RPTools / maptool

Virtual Tabletop for playing roleplaying games with remote players or face to face.

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[Bug]: Ill-timed heartbearts cause handshake failures

kwvanderlinde opened this issue · comments

Describe the Bug

If a client is in the middle of a handhsake, and the time comes for a heartbeat to be sent to the server, the handshake will be corrupted by the heartbeat and the connection will fail.

To Reproduce

  1. Start a server on one machine
  2. On another machine, run MapTool under a debugger.
    1. Set a breakpoint at the top of ClientHandshake.handleMessage
    2. Connect to the server
    3. Wait on the breakpoint for more than 20 seconds.
    4. Remove the breakpoint and continue.
  3. If all went well, the server will have received reported a MESSAGETYPE_NOT_SET and the client will be shown an error about incorrect passwords.

Expected Behaviour

Heartbeats should not be sent to the server during handshake. Handshakes complete very quickly after establishing a connection, and so there shouldn't even be an opportunity to lose the server unless something very drastic is happening.

Screenshots

No response

MapTool Info

develop

Desktop

Linux Mint 21.3

Additional Context

N/A

After some more testing, this is actually a result of #4771.

In the past, we would only globally store the MapToolConnection once its handshake was completed. The meant that ServerCommand would not send messages (including heartbeats) to the new connection until after the handshake, though it would still try to send messages to the previous connection. With the changes in #4771, the connection is available immediately and so can accept heartbeats even during handshake.