cause interleaved messages. */
 
		static std::mutex _debug_socket_mutex;
 
		std::lock_guard<std::mutex> lock(_debug_socket_mutex);
 

	
 
		/* Sending out an error when this fails would be nice, however... the error
 
		 * would have to be send over this failing socket which won't work. */
 
		send(_debug_socket, msg.c_str(), (int)msg.size(), 0);
 
		return;
 
	}
 
	if (strcmp(level, "desync") == 0) {
 
@@ -127,14 +143,17 @@ void DebugPrint(const char *level, const
 
		fflush(f);
 
#endif
 
	} else {
 
		std::string msg = fmt::format("{}dbg: [{}] {}\n", GetLogPrefix(), level, message);
 
		fputs(msg.c_str(), stderr);
 

	
 
		NetworkAdminConsole(level, message);
 
		if (_settings_client.gui.developer >= 2) IConsolePrint(CC_DEBUG, "dbg: [{}] {}", level, message);
 
		if (_debug_remote_console.load()) {
 
			/* Only add to the queue when there is at least one consumer of the data. */
 
			std::lock_guard<std::mutex> lock(_debug_remote_console_mutex);
 
			_debug_remote_console_queue.push_back({ level, message });
 
		}
 
	}
 
}
 

	
 
/**
 
 * Set debugging levels by parsing the text in \a s.
 
 * For setting individual levels a string like \c "net=3,grf=6" should be used.
 
@@ -226,6 +245,50 @@ const char *GetLogPrefix()
 
	} else {
 
		*_log_prefix = '\0';
 
	}
 
	return _log_prefix;
 
}
 

	
 
/**
 
 * Send the queued Debug messages to either NetworkAdminConsole or IConsolePrint from the
 
 * GameLoop thread to prevent concurrent accesses to both the NetworkAdmin's packet queue
 
 * as well as IConsolePrint's buffers.
 
 *
 
 * This is to be called from the GameLoop thread.
 
 */
 
void DebugSendRemoteMessages()
 
{
 
	if (!_debug_remote_console.load()) return;
 

	
 
	{
 
		std::lock_guard<std::mutex> lock(_debug_remote_console_mutex);
 
		std::swap(_debug_remote_console_queue, _debug_remote_console_queue_spare);
 
	}
 

	
 
	for (auto &item : _debug_remote_console_queue_spare) {
 
		NetworkAdminConsole(item.level, item.message);
 
		if (_settings_client.gui.developer >= 2) IConsolePrint(CC_DEBUG, "dbg: [{}] {}", item.level, item.message);
 
	}
 

	
 
	_debug_remote_console_queue_spare.clear();
 
}
 

	
 
/**
 
 * Reconsider whether we need to send debug messages to either NetworkAdminConsole
 
 * or IConsolePrint. The former is when they have enabled console handling whereas
 
 * the latter depends on the gui.developer setting's value.
 
 *
 
 * This is to be called from the GameLoop thread.
 
 */
 
void DebugReconsiderSendRemoteMessages()
 
{
 
	bool enable = _settings_client.gui.developer >= 2;
 

	
 
	for (ServerNetworkAdminSocketHandler *as : ServerNetworkAdminSocketHandler::IterateActive()) {
 
		if (as->update_frequency[ADMIN_UPDATE_CONSOLE] & ADMIN_FREQUENCY_AUTOMATIC) {
 
			enable = true;
 
			break;
 
		}
 
	}
 

	
 
	_debug_remote_console.store(enable);
 
}
src/debug.h
Show inline comments
 
@@ -119,7 +119,10 @@ const char *GetDebugString();
 

	
 
void ShowInfo(const char *str);
 
void CDECL ShowInfoF(const char *str, ...) WARN_FORMAT(1, 2);
 

	
 
const char *GetLogPrefix();
 

	
 
void DebugSendRemoteMessages();
 
void DebugReconsiderSendRemoteMessages();
 

	
 
#endif /* DEBUG_H */
src/network/network_admin.cpp
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@@ -73,12 +73,17 @@ ServerNetworkAdminSocketHandler::ServerN
 
 */
 
ServerNetworkAdminSocketHandler::~ServerNetworkAdminSocketHandler()
 
{
 
	_network_admins_connected--;
 
	Debug(net, 3, "[admin] '{}' ({}) has disconnected", this->admin_name, this->admin_version);
 
	if (_redirect_console_to_admin == this->index) _redirect_console_to_admin = INVALID_ADMIN_ID;
 

	
 
	if (this->update_frequency[ADMIN_UPDATE_CONSOLE] & ADMIN_FREQUENCY_AUTOMATIC) {
 
		this->update_frequency[ADMIN_UPDATE_CONSOLE] = (AdminUpdateFrequency)0;
 
		DebugReconsiderSendRemoteMessages();
 
	}
 
}
 

	
 
/**
 
 * Whether a connection is allowed or not at this moment.
 
 * @return Whether the connection is allowed.
 
 */
 
@@ -685,12 +690,14 @@ NetworkRecvStatus ServerNetworkAdminSock
 
		Debug(net, 1, "[admin] Not supported update frequency {} ({}) from '{}' ({})", type, freq, this->admin_name, this->admin_version);
 
		return this->SendError(NETWORK_ERROR_ILLEGAL_PACKET);
 
	}
 

	
 
	this->update_frequency[type] = freq;
 

	
 
	if (type == ADMIN_UPDATE_CONSOLE) DebugReconsiderSendRemoteMessages();
 

	
 
	return NETWORK_RECV_STATUS_OKAY;
 
}
 

	
 
NetworkRecvStatus ServerNetworkAdminSocketHandler::Receive_ADMIN_POLL(Packet *p)
 
{
 
	if (this->status == ADMIN_STATUS_INACTIVE) return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
src/openttd.cpp
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@@ -1450,12 +1450,14 @@ void GameLoop()
 

	
 
	IncreaseSpriteLRU();
 

	
 
	/* Check for UDP stuff */
 
	if (_network_available) NetworkBackgroundLoop();
 

	
 
	DebugSendRemoteMessages();
 

	
 
	if (_networking && !HasModalProgress()) {
 
		/* Multiplayer */
 
		NetworkGameLoop();
 
	} else {
 
		if (_network_reconnect > 0 && --_network_reconnect == 0) {
 
			/* This means that we want to reconnect to the last host
src/settings.cpp
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@@ -1239,12 +1239,13 @@ void LoadFromConfig(bool startup)
 

	
 
		PrepareOldDiffCustom();
 
		IniLoadSettings(generic_ini, _old_gameopt_settings, "gameopt", &_settings_newgame, false);
 
		HandleOldDiffCustom(false);
 

	
 
		ValidateSettings();
 
		DebugReconsiderSendRemoteMessages();
 

	
 
		/* Display scheduled errors */
 
		extern void ScheduleErrorMessage(ErrorList &datas);
 
		ScheduleErrorMessage(_settings_error_list);
 
		if (FindWindowById(WC_ERRMSG, 0) == nullptr) ShowFirstError();
 
	}
src/table/settings/gui_settings.ini
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@@ -750,12 +750,13 @@ var      = gui.developer
 
type     = SLE_UINT8
 
flags    = SF_NOT_IN_SAVE | SF_NO_NETWORK_SYNC
 
def      = 1
 
min      = 0
 
max      = 2
 
cat      = SC_EXPERT
 
post_cb  = [](auto) { DebugReconsiderSendRemoteMessages(); }
 

	
 
[SDTC_BOOL]
 
var      = gui.newgrf_developer_tools
 
flags    = SF_NOT_IN_SAVE | SF_NO_NETWORK_SYNC
 
def      = false
 
post_cb  = InvalidateNewGRFChangeWindows
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