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https://git.eden-emu.dev/archive/citron
synced 2026-03-27 03:49:41 -04:00
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>
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@@ -46,6 +46,14 @@ void ProxySocket::HandleProxyPacket(const ProxyPacket& packet) {
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auto decompressed = packet;
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decompressed.data = Common::Compression::DecompressDataZSTD(packet.data);
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// Check if decompression failed (returns empty vector on error)
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if (decompressed.data.empty() && !packet.data.empty()) {
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stats.packets_dropped++;
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LOG_WARNING(Network, "Dropped packet: ZSTD decompression failed. Stats: sent={}, recv={}, dropped={}",
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stats.packets_sent, stats.packets_received, stats.packets_dropped);
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return;
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}
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std::lock_guard guard(packets_mutex);
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received_packets.push(decompressed);
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stats.packets_received++;
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@@ -204,8 +212,18 @@ void ProxySocket::SendPacket(ProxyPacket& packet) {
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if (auto room_member = room_network.GetRoomMember().lock()) {
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if (room_member->IsConnected()) {
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const size_t original_size = packet.data.size();
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const std::vector<u8> original_data = packet.data; // Save original for potential fallback
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packet.data = Common::Compression::CompressDataZSTDDefault(packet.data.data(),
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packet.data.size());
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// Check if compression failed (returns empty vector on error)
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if (packet.data.empty() && !original_data.empty()) {
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stats.packets_dropped++;
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LOG_ERROR(Network, "Failed to compress packet: ZSTD compression failed. Dropping packet. Stats: sent={}, dropped={}",
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stats.packets_sent, stats.packets_dropped);
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return;
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}
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room_member->SendProxyPacket(packet);
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stats.packets_sent++;
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@@ -260,14 +278,7 @@ std::pair<s32, Errno> ProxySocket::SendTo(u32 flags, std::span<const u8> message
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packet.data.clear();
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std::copy(message.begin(), message.end(), std::back_inserter(packet.data));
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// Determine if packet should use unreliable delivery for better latency
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// Use unreliable delivery for:
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// 1. Small, frequent game data packets (< 1200 bytes for typical MTU)
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// 2. UDP protocol packets (most game traffic)
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// 3. Non-broadcast packets (broadcast should be reliable for coordination)
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const bool is_game_data = protocol == Protocol::UDP && message.size() < 1200 && !packet.broadcast;
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packet.reliable = !is_game_data;
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// All packets use reliable delivery
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SendPacket(packet);
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return {static_cast<s32>(message.size()), Errno::SUCCESS};
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