fix(network): improve ZSTD compression/decompression error handling

- Add error checking after decompression to drop corrupted packets
- Add error checking after compression to prevent sending empty packets
- Allow ZSTD_CONTENTSIZE_UNKNOWN and use streaming decompression
- Only reject ZSTD_CONTENTSIZE_ERROR as a fatal error

Fixes network connectivity issues where corrupted/empty packets were
being processed, breaking the network protocol.

Signed-off-by: Zephyron <zephyron@citron-emu.org>
This commit is contained in:
Zephyron
2025-12-26 16:51:33 +10:00
parent ab4d2a7f32
commit 38d4152021
2 changed files with 85 additions and 15 deletions

View File

@@ -46,6 +46,14 @@ void ProxySocket::HandleProxyPacket(const ProxyPacket& packet) {
auto decompressed = packet;
decompressed.data = Common::Compression::DecompressDataZSTD(packet.data);
// Check if decompression failed (returns empty vector on error)
if (decompressed.data.empty() && !packet.data.empty()) {
stats.packets_dropped++;
LOG_WARNING(Network, "Dropped packet: ZSTD decompression failed. Stats: sent={}, recv={}, dropped={}",
stats.packets_sent, stats.packets_received, stats.packets_dropped);
return;
}
std::lock_guard guard(packets_mutex);
received_packets.push(decompressed);
stats.packets_received++;
@@ -204,8 +212,18 @@ void ProxySocket::SendPacket(ProxyPacket& packet) {
if (auto room_member = room_network.GetRoomMember().lock()) {
if (room_member->IsConnected()) {
const size_t original_size = packet.data.size();
const std::vector<u8> original_data = packet.data; // Save original for potential fallback
packet.data = Common::Compression::CompressDataZSTDDefault(packet.data.data(),
packet.data.size());
// Check if compression failed (returns empty vector on error)
if (packet.data.empty() && !original_data.empty()) {
stats.packets_dropped++;
LOG_ERROR(Network, "Failed to compress packet: ZSTD compression failed. Dropping packet. Stats: sent={}, dropped={}",
stats.packets_sent, stats.packets_dropped);
return;
}
room_member->SendProxyPacket(packet);
stats.packets_sent++;
@@ -260,14 +278,7 @@ std::pair<s32, Errno> ProxySocket::SendTo(u32 flags, std::span<const u8> message
packet.data.clear();
std::copy(message.begin(), message.end(), std::back_inserter(packet.data));
// Determine if packet should use unreliable delivery for better latency
// Use unreliable delivery for:
// 1. Small, frequent game data packets (< 1200 bytes for typical MTU)
// 2. UDP protocol packets (most game traffic)
// 3. Non-broadcast packets (broadcast should be reliable for coordination)
const bool is_game_data = protocol == Protocol::UDP && message.size() < 1200 && !packet.broadcast;
packet.reliable = !is_game_data;
// All packets use reliable delivery
SendPacket(packet);
return {static_cast<s32>(message.size()), Errno::SUCCESS};