You're supposed to .lock() instead of TOCTOU checking, of course.
Not sure what I was thinking when I built that. .lock() returns a
default constructed std::shared_ptr on error, which is `false` via
`operator bool`.
this massively improves thread safety and cleanly serializes accesses
into the lua engine's result objects where accesses before were
extremely unsafe and could access a corrupt/invalid stack.
this fixes various obscure crashes related to accessing results,
without changing any observable behavior.
between the time we check for `is_open` and the actual disconnect, the
socket could already have been disconnected by another thread (TOCTOU).
Furthermore, the disconnects can race causing a segfault or similar
issue in the asio's internals.
with this many http connnections, we were exhausting all available file
descriptors, leading to a dead server that keeps CLOSE_WAIT tcp sockets.
Because we want to retain the behavior that we keep connections open for
reuse, we instead make a pool of 8 curl instances now, shared between
all the different requests.
this was exhausting file descriptors with enough concurrent reads, from
what I can tell. Either way, spawning a new OS thread per read is not
the way.
Because this is so critical, I added unit-tests for that behavior.
this happens when, somehow, the client disconnects before we get here.
I had this happen when breaking in the debugger and continuing, which
leads to clients timing out (client-side timeouts).
This pull request adds BEAMMP_PROVIDER_DISABLE_MP_SET variable
(true/false/1/0) to disable MP::Set for providers.
---
By creating this pull request, I understand that code that is AI
generated or otherwise automatically generated may be rejected without
further discussion.
I declare that I fully understand all code I pushed into this PR, and
wrote all this code myself and own the rights to this code.
This PR adds a boolean parameter to the MP.SendChatMessage function that
allows logging the message or not (default true).
I took an example from the ``set_function("SendNotification" ...`` to
make the default value working.
It's my first time actually doing C++, I hope it's alright!
---
By creating this pull request, I understand that code that is AI
generated or otherwise automatically generated may be rejected without
further discussion.
I declare that I fully understand all code I pushed into this PR, and
wrote all this code myself and own the rights to this code.
- Avoid redundant substr() calls in packet parsing hot-path
(TServer.cpp)
The previous code called substr(3) twice per packet, creating
unnecessary temporary strings. Now stores the result once.
- Replace .size() == 0 with .empty() for idiomatic C++
(TConsole.cpp, TLuaEngine.cpp)
When Acceptor.accept() returns an error (e.g., "Too many open files"),
the server was continuing to process an invalid socket, causing resource
leaks and potential infinite error loops.
Add continue statement to skip processing when accept() fails, allowing
the server to retry on the next iteration instead of crashing.
Fixes resource exhaustion DoS vulnerability where server would enter
error loop instead of handling gracefully.
Right now server only checks if chat message is empty but doesnt check the max length. Client limits to 500 chars but if someone modifies the client they can send huge messages.
I added a check on server side to reject messages longer than 500 characters, same as client limit.
I used translator because I don't know English well
- Avoid redundant substr() calls in packet parsing hot-path (TServer.cpp)
The previous code called substr(3) twice per packet, creating
unnecessary temporary strings. Now stores the result once.
- Replace .size() == 0 with .empty() for idiomatic C++
(TConsole.cpp, TLuaEngine.cpp)
This PR implements a new lua function and packet used for sends dialogs
to the client.
## Example:
https://github.com/user-attachments/assets/97bb5813-ea12-4b1d-a049-2f7ebf6b6da3
Example serverside code:
```lua
--MP.ConfirmationDialog(player_id: number, title: string, body: string, buttons: object, interaction_id: string, warning: boolean = false, reportToServer: boolean = true, reportToExtensions: boolean = true)
function onChatMessage(player_id, player_name, message)
MP.ConfirmationDialog(player_id, "Warning", "Watch your tone buddy!!",
{
{
label = "OK",
key = "dialogOK",
isCancel = true
}
}, "interactionID", true)
end
MP.RegisterEvent("onChatMessage", "onChatMessage")
function dialogOK(player_id, interaction_id)
MP.SendChatMessage(-1, MP.GetPlayerName(player_id) .. " clicked OK")
end
MP.RegisterEvent("dialogOK", "dialogOK")
```
### Details:
Each dialog can have multiple buttons, each button having it's own
callback event (`key`).
Each dialog can also have one button with `isCancel` being true,
settings this property to true causes the button's event to be called
when the users pressed `esc` to exit out of the dialog. If a dialog is
created without any button being the cancel button then the user will
only be able to exit the dialog by restarting the session or pressing
one of the buttons.
`interaction_id` will be sent as the event data with a button press
event, to track from which dialog the button press came. As when
multiple dialogs are opened they will stack and it will become difficult
to track what button on which dialog was pressed without having multiple
event handlers.
Waiting on https://github.com/BeamMP/BeamMP/pull/715 to be merged.
---
By creating this pull request, I understand that code that is AI
generated or otherwise automatically generated may be rejected without
further discussion.
I declare that I fully understand all code I pushed into this PR, and
wrote all this code myself and own the rights to this code.