Fix NetworkedMultiplayerENet client memory leak

The host is not destroyed in some error conditions.
This commit is contained in:
Haoyu Qiu 2021-08-03 10:14:14 +08:00
parent 7b97243521
commit ac04032e95

View file

@ -174,14 +174,20 @@ Error NetworkedMultiplayerENet::create_client(const String &p_address, int p_por
ip = IP::get_singleton()->resolve_hostname(p_address, IP::TYPE_IPV4);
#endif
ERR_FAIL_COND_V_MSG(!ip.is_valid(), ERR_CANT_RESOLVE, "Couldn't resolve the server IP address or domain name.");
if (!ip.is_valid()) {
enet_host_destroy(host);
ERR_FAIL_V_MSG(ERR_CANT_RESOLVE, "Couldn't resolve the server IP address or domain name.");
}
}
ENetAddress address;
#ifdef GODOT_ENET
enet_address_set_ip(&address, ip.get_ipv6(), 16);
#else
ERR_FAIL_COND_V_MSG(!ip.is_ipv4(), ERR_INVALID_PARAMETER, "Connecting to an IPv6 server isn't supported when using vanilla ENet. Recompile Godot with the bundled ENet library.");
if (!ip.is_ipv4()) {
enet_host_destroy(host);
ERR_FAIL_V_MSG(ERR_INVALID_PARAMETER, "Connecting to an IPv6 server isn't supported when using vanilla ENet. Recompile Godot with the bundled ENet library.");
}
address.host = *(uint32_t *)ip.get_ipv4();
#endif
address.port = p_port;
@ -193,7 +199,7 @@ Error NetworkedMultiplayerENet::create_client(const String &p_address, int p_por
if (peer == nullptr) {
enet_host_destroy(host);
ERR_FAIL_COND_V_MSG(!peer, ERR_CANT_CREATE, "Couldn't connect to the ENet multiplayer server.");
ERR_FAIL_V_MSG(ERR_CANT_CREATE, "Couldn't connect to the ENet multiplayer server.");
}
// Technically safe to ignore the peer or anything else.