Add sequence numbers to game state
This oopses on output dependency violations, e.g. two threads doing a read-modify-write without synchronization, or the one thread nesting several read-modify-writes. Such bugs are difficult to spot, and tend to be abusable. I figure we have quite a few of them. New struct emptypedstr member seqno. Make sure all members of unit empobj_storage share it. Initialize it in files: main() and file_sct_init(). Set it in ef_blank() and new ef_set_uid() by calling new get_seqno(). Use ef_set_uid() when copying objects: swaps(), doland(), doship(), doplane(), dounit(), delete_old_news(). Step it in ef_write() by calling new new_seqno(). Factor do_read() out of fillcache() to make it available for get_seqno().
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20 changed files with 134 additions and 19 deletions
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@ -41,6 +41,7 @@ struct loststr {
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/* initial part must match struct empobj */
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short ef_type;
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int lost_uid;
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unsigned lost_seqno;
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time_t lost_timestamp; /* When it was lost */
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natid lost_owner; /* Who lost it */
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/* end of part matching struct empobj */
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