Fix #9388: thread unsafe use of NetworkAdminConsole/IConsolePrint

pull/332/head
Rubidium 3 years ago committed by rubidium42
parent 63116bd59f
commit 92559e6f3a

@ -14,6 +14,7 @@
#include "string_func.h"
#include "fileio_func.h"
#include "settings_type.h"
#include <mutex>
#if defined(_WIN32)
#include "os/windows/win32.h"
@ -26,6 +27,16 @@ 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;
@ -107,6 +118,11 @@ 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);
@ -130,8 +146,11 @@ void DebugPrint(const char *level, const std::string &message)
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 });
}
}
}
@ -229,3 +248,47 @@ const char *GetLogPrefix()
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);
}

@ -122,4 +122,7 @@ void CDECL ShowInfoF(const char *str, ...) WARN_FORMAT(1, 2);
const char *GetLogPrefix();
void DebugSendRemoteMessages();
void DebugReconsiderSendRemoteMessages();
#endif /* DEBUG_H */

@ -76,6 +76,11 @@ 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();
}
}
/**
@ -688,6 +693,8 @@ NetworkRecvStatus ServerNetworkAdminSocketHandler::Receive_ADMIN_UPDATE_FREQUENC
this->update_frequency[type] = freq;
if (type == ADMIN_UPDATE_CONSOLE) DebugReconsiderSendRemoteMessages();
return NETWORK_RECV_STATUS_OKAY;
}

@ -1453,6 +1453,8 @@ void GameLoop()
/* Check for UDP stuff */
if (_network_available) NetworkBackgroundLoop();
DebugSendRemoteMessages();
if (_networking && !HasModalProgress()) {
/* Multiplayer */
NetworkGameLoop();

@ -1242,6 +1242,7 @@ void LoadFromConfig(bool startup)
HandleOldDiffCustom(false);
ValidateSettings();
DebugReconsiderSendRemoteMessages();
/* Display scheduled errors */
extern void ScheduleErrorMessage(ErrorList &datas);

@ -753,6 +753,7 @@ def = 1
min = 0
max = 2
cat = SC_EXPERT
post_cb = [](auto) { DebugReconsiderSendRemoteMessages(); }
[SDTC_BOOL]
var = gui.newgrf_developer_tools

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