bugFreeciv - Bugs: bug #17354, Client tries to load game in...

 
 
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bug #17354: Client tries to load game in spawned server before requesting "hack" access

Submitted by:  Matthias Pfafferodt <syntron>
Submitted on:  Sun 19 Dec 2010 10:20:08 PM UTC  
 
Category: client-gtk-2.0Severity: 3 - Normal
Priority: 5 - NormalStatus: Fixed
Assigned to: pepeto <pepeto>Open/Closed: Closed
Release: trunkOperating System: None
Planned Release: 2.3.5, 2.4.0, 2.5.0

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(Jump to the original submission Jump to the original submission)

Thu 21 Feb 2013 10:16:01 AM UTC, SVN revision 22415:

Wait for spawning the server before switching to the PAGE_LOAD or PAGE_SCENARIO
in the gtk2 client. Else, sometimes, the '/load' command was rejected if it was
sent before getting hack access level.

Reported by Matthias Pfafferodt and me

See gna bug #17354 and bug #17216

(Browse SVN revision 22415)

pepeto <pepeto>
Project MemberIn charge of this item.
Thu 21 Feb 2013 10:15:56 AM UTC, SVN revision 22414:

Wait for spawning the server before switching to the PAGE_LOAD or PAGE_SCENARIO
in the gtk2 and gtk3 clients. Else, sometimes, the '/load' command was rejected
if it was sent before getting hack access level.

Reported by Matthias Pfafferodt and me

See gna bug #17354 and bug #17216

(Browse SVN revision 22414)

pepeto <pepeto>
Project MemberIn charge of this item.
Thu 21 Feb 2013 10:15:55 AM UTC, SVN revision 22413:

Wait for spawning the server before switching to the PAGE_LOAD or PAGE_SCENARIO
in the gtk2 and gtk3 clients. Else, sometimes, the '/load' command was rejected
if it was sent before getting hack access level.

Reported by Matthias Pfafferodt and me

See gna bug #17354 and bug #17216

(Browse SVN revision 22413)

pepeto <pepeto>
Project MemberIn charge of this item.
Tue 19 Feb 2013 01:29:18 PM UTC, comment #8:

The patch I attach fix the problem for me. But it also delays for a while the apparition of the load or scenario page.

It actually wait for the server to process the last packet (JOIN_REQ or maybe preferred settings) before actually switching to the page.

Note that the load or the scenario page doesn't appear at all if we fails to start the server. This is not the current behaviour, but I guess this is what the users expect.

(file #17264)

pepeto <pepeto>
Project MemberIn charge of this item.
Tue 19 Feb 2013 12:48:38 PM UTC, comment #7:

It happens when you are too fast to push the load button. I guess same thing can happen on scenario. However, the page takes longer to be displayed, I cannot reproduce with it.

pepeto <pepeto>
Project MemberIn charge of this item.
Sun 17 Feb 2013 12:38:13 AM UTC, comment #6:

See also bug #17216

pepeto <pepeto>
Project MemberIn charge of this item.
Tue 19 Jun 2012 04:21:56 PM UTC, comment #5:

I'm chiming in now as i don't believe i saw it when it was new.

I used to have to wait a bit between selecting the save file and clicking "OK", but i no longer remember exactly what error i got if i didn't. Further, i can't currently make it go wrong; perhaps the fix was a newer/faster computer?

David Lowe <doctorjlowe>
Sun 17 Jun 2012 08:17:22 PM UTC, comment #4:

After some time looking, I suspect there may not be anything actually preventing the client sending a "/load" command if the user is incredibly quick off the mark -- clicking the "Load Saved Game" button on the front page causes the client to send JOIN_REQ and then switch page to PAGE_LOAD, and I suspect there's nothing interlocking the GUI callbacks that end up sending "/load". The server would accept it because it would be after the JOIN_REQ.

Once the client has processed JOIN_REPLY, it immediately sends SINGLE_WANT_HACK_REQ, and I see no way for the "/load" to jump the queue.

Since this is a local server and Matthias reproduced it readily, I find the scenario above unlikely, unless there's something slowing down client/server communication such that the round trip JOIN_REQ/JOIN_REPLY takes place on human timescales. (Perhaps the server preparing all the ruleset data to send to the client -- I think it might batch it up?)

For a similar report, see bug #18467 (not the original symptom of that bug, but comment 4).

Anyway. Not a frequent report, so I'm unhooking it from 2.4.0.

Jacob Nevins <jtn>
Project Administrator
Wed 22 Dec 2010 09:19:56 PM UTC, comment #3:

Hm. It's as if the client has sent the "/load" before it's sent the PACKET_SINGLE_WANT_HACK_REQ.

Jacob Nevins <jtn>
Project Administrator
Wed 22 Dec 2010 02:20:27 PM UTC, comment #2:

I have hack access level (also check with /cmdlevel). I think that there is something wrong with the order of the messages as seen if I include additional log messages (forgot it last time)):

The game is loaded without problems ...

Matthias Pfafferodt <syntron>
Project Member
Wed 22 Dec 2010 01:38:56 PM UTC, comment #1:

Hm. I think you should only get that message if you don't have "hack" level access, and I think I'd expect to have "hack" in the situation where you'd expect the client loading savegames to work. I think is_safe_filename() is objecting to the "/" in the name.

Can you confirm what level of access you have?

Jacob Nevins <jtn>
Project Administrator
Sun 19 Dec 2010 10:20:08 PM UTC, original submission:

I get the following error messages if I do load a save game from the client:

Matthias Pfafferodt <syntron>
Project Member

 

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Carbon-Copy List
  • -unavailable- added by pepeto (Posted a comment)
  • -unavailable- added by doctorjlowe (Posted a comment)
  • -unavailable- added by jtn (Posted a comment)
  • -unavailable- added by syntron (Submitted the item)
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    Follow 8 latest changes.

    Date Changed By Updated Field Previous Value => Replaced By
    Thu 21 Feb 2013 10:16:40 AM UTCpepetoStatusReady For Test=>Fixed
      Open/ClosedOpen=>Closed
      Planned Release=>2.3.5, 2.4.0, 2.5.0
    Wed 20 Feb 2013 09:58:41 AM UTCpepetoAssigned toNone=>pepeto
    Tue 19 Feb 2013 01:29:18 PM UTCpepetoAttached File-=>Added client_start_server_and_set_page.diff, #17264
      StatusNone=>Ready For Test
    Sun 17 Jun 2012 08:17:22 PM UTCjtnPlanned Release2.4.0=>
      Summaryerror messages at game load from the client=>Client tries to load game in spawned server before requesting "hack" access
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