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Merge #4282
4282: Fix heap-use-after-free in OnMessage (fixes #4279) r=heinrich5991 a=def- <!-- What is the motivation for the changes of this pull request --> ## Checklist - [ ] Tested the change ingame - [ ] Provided screenshots if it is a visual change - [ ] Tested in combination with possibly related configuration options - [ ] Written a unit test if it works standalone, system.c especially - [ ] Considered possible null pointers and out of bounds array indexing - [ ] Changed no physics that affect existing maps - [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional) Co-authored-by: def <dennis@felsin9.de>
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@ -2423,6 +2423,11 @@ void CGameContext::OnMessage(int MsgID, CUnpacker *pUnpacker, int ClientID)
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// set start infos
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Server()->SetClientName(ClientID, pMsg->m_pName);
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// trying to set client name can delete the player object, check if it still exists
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if(!m_apPlayers[ClientID])
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{
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return;
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}
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Server()->SetClientClan(ClientID, pMsg->m_pClan);
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Server()->SetClientCountry(ClientID, pMsg->m_Country);
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str_copy(pPlayer->m_TeeInfos.m_SkinName, pMsg->m_pSkin, sizeof(pPlayer->m_TeeInfos.m_SkinName));
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