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- Protect PlayerList and ServerConnection players vectors with critical sections; all iterations use copy-on-read snapshots to prevent iterator invalidation during concurrent join/leave - Add null check on player bounding box in movement validation to prevent crash when player is removed mid-tick - Re-validate socket player pointer immediately before SendData to narrow the TOCTOU race window on disconnect - Replace inline disconnect cleanup with a queued system drained on the main tick thread, eliminating the done_cs -> m_playersCS lock inversion that caused deadlocks under load - Disable Windows QuickEdit mode at server startup to prevent console input selection from freezing the process - Move chunk priority sort behind ServerConnection::sortPlayersByChunkPriority() to keep the players vector lock-protected
54 lines
1.6 KiB
C++
54 lines
1.6 KiB
C++
#pragma once
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class PendingConnection;
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class PlayerConnection;
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class MinecraftServer;
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class Socket;
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class ServerSettingsChangedPacket;
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using namespace std;
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class ServerConnection
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{
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// public static Logger logger = Logger.getLogger("Minecraft");
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private:
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// ServerSocket serverSocket;
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// private Thread listenThread;
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public:
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volatile bool running;
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private:
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int connectionCounter;
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private:
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CRITICAL_SECTION pending_cs; // 4J added
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CRITICAL_SECTION players_cs; // Protects players vector for concurrent access
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vector< shared_ptr<PendingConnection> > pending;
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vector< shared_ptr<PlayerConnection> > players;
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// 4J - When the server requests a texture, it should add it to here while we are waiting for it
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vector<wstring> m_pendingTextureRequests;
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public:
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MinecraftServer *server;
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public:
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ServerConnection(MinecraftServer *server); // 4J - removed params InetAddress address, int port);
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~ServerConnection();
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void NewIncomingSocket(Socket *socket); // 4J - added
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void removeSpamProtection(Socket *socket) { }// 4J Stu - Not implemented as not required
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void addPlayerConnection(shared_ptr<PlayerConnection> uc);
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private:
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void handleConnection(shared_ptr<PendingConnection> uc);
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public:
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void stop();
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void tick();
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// 4J Added
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bool addPendingTextureRequest(const wstring &textureName);
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void handleTextureReceived(const wstring &textureName);
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void handleTextureAndGeometryReceived(const wstring &textureName);
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void handleServerSettingsChanged(shared_ptr<ServerSettingsChangedPacket> packet);
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vector< shared_ptr<PlayerConnection> > *getPlayers();
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vector< shared_ptr<PlayerConnection> > getPlayersSnapshot();
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void sortPlayersByChunkPriority();
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};
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