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- Protect PlayerList and ServerConnection players vectors with critical sections; all iterations use copy-on-read snapshots to prevent iterator invalidation during concurrent join/leave - Add null check on player bounding box in movement validation to prevent crash when player is removed mid-tick - Re-validate socket player pointer immediately before SendData to narrow the TOCTOU race window on disconnect - Replace inline disconnect cleanup with a queued system drained on the main tick thread, eliminating the done_cs -> m_playersCS lock inversion that caused deadlocks under load - Disable Windows QuickEdit mode at server startup to prevent console input selection from freezing the process - Move chunk priority sort behind ServerConnection::sortPlayersByChunkPriority() to keep the players vector lock-protected |
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|---|---|---|
| .. | ||
| Access | ||
| cmake/sources | ||
| Common | ||
| Console | ||
| docs | ||
| Security | ||
| vendor | ||
| Windows64 | ||
| CMakeLists.txt | ||
| FourKitBridge.cpp | ||
| FourKitBridge.h | ||
| FourKitMappers.cpp | ||
| FourKitNatives.cpp | ||
| FourKitNatives.h | ||
| FourKitRuntime.cpp | ||
| FourKitRuntime.h | ||
| ServerLogger.cpp | ||
| ServerLogger.h | ||
| ServerLogManager.cpp | ||
| ServerLogManager.h | ||
| ServerProperties.cpp | ||
| ServerProperties.h | ||
| ServerShutdown.h | ||
| WorldManager.cpp | ||
| WorldManager.h | ||