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Add few more safety checks to network connection logic
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@ -71,7 +71,8 @@ void NetworkConnection::onHeaderReceived(const boost::system::error_code & ecHea
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if (messageSize == 0)
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{
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listener.onDisconnected(shared_from_this(), "Zero-sized packet!");
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// Zero-sized packet. Strange, but safe to ignore. Start reading next packet
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start();
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return;
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}
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@ -103,13 +104,16 @@ void NetworkConnection::onPacketReceived(const boost::system::error_code & ec, u
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void NetworkConnection::sendPacket(const std::vector<std::byte> & message)
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{
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std::lock_guard<std::mutex> lock(writeMutex);
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boost::system::error_code ec;
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// create array with single element - boost::asio::buffer can be constructed from containers, but not from plain integer
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std::array<uint32_t, 1> messageSize{static_cast<uint32_t>(message.size())};
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boost::asio::write(*socket, boost::asio::buffer(messageSize), ec );
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boost::asio::write(*socket, boost::asio::buffer(message), ec );
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if (message.size() > 0)
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boost::asio::write(*socket, boost::asio::buffer(message), ec );
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//Note: ignoring error code, intended
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}
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@ -19,6 +19,7 @@ class NetworkConnection : public INetworkConnection, public std::enable_shared_f
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static const int messageMaxSize = 64 * 1024 * 1024; // arbitrary size to prevent potential massive allocation if we receive garbage input
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std::shared_ptr<NetworkSocket> socket;
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std::mutex writeMutex;
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NetworkBuffer readBuffer;
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INetworkConnectionListener & listener;
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@ -30,7 +30,7 @@ struct DLL_LINKAGE CPack
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template <typename Handler> void serialize(Handler &h)
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{
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logNetwork->error("CPack serialized... this should not happen!");
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assert(false && "CPack serialized");
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throw std::runtime_error("CPack serialized... this should not happen!");
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}
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void applyGs(CGameState * gs)
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