Fix more segfaults on NetPlay quit

Basically everything here was race conditions in Qt callbacks, so I changed the client/server instances to std::shared_ptr and added null checks. It checks that the object exists in the callback, and the shared_ptr ensures it doesn't get destroyed until we're done with it.

MD5 check would also cause a segfault if you quit without cancelling it first, which was pretty silly.
This commit is contained in:
Techjar
2018-07-12 20:37:12 -04:00
parent a21d536f99
commit cfeffdcf42
7 changed files with 48 additions and 29 deletions

View File

@ -21,7 +21,11 @@
static QString GetPlayerNameFromPID(int pid)
{
QString player_name = QObject::tr("Invalid Player ID");
for (const auto* player : Settings::Instance().GetNetPlayClient()->GetPlayers())
auto client = Settings::Instance().GetNetPlayClient();
if (!client)
return player_name;
for (const auto* player : client->GetPlayers())
{
if (player->pid == pid)
{
@ -82,7 +86,11 @@ void MD5Dialog::show(const QString& title)
m_results.clear();
m_check_label->setText(QString::fromStdString(""));
for (const auto* player : Settings::Instance().GetNetPlayClient()->GetPlayers())
auto client = Settings::Instance().GetNetPlayClient();
if (!client)
return;
for (const auto* player : client->GetPlayers())
{
m_progress_bars[player->pid] = new QProgressBar;
m_status_labels[player->pid] = new QLabel;
@ -118,7 +126,8 @@ void MD5Dialog::SetResult(int pid, const std::string& result)
m_results.push_back(result);
if (m_results.size() >= Settings::Instance().GetNetPlayClient()->GetPlayers().size())
auto client = Settings::Instance().GetNetPlayClient();
if (client && m_results.size() >= client->GetPlayers().size())
{
if (std::adjacent_find(m_results.begin(), m_results.end(), std::not_equal_to<>()) ==
m_results.end())
@ -134,7 +143,7 @@ void MD5Dialog::SetResult(int pid, const std::string& result)
void MD5Dialog::reject()
{
auto* server = Settings::Instance().GetNetPlayServer();
auto server = Settings::Instance().GetNetPlayServer();
if (server)
server->AbortMD5();

View File

@ -240,8 +240,9 @@ void NetPlayDialog::ConnectWidgets()
if (value == m_buffer_size)
return;
if (Settings::Instance().GetNetPlayServer() != nullptr)
Settings::Instance().GetNetPlayServer()->AdjustPadBufferSize(value);
auto server = Settings::Instance().GetNetPlayServer();
if (server)
server->AdjustPadBufferSize(value);
});
connect(m_start_button, &QPushButton::clicked, this, &NetPlayDialog::OnStart);
@ -371,7 +372,10 @@ void NetPlayDialog::show(std::string nickname, bool use_traversal)
void NetPlayDialog::UpdateGUI()
{
auto* client = Settings::Instance().GetNetPlayClient();
auto client = Settings::Instance().GetNetPlayClient();
auto server = Settings::Instance().GetNetPlayServer();
if (!client)
return;
// Update Player List
const auto players = client->GetPlayers();
@ -466,11 +470,10 @@ void NetPlayDialog::UpdateGUI()
break;
}
}
else if (Settings::Instance().GetNetPlayServer())
else if (server)
{
m_hostcode_label->setText(
QString::fromStdString(Settings::Instance().GetNetPlayServer()->GetInterfaceHost(
m_room_box->currentData().toString().toStdString())));
m_hostcode_label->setText(QString::fromStdString(
server->GetInterfaceHost(m_room_box->currentData().toString().toStdString())));
m_hostcode_action_button->setText(tr("Copy"));
m_hostcode_action_button->setEnabled(true);
}
@ -555,7 +558,7 @@ void NetPlayDialog::GameStatusChanged(bool running)
void NetPlayDialog::SetOptionsEnabled(bool enabled)
{
if (Settings::Instance().GetNetPlayServer() != nullptr)
if (Settings::Instance().GetNetPlayServer())
{
m_start_button->setEnabled(enabled);
m_game_button->setEnabled(enabled);
@ -574,7 +577,9 @@ void NetPlayDialog::OnMsgStartGame()
DisplayMessage(tr("Started game"), "green");
QueueOnObject(this, [this] {
Settings::Instance().GetNetPlayClient()->StartGame(FindGame(m_current_game));
auto client = Settings::Instance().GetNetPlayClient();
if (client)
client->StartGame(FindGame(m_current_game));
});
}

View File

@ -59,8 +59,8 @@ void PadMappingDialog::ConnectWidgets()
int PadMappingDialog::exec()
{
auto* client = Settings::Instance().GetNetPlayClient();
auto* server = Settings::Instance().GetNetPlayServer();
auto client = Settings::Instance().GetNetPlayClient();
auto server = Settings::Instance().GetNetPlayServer();
// Load Settings
m_players = client->GetPlayers();
m_pad_mapping = server->GetPadMapping();