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Server: avoid re-use of recent ParticleSpawner and Sound IDs (#14045)

This improves the reliability when removing and re-adding handles quickly.
Looping through the entire ID range avoids collisions caused by any race condition.
This commit is contained in:
SmallJoker 2023-11-29 21:10:19 +01:00 committed by GitHub
parent d6a8b546e4
commit a7e5456099
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GPG key ID: 4AEE18F83AFDEB23
4 changed files with 25 additions and 16 deletions

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@ -2171,12 +2171,18 @@ void Server::SendPlayerSpeed(session_t peer_id, const v3f &added_vel)
inline s32 Server::nextSoundId()
{
s32 ret = m_next_sound_id;
if (m_next_sound_id == INT32_MAX)
m_next_sound_id = 0; // signed overflow is undefined
else
m_next_sound_id++;
return ret;
s32 free_id = m_playing_sounds_id_last_used;
while (free_id == 0 || m_playing_sounds.find(free_id) != m_playing_sounds.end()) {
if (free_id == INT32_MAX)
free_id = 0; // signed overflow is undefined
else
free_id++;
if (free_id == m_playing_sounds_id_last_used)
return 0;
}
m_playing_sounds_id_last_used = free_id;
return free_id;
}
s32 Server::playSound(ServerPlayingSound &params, bool ephemeral)
@ -2232,6 +2238,8 @@ s32 Server::playSound(ServerPlayingSound &params, bool ephemeral)
// old clients will still use this, so pick a reserved ID (-1)
const s32 id = ephemeral ? -1 : nextSoundId();
if (id == 0)
return 0;
float gain = params.gain * params.spec.gain;
NetworkPacket pkt(TOCLIENT_PLAY_SOUND, 0);