Add protection to the multiplayer (AI) interpolation to protect against segfaults when the previous and next packets contain different properties.
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1 changed files with 47 additions and 29 deletions
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@ -319,6 +319,19 @@ void FGAIMultiplayer::update(double dt)
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int ival;
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int ival;
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float val;
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float val;
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/*
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* RJH - 2017-01-25
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* During multiplayer operations a series of crashes were encountered that affected all players
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* within range of each other and resulting in an exception being thrown at exactly the same moment in time
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* (within case props::STRING: ref http://i.imgur.com/y6MBoXq.png)
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* Investigation showed that the nextPropIt and prevPropIt were pointing to different properties
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* which may be caused due to certain models that have overloaded mp property transmission and
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* these craft have their properties truncated due to packet size. However the result of this
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* will be different contents in the previous and current packets, so here we protect against
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* this by only considering properties where the previous and next id are the same.
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* It might be a better solution to search the previous and next lists to locate the matching id's
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*/
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if (*nextPropIt && (*nextPropIt)->id == (*prevPropIt)->id ) {
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switch ((*prevPropIt)->type) {
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switch ((*prevPropIt)->type) {
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case props::INT:
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case props::INT:
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case props::BOOL:
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case props::BOOL:
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@ -350,6 +363,11 @@ void FGAIMultiplayer::update(double dt)
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}
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}
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}
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}
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else
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else
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{
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SG_LOG(SG_AI, SG_WARN, "MP packet mismatch during lag interpolation: " << (*prevPropIt)->id << " != " << (*nextPropIt)->id << "\n");
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}
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}
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else
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{
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{
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SG_LOG(SG_AI, SG_DEBUG, "Unable to find property: " << (*prevPropIt)->id << "\n");
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SG_LOG(SG_AI, SG_DEBUG, "Unable to find property: " << (*prevPropIt)->id << "\n");
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}
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}
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