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When a player left, GameScene::removePlayer iterated zoneViews while close() synchronously removed the current view from that list. A judge with several open views of the departing player (e.g. library and hand) only had the first one closed; the remaining views were skipped and left pointing at a player that was about to be deleted, crashing the client on the next access. - GameScene::removePlayer: iterate over a copy of zoneViews - GameScene::toggleZoneView: same fix for the identical iteration bug Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
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1 changed files with 10 additions and 2 deletions
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@ -221,7 +221,12 @@ void GameScene::removePlayer(PlayerLogic *player)
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clearArrowsForPlayer(player->getPlayerInfo()->getId());
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for (ZoneViewWidget *zone : zoneViews) {
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// Closing a view removes it from zoneViews synchronously, so iterate over a
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// copy: otherwise a player with several open views (e.g. library and hand)
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// only has the first one closed here and the remaining views are left
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// pointing at a player that is about to be deleted.
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const QList<ZoneViewWidget *> zoneViewCopy = zoneViews;
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for (ZoneViewWidget *zone : zoneViewCopy) {
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if (zone->getPlayer() == player) {
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zone->close();
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}
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@ -664,7 +669,10 @@ CardItem *GameScene::findTopmostCardInZone(const QList<QGraphicsItem *> &items,
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*/
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void GameScene::toggleZoneView(PlayerLogic *player, const QString &zoneName, int numberCards, bool isReversed)
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{
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for (auto &view : zoneViews) {
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// Closing a view removes it from zoneViews synchronously, so iterate over a
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// copy to make sure every already-open matching view is closed.
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const QList<ZoneViewWidget *> zoneViewCopy = zoneViews;
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for (auto *view : zoneViewCopy) {
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ZoneViewZone *temp = view->getZone();
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if (temp->getLogic()->getName() == zoneName && temp->getLogic()->getPlayer() == player &&
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qobject_cast<ZoneViewZoneLogic *>(temp->getLogic())->getNumberCards() == numberCards) {
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