Memory leak fixed in stream4inline

A few days ago William told me that if he enabled stream4inline on a busy gateway, Snort_inline would consume all memory within hours. The problem went away when disabling stream4inline, so it made sense that the problem would be in there somewhere.

The first suspect was the reassembly cache. The reassembly cache is used to keep a per stream copy of the reassembled packet in memory. While being memory expensive, it greatly speeds up the sliding window stream reassembly process, especially with small packets. The reason for this being the first and primary suspect is that this is the only place where stream4inline code allocates memory. Reviewing the code however, showed no leaks and adding a debug counter to monitor the memory usage also showed that the leak was not in that code.

Next my investigation focused on parts where stream4 behaves differently in stream4inline mode. I initially focused on what happened when stream4 hit it’s memory limit: the memcap. When the configurable memcap is reached, stream4 nukes 5 random sessions. In stream4inline the option to truncate 15 of the sessions was added, where an attempt is made to clear the memory by removing stored packets no longer needed from a stream. If that fails, 5 random sessions are nuked anyway.

Reviewing the truncating of the sessions didn’t show anything obvious to me so I went on to the killing of the sessions. Descending down the code I finally reached the DropSession function, where the memory cleanup for a session is handled. Here it turned out that the DeleteSpd function, used to clear the stored packets in a stream, was not called in stream4inline mode. The reason for this mistake is that with Snort 2.6.1 support for UDP was added to stream4. The merge with the Snort_inline code went wrong because of extra checks added to the DropSession function.

The stupid thing is that when I did the merge, I was already in doubt about it as a comment showed:

/* XXX did I merge this right??? VJ */

Guess I know the answer now: No 😉

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