Fix shellmap OrderManager use after dispose.
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@@ -84,7 +84,14 @@ namespace OpenRA
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static void JoinInner(OrderManager om)
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{
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// HACK: The shellmap World and OrderManager are owned by the main menu's WorldRenderer instead of Game.
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// This allows us to switch Game.OrderManager from the shellmap to the new network connection when joining
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// a lobby, while keeping the OrderManager that runs the shellmap intact.
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// A matching check in World.Dispose (which is called by WorldRenderer.Dispose) makes sure that we dispose
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// the shellmap's OM when a lobby game actually starts.
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if (OrderManager?.World == null || OrderManager.World.Type != WorldType.Shellmap)
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OrderManager?.Dispose();
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OrderManager = om;
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}
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@@ -45,6 +45,7 @@ namespace OpenRA.Network
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readonly Queue<(int Frame, int SyncHash, ulong DefeatState)> sync = new Queue<(int, int, ulong)>();
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readonly Queue<(int Frame, OrderPacket Orders)> orders = new Queue<(int, OrderPacket)>();
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readonly Queue<OrderPacket> immediateOrders = new Queue<OrderPacket>();
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bool disposed;
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int IConnection.LocalClientId => LocalClientId;
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@@ -72,8 +73,15 @@ namespace OpenRA.Network
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void IConnection.Receive(OrderManager orderManager)
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{
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while (immediateOrders.TryDequeue(out var i))
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{
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orderManager.ReceiveImmediateOrders(LocalClientId, i);
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// An immediate order may trigger a chain of actions that disposes the OrderManager and connection.
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// Bail out to avoid potential problems from acting on disposed objects.
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if (disposed)
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break;
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}
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// Project orders forward to the next frame
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while (orders.TryDequeue(out var o))
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orderManager.ReceiveOrders(LocalClientId, (o.Frame + 1, o.Orders));
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@@ -82,7 +90,10 @@ namespace OpenRA.Network
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orderManager.ReceiveSync(s);
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}
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void IDisposable.Dispose() { }
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void IDisposable.Dispose()
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{
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disposed = true;
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}
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}
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public sealed class NetworkConnection : IConnection
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@@ -272,6 +283,11 @@ namespace OpenRA.Network
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{
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orderManager.ReceiveImmediateOrders(clientId, i);
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Recorder?.Receive(clientId, i.Serialize(0));
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// An immediate order may trigger a chain of actions that disposes the OrderManager and connection.
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// Bail out to avoid potential problems from acting on disposed objects.
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if (disposed)
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return;
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}
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while (sentSync.TryDequeue(out var s))
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@@ -312,6 +328,11 @@ namespace OpenRA.Network
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if (record)
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Recorder?.Receive(p.FromClient, p.Data);
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// An immediate order may trigger a chain of actions that disposes the OrderManager and connection.
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// Bail out to avoid potential problems from acting on disposed objects.
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if (disposed)
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return;
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}
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}
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@@ -128,19 +128,11 @@ namespace OpenRA.Network
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public void ReceiveDisconnect(int clientIndex)
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{
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// HACK: The shellmap relies on ticking a disposed OM
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if (disposed && World.Type != WorldType.Shellmap)
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return;
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pendingOrders.Remove(clientIndex);
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}
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public void ReceiveSync((int Frame, int SyncHash, ulong DefeatState) sync)
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{
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// HACK: The shellmap relies on ticking a disposed OM
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if (disposed && World.Type != WorldType.Shellmap)
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return;
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if (syncForFrame.TryGetValue(sync.Frame, out var s))
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{
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if (s.SyncHash != sync.SyncHash || s.DefeatState != sync.DefeatState)
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@@ -152,10 +144,6 @@ namespace OpenRA.Network
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public void ReceiveImmediateOrders(int clientId, OrderPacket orders)
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{
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// HACK: The shellmap relies on ticking a disposed OM
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if (disposed && World.Type != WorldType.Shellmap)
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return;
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foreach (var o in orders.GetOrders(World))
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{
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UnitOrders.ProcessOrder(this, World, clientId, o);
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@@ -168,10 +156,6 @@ namespace OpenRA.Network
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public void ReceiveOrders(int clientId, (int Frame, OrderPacket Orders) orders)
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{
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// HACK: The shellmap relies on ticking a disposed OM
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if (disposed && World.Type != WorldType.Shellmap)
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return;
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if (pendingOrders.TryGetValue(clientId, out var queue))
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queue.Enqueue((orders.Frame, orders.Orders));
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else
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@@ -574,6 +574,12 @@ namespace OpenRA
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while (frameEndActions.Count != 0)
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frameEndActions.Dequeue()(this);
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// HACK: The shellmap OrderManager is owned by its world in order to avoid
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// problems with having multiple OMs active when joining a game lobby from the main menu.
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// A matching check in Game.JoinInner handles OM disposal for all other cases.
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if (Type == WorldType.Shellmap)
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OrderManager.Dispose();
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Game.FinishBenchmark();
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}
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}
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