Summary: Client can connect to manually started server rather
than its own spawned one
Submitted by: jtn
Submitted on: Sun Feb 2 14:56:08 2014
Severity: 3 - Normal
Priority: 5 - Normal
Assigned to: None
Release: S2_4 r24327
Discussion Lock: Any
Operating System: Microsoft Windows
Observed while verifying fix for bug #21547 with cproc's S2_4 r24327 Windows
I had a freeciv-server.exe running (port 5556, started from start menu),
started a freeciv-gtk2.exe, and accidentally chose "new game" rather than
"connect to network game".
To my surprise, it connected to my manually-started server rather than one of
Didn't seem 100% reproducible but I got it to happen twice in a few tries.
Details from the second time:
There were two freeciv-server.exe processes, unsurprisingly.
netstat -a -b -o showed:
TCP 0.0.0.0:5556 Teacup:0 LISTENING 3504
TCP 127.0.0.1:5556 Teacup:0 LISTENING 3140
TCP 127.0.0.1:5556 Teacup:49176 ESTABLISHED 3504
TCP 127.0.0.1:49176 Teacup:5556 ESTABLISHED 2180
PID 3504 is presumably my standalone server and 3140 the spawned one.
I guess the problem is that Freeciv assumes it's not possible for two
processes to listen on 0.0.0.0:5556 and 127.0.0.1:5556 simultaneously, or
(Can I just note that I hate interface binding semantics.)
Quitting the client then killed the manually started server (unsurprisingly).
After quitting the manual server, the spawned server hung around
(unsurprisingly), but it didn't obviously cause trouble (a new client-spawned
server used 5557).
(This might have been behind my lack of reproducibility, I didn't check again
after I realised this was happening.)
(Windows 7 32-bit. Machine not connected to any "real" network, if it makes a
Dunno if this is 2.4.2 blocker -- case of manual server and local game
simultaneously is quite niche, and messing around with this might break
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