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Try to fix CDragger's heap-use-after-free (fixes #4277)
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65655975bc
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@ -16,7 +16,7 @@ CDragger::CDragger(CGameWorld *pGameWorld, vec2 Pos, float Strength, bool NW,
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int CaughtTeam, int Layer, int Number) :
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CEntity(pGameWorld, CGameWorld::ENTTYPE_LASER)
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{
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m_Target = 0;
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m_TargetID = -1;
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m_Layer = Layer;
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m_Number = Number;
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m_Pos = Pos;
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@ -34,8 +34,14 @@ CDragger::CDragger(CGameWorld *pGameWorld, vec2 Pos, float Strength, bool NW,
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void CDragger::Move()
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{
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if(m_Target && (!m_Target->IsAlive() || (m_Target->IsAlive() && (m_Target->m_Super || m_Target->IsPaused() || (m_Layer == LAYER_SWITCH && m_Number && !GameServer()->Collision()->m_pSwitchers[m_Number].m_Status[m_Target->Team()])))))
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m_Target = 0;
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if(m_TargetID >= 0)
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{
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CCharacter *pTarget = GameServer()->GetPlayerChar(m_TargetID);
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if(!pTarget || pTarget->m_Super || pTarget->IsPaused() || (m_Layer == LAYER_SWITCH && m_Number && !GameServer()->Collision()->m_pSwitchers[m_Number].m_Status[pTarget->Team()]))
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{
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m_TargetID = -1;
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}
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}
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mem_zero(m_SoloEnts, sizeof(m_SoloEnts));
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CCharacter *TempEnts[MAX_CLIENTS];
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@ -83,14 +89,15 @@ void CDragger::Move()
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}
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}
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if(!m_Target)
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m_Target = Id != -1 ? TempEnts[Id] : 0;
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if(m_TargetID < 0)
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m_TargetID = Id;
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if(m_Target)
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if(m_TargetID >= 0)
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{
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const CCharacter *pTarget = GameServer()->GetPlayerChar(m_TargetID);
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for(auto &SoloEnt : m_SoloEnts)
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{
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if(SoloEnt == m_Target)
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if(SoloEnt == pTarget)
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SoloEnt = 0;
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}
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}
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@ -98,38 +105,38 @@ void CDragger::Move()
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void CDragger::Drag()
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{
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if(!m_Target)
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if(m_TargetID < 0)
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return;
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CCharacter *Target = m_Target;
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CCharacter *pTarget = GameServer()->GetPlayerChar(m_TargetID);
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for(int i = -1; i < MAX_CLIENTS; i++)
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{
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if(i >= 0)
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Target = m_SoloEnts[i];
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pTarget = m_SoloEnts[i];
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if(!Target)
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if(!pTarget)
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continue;
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int Res = 0;
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if(!m_NW)
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Res = GameServer()->Collision()->IntersectNoLaser(m_Pos,
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Target->m_Pos, 0, 0);
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pTarget->m_Pos, 0, 0);
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else
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Res = GameServer()->Collision()->IntersectNoLaserNW(m_Pos,
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Target->m_Pos, 0, 0);
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if(Res || length(m_Pos - Target->m_Pos) > g_Config.m_SvDraggerRange)
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pTarget->m_Pos, 0, 0);
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if(Res || length(m_Pos - pTarget->m_Pos) > g_Config.m_SvDraggerRange)
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{
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Target = 0;
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pTarget = 0;
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if(i == -1)
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m_Target = 0;
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m_TargetID = -1;
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else
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m_SoloEnts[i] = 0;
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}
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else if(length(m_Pos - Target->m_Pos) > 28)
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else if(length(m_Pos - pTarget->m_Pos) > 28)
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{
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vec2 Temp = Target->Core()->m_Vel + (normalize(m_Pos - Target->m_Pos) * m_Strength);
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Target->Core()->m_Vel = ClampVel(Target->m_MoveRestrictions, Temp);
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vec2 Temp = pTarget->Core()->m_Vel + (normalize(m_Pos - pTarget->m_Pos) * m_Strength);
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pTarget->Core()->m_Vel = ClampVel(pTarget->m_MoveRestrictions, Temp);
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}
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}
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}
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@ -167,7 +174,7 @@ void CDragger::Snap(int SnappingClient)
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int SnappingClientVersion = SnappingClient >= 0 ? GameServer()->GetClientVersion(SnappingClient) : CLIENT_VERSIONNR;
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CCharacter *Target = m_Target;
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CCharacter *pTarget = m_TargetID < 0 ? 0 : GameServer()->GetPlayerChar(m_TargetID);
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for(int &SoloID : m_SoloIDs)
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{
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@ -184,18 +191,16 @@ void CDragger::Snap(int SnappingClient)
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{
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if(i >= 0)
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{
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Target = m_SoloEnts[i];
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pTarget = m_SoloEnts[i];
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if(!Target)
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if(!pTarget)
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continue;
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}
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if(Target)
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{
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if(NetworkClipped(SnappingClient, m_Pos) && NetworkClipped(SnappingClient, Target->m_Pos))
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continue;
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}
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else if(NetworkClipped(SnappingClient, m_Pos))
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if(NetworkClipped(SnappingClient, m_Pos))
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continue;
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if(pTarget && NetworkClipped(SnappingClient, pTarget->m_Pos))
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continue;
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CCharacter *Char = GameServer()->GetPlayerChar(SnappingClient);
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@ -206,11 +211,11 @@ void CDragger::Snap(int SnappingClient)
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if(i != -1 || SnappingClientVersion < VERSION_DDNET_SWITCH)
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{
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int Tick = (Server()->Tick() % Server()->TickSpeed()) % 11;
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if(Char && Char->IsAlive() && (m_Layer == LAYER_SWITCH && m_Number && !GameServer()->Collision()->m_pSwitchers[m_Number].m_Status[Char->Team()] && (!Tick)))
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if(Char && m_Layer == LAYER_SWITCH && m_Number && !GameServer()->Collision()->m_pSwitchers[m_Number].m_Status[Char->Team()] && (!Tick))
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continue;
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}
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if(Char && Char->IsAlive())
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if(Char)
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{
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if(Char->Team() != m_CaughtTeam)
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continue;
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@ -218,11 +223,11 @@ void CDragger::Snap(int SnappingClient)
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else
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{
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// send to spectators only active draggers and some inactive from team 0
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if(!((Target && Target->IsAlive()) || m_CaughtTeam == 0))
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if(!(pTarget || m_CaughtTeam == 0))
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continue;
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}
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if(Char && Char->IsAlive() && Target && Target->IsAlive() && Target->GetPlayer()->GetCID() != Char->GetPlayer()->GetCID() && ((Char->GetPlayer()->m_ShowOthers == 0 && (Char->Teams()->m_Core.GetSolo(SnappingClient) || Char->Teams()->m_Core.GetSolo(Target->GetPlayer()->GetCID()))) || (Char->GetPlayer()->m_ShowOthers == 2 && !Target->SameTeam(SnappingClient))))
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if(Char && pTarget && pTarget->GetPlayer()->GetCID() != Char->GetPlayer()->GetCID() && ((Char->GetPlayer()->m_ShowOthers == 0 && (Char->Teams()->m_Core.GetSolo(SnappingClient) || Char->Teams()->m_Core.GetSolo(pTarget->GetPlayer()->GetCID()))) || (Char->GetPlayer()->m_ShowOthers == 2 && !pTarget->SameTeam(SnappingClient))))
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{
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continue;
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}
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@ -254,10 +259,10 @@ void CDragger::Snap(int SnappingClient)
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continue;
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obj->m_X = (int)m_Pos.x;
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obj->m_Y = (int)m_Pos.y;
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if(Target)
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if(pTarget)
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{
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obj->m_FromX = (int)Target->m_Pos.x;
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obj->m_FromY = (int)Target->m_Pos.y;
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obj->m_FromX = (int)pTarget->m_Pos.x;
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obj->m_FromY = (int)pTarget->m_Pos.y;
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}
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else
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{
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@ -12,7 +12,7 @@ class CDragger : public CEntity
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int m_EvalTick;
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void Move();
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void Drag();
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CCharacter *m_Target;
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int m_TargetID;
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bool m_NW;
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int m_CaughtTeam;
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